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Reunite the kingdom of Adventuria and defeat the evil Illusionist Miraj by recruiting Adventurers to send on Adventures for epic loot and rewards in this RPG/Management Sim with tons of depth, randomization, and customization options!
Release Date: Apr 23, 2014
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“VAStudios mission is to maintain development transparency while involving the player and their feedback throughout our games' development cycles. Early Access allows us to deliver our games to you at a discounted rate while also enabling us to also generate some development revenue. We are a small team working on Adventurer Manager and we opted out of traditional crowd-funding methods in favor of the direct feedback and transparency that Early Access allows. While those methods allowed us to make money, it prevented us from having direct and meaningful interactions with our players. Many player suggestions have already made it into the game as we make concerned efforts to work with our players to develop an incredible game that we all want to be playing.”

How long will this game be in Early Access?

“We expect Adventurer Manager to release sometime in Fall 2014.”

How is the full version planned to differ from the Early Access version?

“The full version of Adventurer Manager will include as many of our Planned Features as possible as well as probably some exciting extras!”

What is the current state of the Early Access version?

“Adventurer Manager is fully playable with Adventurer levels 1-33 out of 50 obtainable with 5 Races and all 8 base Classes available. We have dozens of weapons and armors types, each with their own unique appearances. There are currently over 10 unique dungeons with dozens of nodes to explore full of random events, mini-bosses and bosses. The game receives regular updates with improvements to all existing systems as well as the introduction of brand new content. Many of our players have already put in dozens of hours so there is plenty to keep you busy!”

Will the game be priced differently during and after Early Access?

“During Early Access, Adventurer Manager will be priced at 4.99USD and we expect at release it will increase to 9.99USD to reflect the many new features that will be introduced.”

How are you planning on involving the Community in your development process?

“We check our Steam and Studio discussion boards daily to answer questions and elicit feedback and suggestions from our players. Tons of player feedback and suggestions have made it into the game thus far and we expect more to come. We even work more directly with our most committed players by chatting with the daily on all aspects of the game. We respect and appreciate our community's involvement in Adventurer Manager the same as we respect and appreciate our internal team.”
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Recent updates View all (33)

AM Devlog #9

September 1st, 2014


Welcome to the 9th edition of AM Devlog! AM Devlogs are weekly (when we don't patch) updates on the development progress of Adventurer Manager. These Devlogs highlight our philosophy of the importance of development transparency and player feedback.

This Devlog is very exciting for us as it's a realization of how close we are getting towards our final release! We still have lots to do but in this edition of AM Devlog I will outline some of the key features we still want to add and adjust before we move on to refining and polishing existing systems. I will first outline what you will see sooner rather than later and then list the rest in no particular order. Some of these, like the Bestiary will come next patch, others may be the patch after that, or the patch after that, and so on. So without further ado, let's jump right in!


This was on our list for a while and we are happy to report that it's currently in the dev build being tested! In its initial implementation it will track total number of monster kills as well as provide detailed information about each monster slain depending on its Location. All Locations and monsters will have question marks until they are entered and defeated once respectively. After a set number of kills the monsters' weaknesses and vulnerabilities will be revealed. We are working on additional information to be included at a later time such as attack range and bonuses against them.

Preview of the Bestiary

Ruler Update

The Ruler creation at the beginning of the game is one of the last relics of our pre-Steam version. This will be updated with additional adjustments available. We have also decided that the Ruler will be selectable from any race! With those races, the particular hair/beards will also be available to choose. In the beginning implementation, there will only be one clothing option per gender, but over time we plan to add more to customize your ruler's appearance.

Preview of the new Rulers (male & female)


Related to the new Ruler creation interface will be a new menu for customizing your Adventurers! We are still designing this system and thus I cannot provide a screenshot, but it will be similar to Ruler creation. There will likely be a small fee associated with changing your appearance, but hair, beard, eye, and skin tones will be customizable. We are also toying with the idea of including a free customization from point-of-hire as an Allegiance bonus. Overall, we believe this feature will help us bring you more customization options.

