The signals and consequences of, and currently overall eco-socio-cultural inadequate responses to, the pressing climate and biodiversity crises of the Anthropocene foster a landscape of repression, hopelessness and anxiety among many, not least young people. As young people today seem to primarily encounter dystopian future narratives, this article tells a story about how playing an open-ended, solarpunk, character-driven cli-fi tabletop roleplaying game together with young people might nurture non-dystopic engagements. Designed as both a research and educational playspace, the game invites participants to become co-researchers and co-narrators engaged in imagining life-friendly futures, attempting to push the boundaries of environmental and sustainability education research. In conversation with the theoretical inspirations of the game — post-Anthropocene pedagogy, climate literacy research and SF multispecies storytelling — the article discusses insights from the first prototype playtests. When the game flows, it produces engagements with speculative futures and understandings of hope’s relational and complex character. When it halts, it reveals challenges around participation, social context and setting, pointing to directions for further research and game alterations.