The Fate System Reference Document page tries to maintain a comprehensive list of Fate Core-compatible products at the bottom of this page: <a href="https://fate-srd.com/" rel="nofollow">https://fate-srd.com/</a> You will notice that, in addition to Fate Rules, they have revealed some details of world-settings previously published, so they are essentially free to see now: Atomic Robo, Frontier Spirit, Gods and Monsters, Sails Full of Stars, Three Rocketeers, Venture City, and War of Ashes. I am not so much into the World booklets because they are only 50 pages each. Some are pretty gonzo setting ideas but I did like The Secrets of Cats and Save Game (pay what you want or PWYW). Save Game is like Tron or Wreck-It Ralph where you are characters in video-games. I have really crunched through the big 300-400 page worlds for Fate you should be aware of (pay, from 3rd-party companies): -- INTERFACE ZERO 2.0: Fate Core Version (Gun Metal Games): This is an awesome cyberpunk setting which they wrote before for the Savage Worlds rules system and Modern20 and now a version for Fate Core and, soon, for Pathfinder rules. Centered mainly on the city of Chicago, it does have ample descriptions of every area of the world. There are many character types: traditional martial-arts ninjas who are cyber-enhanced, mercenaries, hackers, uplifted animals such as intelligent bears, all trying to survive by doing jobs or "shadowruns". Fate Core rules modifications are in it but you must consult the Fate Core System book for basic Fate rules. -- UNWRITTEN: Adventures in the Ages of Myst (InkWorks Productions): Yes, this is a game to simulate adventures like the MYST series of computer games. The D'Ni civilization has left an underground city and Linking Books to mysterious dimensions called Ages. Humans have discovered this city under the desert of New Mexico, but are forming factions with different ideas of what to do about it. The Fate rules are integrated into the book; you need not consult the Fate Core System book in addition. A gentle non-violent game of investigation and discovery, there is no Attack action as such! Be sure to download their free supplements if you get a .pdf or hardcover of the main rulebook. -- BAROQUE SPACE OPERA (Mark Kowaliszyn): This is my favourite so far. Adventure in the far-future but hidebound and corrupt society of the Dominated Worlds, where a Tyrant has ruled for 150,000 years. Resurrection technology, genetic modification, FTL travel, mind-transfer into machines, an Internet called The Pattern, automata, nanomachine-tossing transmuters who look like mages tossing pixie-dust, lots of good stuff. The tech is so advanced it is all handled as magic so the GM doesn't need a lot of "techie" knowledge. Houses, factions and aliens intrigue in an environment where the Tyrant forbids direct conflict. It is mostly setting with modified Fate Core rules (Notice is not a skill but an Action achievable in different ways; some super-soldiers have very high custom sets of Stress Boxes and so do large starships). The basic Fate Core rules are not included. A wild ride heavy on a setting similar to Dune, LEXX, Metabarons or The Incal. -- BULLDOGS! (Galileo Games) : They had a version for old FATE rules but now a new one for Fate Core (a d20 version also existed). A SF setting about poor desperate working stiffs who sign on to the TransGalaxy Corp. for 5 years, hauling the Class D cargo no one wants, to places no one else wants to go. Amusing alien species with species Abilities, mayhem, stress-boxes are tweaked for rock 'em sock 'em action. Fate Core rules are explained within it. Their Kickstarter is close to finished with a wide variety of adventure supplements to it. -- DIASPORA (VSCA Publishing): This SF game came out in 2009 for the earlier FATE 3rd-edition rules system. I think it has powerful ideas (inspired by their favourite game, TRAVELLER), but until they publish a revision for Fate Core, if ever, the old system may take some getting used to. All the rules are free to view in their System Reference Document, and there are other small extras and a character sheet elsewhere on their page. A few highlights: players collectively generate a "cluster" of 6-12 star-systems with Technology, Environment and Resource levels, and add 3 planetary Aspects. Settlement occurred a long time ago and civilization may have risen and fallen several times, meaning archeology is an important skill because it may turn up gadgets (and weapons) from the past. Travel is difficult between systems because you have to reach a spot above or below the sun perpendicular to the orbital plane and that takes days, then make a Jump. "Heat" is a concern for spaceships; waste heat generated from power-generation and especially Jumping must be radiated away. A ship is not at its best right after a Jump. The game goes into mini-games for Combat, Platoon-Level Combat (*cough* Starship Troopers *cough*), Spaceship Combat and Social Combat, which is good because if players are not certain how to proceed, there might be one of these mini-games to show the way. <a href="http://www.vsca.ca/Diaspora/diaspora-srd.html" rel="nofollow">http://www.vsca.ca/Diaspora/diaspora-srd.html</a> -- LEAVES OF CHIAROSCURO (Bennett-Burks Design): This is an alternate-history of Renaissance Italy centered on the city of Bologna. Magic exists (under the stern supervision of the Church) but history deviates in certain ways, especially the fact that some citizens of the free cities are magical races with ancestry from angels, demons, dragons, other animals, or elementals. A detailed magic system for the setting in Fate Core rules is given, and notes on fantasy dimensions accessible from the "real" world.