Racial Bonuses/Negatives

In our design documentation we've long had racially unique bonuses and negatives planned. The time has come for them to finally arrive! These are bonuses, and negatives, that are associated with members of each race. For example: Humans are crafty and resourceful so they gain 10% more XP than other races, but they are also greedy so they reduce Gold found. We are also toying with the idea of including weapon specific bonuses for each. An example would be Dwarves are good with hammers, barbarians with axes, humans with swords, elves with bows, etc. Look for these to come sometime soon and be improved through Allegiance ranks.

Allegiance Update

Allegiance is also in-line to get the update it deserves. Like I just mentioned, Racial Bonuses will be improved through Allegiance as well as increased Sell Costs in that city, reduced Buy Costs, unlockable Classes (different than they are now, will get to that in a minute), reduced Resurrect Cost, and others. As part of this to prepare us for launch and future tutorials, at level 1 Allegiance all racial towns will only have one Class hireable. Elves will have Rangers, Dwarves have Clerics, Giants will have Barbarians and so on. This will help new players ease into the game and as they will be tied to their Racial weapon bonuses. As Allegiance increases, more Classes will unlock as they do now. We will also likely be removing the higher level hires, but this is still being evaluated.


That's right! Achievements are getting closer to being here! Just recently, MajicPanda was working on Steam Achievements and I have the dev build screenshot to prove it! Right now there are 57 to acquire and they include things like max Allegiance, gold collecting, monster kills, castle building, and many more! We also hope to add a lot more stat tracking into the Kingdom menu as we move forward. Things like deaths, gold spent, etc.

Achievement Preview

More Dungeons & Story

We are getting close to giving you 4 more dungeons! Two of them will get you to level 51. The third will be a gear check dungeon to make sure you are properly geared for Miraj and the finale of the story. His dungeon and all its denizens will likely be level 52+, so you will need your hardiest geared Adventurers to succeed!

Preview of Island Temple Dungeon

Sound Effects

Yes, that's right! We will finally have more sounds than the 3 that are currently in the game! We have dozens of sounds that will be slowly entering the game over the next few patches. We had a hard time deciding whether we wanted retro sfx or more realistic ones and we opted for the realistic ones. While our game is retro-inspired, the fidelity of our music tracks is much higher quality and thus we felt that higher quality sfx fit better into AM.

More Save Slots & ironman Mode

Last but not least is more Save Slots! We plan on bringing you two more slots with each of them having the option at New Game start to select Ironman mode. In my eyes, this is how AM is supposed to be played! Resurrects are disabled in Ironman, so when your Adventurer is dead, he stays dead. This will hopefully bring a new challenge to AM veterans.


We are almost there folks! A lot of these items on our list are already in progress and the rest are in design mode. Once this list is implemented, the only things left to do will be to add a tutorial and polish, polish, polish! So for the first time since we launched on Steam, I can provide a tentative Release Date for AM: by the end of 2014. That's as tight a deadline as I can provide at this time and like most video game release dates, it's subject to change. As we get closer to the date and after knocking out the rest of these items on this list, I will provide a new estimate.

Thanks so much for continuing to help us make AM awesome!

Happy Adventuring
Thomas Spradling
Game Designer & Producer
VA Studios

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Build 0.6.17 - Auto Adventure Update!

August 28th, 2014


  • Enchanter, Paladin, Warrior, Cleric, and Ranger damage increased.
  • Warrior damage abilities increased by 20% baseline.
  • Paladin (Will require respec)
    -- Blessed Strike moved from T3 to T1 as a prep skill costing 20 energy.
    -- Devout Strike stun ability moved to T3 40 energy to be more situational.
    -- Holy Strike moved to T2 30 energy which increases its damage to 100%.
  • Undead damage modifiers changed.
    -- Holy vulnerability increased from 10% to 40%.
    -- Added cold resistance to 40% from 0%.
  • Auto quest XP gain increased by 25% to be 75% of a manual encounter.
  • Dropped items in manual dungeons now appear on the ground and must be looted by right-click. Anything left on the ground after clicking to go into a new room will be left behind and not lootable upon returning to that room.
  • Gem drop chance increased slightly and is now in the loot instead of a separate node to click on.
  • Salvaging items at the Blacksmith now gives a chance to salvage a gem. The higher the rarity of the item, the better the chance.
  • Base multiplier for Inn beds above Beggar lowered to make Royal not a penalty to upgrade to.
  • Max Endurance bonus for beds temporarily removed.
  • Enraged, Deadly, Miniboss, and Boss bonus HP have all been adjusted to use a new calculation. The results should be similar but allow for more exponential scaling.
  • Fleeing now forfeits the entire party's turn if it's a failed attempt.
  • Encounter and Idle animations were added to the Info Scroll to indicate an encounter is taking place in an automated Adventure.
  • Scrolling combat text is now spaced out a bit better.
  • Melee attack movement animations removed from the game in favor of smoother gameplay. Adventurers and Monsters now step forward and swing their weapons, Final Fantasy style.
  • Initiative roll added to the University as a trainable course.
  • Gold income was greatly increased from all Adventures.
  • Lowered the cost of Castle Upgrades to make them easier to obtain early on.
  • Fixed a bug resulting in head Armor not rolling the right armor values.
  • Fixed a bug resulting in unique invasion drops not rolling the correct tier of item appropriate for the iLVL.
  • Scepter tooltips fixed, was showing 1h axe as the bonus. (Bonuses were correct themselves)
  • Calculations that look for average party level no longer skip over dead adventurers. This was affecting invasion loot and other similar rewards.
  • The Giant Toad now correctly drops uniques in the Swamp and Invasions.
  • All Rangers and Cleric mobs have had buffs removed. They were never intended to use these skills.
  • Rangers can no longer use polearms.
  • Fixed a bug causing the auto adventure log to not be affected by the mouse wheel.
  • Bone Lizard now correctly drops the Bone Chest unique.
  • Fixed a bug causing failed manual adventures to not move dead adventurers to the graveyard.
  • Fixed a bug causing ranged weapons to perform an attack swipe.
  • Fixed an issue with average party level allowing a player to send in 1 Adventurer and scale down an Invasion for easy farming.
  • Fixed an issue with monster HP not properly scaling 1-9.
  • Fixed an issue allowing party loading to load in dead adventurers.
Auto Adventure Changes
Auto adventures have 4 stats that affect the party during an encounter. Each class has a value that affects this statistic directly.

Stability - The amount by which END is lost during an encounter. The higher the stability the less END the entire party will lose. A roll is checked and if failed the END loss for every party member is increased by 1.
Protection - Prevents spike and overall HP damage to random party members. If the protection roll is failed, a random party member is struck for excess damage and the entire party also suffers more HP damage.
Trap Avoidance - If a trap roll succeeds and a trap avoidance fails, a random party member is struck for 25% HP damage.
Recovery - The amount of healing the party receives which offsets the HP damage dealt. 1% HP is offset for all Adventurers for every 10% recovery a party has. If the recovery is greater than the HP damage, the adventurers are healed for the remainder.

On top of these, each class also has a speed modifier which can impact the interval at which auto encounters occur, but most of these fast classes come with no stability or mitigation so the risk is much greater.

This is by no means final, but it is a step towards making auto adventures what they were meant to be and not just meaningless click and walk away events.

One thing we want to emphasize is that the damage and Endurance loss per encounter is not completely random, so it is up to the player to find the right combo that nets them the best possible outcome.

On top of Endurance loss each Adventurer can now lose hit points which could result in death if not carefully watched. With the proper party, all damage can be mitigated and even healed over time, so we anticipate the players to experiment with parties and check in on the adventure after 5-10 encounters to see how well their party is performing.

Adventurers WILL die if a party is made up of too much DPS that does not complete the full Adventure before their HP drops to 0, the party has no mitigation and suffers damage over time, or any other combination of things that may result in the demise of your party.

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“This game has the most absurd quest details and dialogue you will ever experience in your life, and it’s the best thing ever.”

“If you want to buy a ticket to see a game get made in incremental stages and enjoy JRPGs, Adventurer Manager is the best choice on Steam today.”

“Adventurer Manager (which we first glimpsed last August) is going to kick us all upstairs into the castle corner office we so richly deserve after our long toil.”
Pocket Tactics

About the Game

Welcome to the Early Access for Adventurer Manager where the game is ONLY $4.99USD! Buy now before the game releases at it's FULL PRICE of $9.99! We're thrilled to be at this stage in development and to share it with you!

Why are we so thrilled?! It's because Early Access is where a lot of the boring base systems are now in place and we are going content heavy! That means that nearly every major patch will include new content and new systems and boy do we have a lot of them planned! You can see a running list in our Planned Features list at the bottom of our Store Page and expect it to change frequently. We will try our hardest to be transparent in our development process so you know what we're working on before we've released it. Also, what's more exciting is the ability for you, the player, to help shape and mold Adventurer Manager into the game you really want to be playing!

Thanks for supporting Adventurer Manager!

The evil Illusionist Miraj has murdered your parents, the King and Queen, and has taken control of the Kingdom of Adventuria. Playing as the King's sole heir, you must recruit local Adventurers to complete Adventures to regain the loyalty of the various races in the realm. Only through reuniting your kingdom will you have the power to defeat the evil Illusionist Miraj!

  • Create Your Ruler to begin your story!
  • Recruit Randomized Adventurers from 7 races and 13 classes each with their own bios, benefits, and drawbacks!
  • Unlock Secret Party Bonuses by organizing your Adventurers into 4 separate parties and arranging their formation front to back!
  • Send Your Adventurers on Adventures to over a dozen different locations on a large world map!
  • Automatically Complete Adventures and...
  • Manually Complete Adventures for bonus rewards!
  • Turn-based Combat with dozens of skills and spells!
  • Level Up your Adventurers with attribute points!
  • Tons of Skills from unique skill trees!
  • Endlessly Generated Loot to equip your Adventurers ranging from common, uncommon, rare, legendary, unique, and mythical items!
  • Dozens of Monsters each with...
  • Resistances and Weaknesses to exploit.
  • Rare Monsters and Monster Packs each with randomized mutators!
  • Unique Boss and Miniboss monsters to challenge your toughest Adventurers!
  • Craft and Salvage Equipment to create the perfect equipment!
  • Upgrade Your Castle to impart benefits to all of your Adventurers!
  • Monster Invasions where you must defend your subjects!
  • Gain Your Subjects' Allegiance to receive upgraded Adventurers and more!
  • Avoid Deadly Traps or don't!
  • Adventurer Endurance that needs time to recover!
  • Adventurer University where you can educate and train your Adventurers!
  • Harsh Death Penalty where resurrecting your Adventurers isn't cheap!
  • Original Retro-inspired Soundtrack to groove to!
  • Steam Trading Cards to collect!

(in no particular order!)

  • Extended Level Cap to finish the story!
  • Bestiary that tracks your Monster kills to unlock information and gain bonuses against them!
  • Ironman Mode where when your Adventurers die, they stay dead!
  • Achievements to track all your dead Adventurers!
  • Adventurer Appearance Customization to allow you to customize your Adventurers!
  • Queens, because this isn't just a man's world!
  • More Tutorials to assist you!
  • and more to come!

PC System Requirements

    • OS: WinXP or later
    • Processor: 1.8GHz
    • Memory: 512 MB RAM
    • Graphics: Direct3D/OpenGL compatible card with at least 128MB
    • DirectX: Version 9.0c
    • Hard Drive: 150 MB available space
    • Sound Card: 2d sound compatible card

Mac System Requirements

    • OS: OS X 10.5 or later
    • Processor: 1.8GHz
    • Memory: 512 MB RAM
    • Graphics: Direct3D/OpenGL compatible card with at least 128MB
    • Hard Drive: 150 MB available space
    • Sound Card: 2d sound compatible card
Helpful customer reviews
36 of 46 people (78%) found this review helpful
234 products in account
13 reviews
1.3 hrs on record
Early Access Review
An interesting game...
Rather than focusing on a single party of adventurers, you are instead a king who manages several parties at once. Managing adventures is actually pretty fun, it really feels like you are running your own buisness. Unfortunately, the combat is pretty dull, so after a few dungeon crawls it starts to feel very repetitive. However, I do understand that it is an early access game, so hopefully we get an overhauled combat system before a final release. Overall, not a bad game. If you enjoy turn based combat and managing buisnesses, then I would recommend the game. Even if you don't plan on playing anytime soon, I'm sure the game will be very different after a few updates.

6/10 as of 4/23/14
Posted: April 23rd, 2014
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55 of 83 people (66%) found this review helpful
42 products in account
2 reviews
219.9 hrs on record
Early Access Review
Hi all! :)

In preparation for the imminent release of Adventurer Manager I thought I would add this review based on my experience with the game as an active Alpha Tester - some may call my review biased given my tester status so I should point out that I'm just a normal guy who stumbled upon Adventurer Manager a few months ago and leapt at the opportunity to get a hands on look at this great game. If you find my review a little one sided, then just put it down to me loving AM! :)

Firstly what is Adventurer Manager?
To sum it up in a nutshell AM is a retro style RPG with a traditional 80's / 90's feel JRPG combat system with a heavy emphasis on humor, customisation and dungeon grinding, loot finding goodness.
The game is still in it's alpha stage so a large quantity of what the developers still have planned has yet to make it to release, but it is clear that when it's all in AM will lack for nothing and will be in my opinion one of the most content rich and fun to play games of it's genre.
Dont believe me? Want to check out what the developers has in store? Head on over to the VA Studios forum and have a look - I think you'll agree...it's gonna be large! ;) http://va-studios.com/forums/

Dialogue, NPC's and Story:
There has been a large amount of effort into scripting and designing some of the most hilarious NPC's and random quests and I take my hat off to the devs for still making me chuckle every time I get smited with a paperclip upon completeing a quest. Seriously...The Baker anyone? :D

Graphics and Sound:
Whilst the 8-Bit retro feel isn't to everyones liking I personally find the design of the game to be top class - The amount of detail and effort into making each piece of gear, each mob (be it standard or boss) and each dungeon unique and well crafted is extraordinary. In so many other games of it's type you end up seeing a large number of 'pallet swaps', but not so in AM. Every element has a vibrant and chunky feel to it. There are still missing pieces to some of the art (mostly with regards to skills/spells), but these will be upcoming and I'm confident they'll be just as good as what is currently completed.
The same with the sound and music - There are some missing sound effects in the game, and one or two of the tracks are a little short before they loop to beginning however, the music itself is addicting, well composed and well implemented. A few of the tracks have that 'sticks in your head' side to them so all in all I'd definately rate the audio.

So far lvl range 1-21 is unlocked, 3 races and 5 classes to choose from and a host of skills for each class to play around with. The customisation at the moment is limited as the developers primary focus was to get the UI and dungeon, loot and combat mechanics in place however considering the alpha status of the game it will still take many, many, many hours of grinding and getting slaughtered by boss's to 'finish' the current content and with the amount of things on the cards I couldn't want for more! Each update and new feature that gets added is exciting and I constantly look forward to seeing what is round the corner.
Whilst in a lot of games grinding can be repetative and dull I think this game has captured well that diabloesque feel to it. Each time I go through a dungeon and find that legendary or unique class piece of loot I get that 'OOOoooo shiny!' feel and I still don't get tired of slaughtering pixelated bats by the thousand lol.

Production and the development team:
It's not often a reviewer would add something about the guys making the game, but my alpha testing has given me the opportunity to speak to the developers via chat/forums and I can say unreservedly that the team itself is one of the friendliest, open, and passionate about their game teams I have encountered. I strongly recommend any who like the idea of being part of Early Access to head over to the VA Studios website, sign up to their forums and get involved with the AM community :)

Posted: April 23rd, 2014
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18 of 23 people (78%) found this review helpful
105 products in account
2 reviews
189.7 hrs on record
Early Access Review
The mix of management and dungeon crawling is excellent. I can't wait for more content to be released.
Posted: May 3rd, 2014
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20 of 29 people (69%) found this review helpful
90 products in account
1 review
31.6 hrs on record
Early Access Review
This game has a long way to go and is woefully unbalanced. If you have the unfortunate luck to meet 4 'enraged bats' they can easily wipe your party by being able to attack everyone in your party making your warriors next to useless in their tanking role. That said you can resurect your fallen heroes but for a HUGELY inflated cost of your earned gold..back to the balance thing again but once they sort that out it will be great fun at the minute it is great fun followed by hair pulling frustration. A bargain at the price though and would happily reccomend it to anyone looking for some simplistic fun at a great price with potential to grow.

Having played more......I have now found out how to level up a whole new skill set which makes the bats no longer a problem.....but it would of been handy if there was a big sign pointing to the skill set at level 5+
Posted: April 24th, 2014
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12 of 16 people (75%) found this review helpful
50 products in account
1 review
23.5 hrs on record
Early Access Review
very nice old fashion RPG so far cant wait until they unlock more content since its still under developement
Posted: May 3rd, 2014
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