Football Manager meets D&D. Heroes die. Dynasties rise. The realm remembers both.Lead an adventuring guild through a living realm where every fixture is a dungeon, every hero can die in it, and every season is written down.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Dungeons & Dynasties is a simulation, and simulations are made honest by being
played far more than they can be by being designed.

The game already runs a full realm: seventy-two rival guilds, careers that span
decades, permanent death, and a Chronicle that writes down everything that
happens to your hall. What we cannot do alone is find the thousand-hour edges,
the balance that only shows up in year fifteen, and the stories the systems
produce when they collide in ways nobody planned.

That work has already been going on in public for awhile now. Players have found
and shaped a great deal of what is in the game today, and Early Access is how we
keep doing that with more people, in the open, rather than deciding everything
behind a closed door and hoping.”

Approximately how long will this game be in Early Access?

“We plan to spend around a year in Early Access.

That is an estimate rather than a commitment. The game leaves Early Access when
it is finished rather than when a date arrives, and if the feedback we get says
something needs longer, it will take longer.”

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

“We plan to keep deepening the parts of the game that make a hall feel like
yours, rather than bolting on new modes.

The threads we most want to pull on:

- More of the guild's inner life. Heroes already carry convictions, flaws and
vows they mean to keep before they die. We plan to give them more to want, and
more ways for what they want to complicate what you want.
- A realm that lives without you. Rival halls already rise and fall on their own;
we plan to make more of that visible and consequential.
- More depth in the Deep, the megadungeon that never resets.
- Continued work on the game's presentation, which is the part we are least
finished with.
- Whatever the systems turn out to need once thousands of campaigns have been
played rather than dozens.

We plan to add content and depth throughout Early Access rather than holding it
all for a single release.”

What is the current state of the Early Access version?

“Playable and complete as a loop, from founding a guild to a dynasty decades old.

Everything the game is about is in and working: recruiting and developing
adventurers, kitting them out, writing their battle orders, sending them into
the dark and living with what comes back. Permanent death, a six-division league
pyramid of seventy-two rival guilds with real rosters, patrons and their demands,
the training yard, the tavern, downtime events, the Chronicle, and the Deep.

This is not a prototype and it is not a vertical slice. Players have run
campaigns lasting more than twenty in-game years.

What it is not is finished. Balance is still moving, the presentation is still
being worked on, and you should expect to find rough edges. If you would rather
meet the game complete, wait for 1.0.”

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

“We do not plan to change the price during Early Access. We do plan to raise it
when the game leaves Early Access and reaches 1.0.

Buying during Early Access means paying the lower price and keeping the game
through everything we add.”

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

“It is already how the game is made.

There is an active Discord where players report bugs, argue about balance and
propose features, and a great deal of what is in the game came from there. It is
routine for something raised in the morning to be in a build within a couple of days, with the reasoning explained rather than just the change.

We plan to keep working exactly that way: reading everything, saying honestly
what we agree with and what we do not, and shipping often enough that feedback
is worth giving.”
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About This Game

About This Game

Climb a six-tier league of 72 rival guilds. Build something that outlasts the heroes who founded it. Then read your dynasty back as a story written by the simulation, not by a script.

The question isn't whether legends will be made.

It's whether your guild survives long enough to make them.

🗺️ A REALM WITH NO KING
The crown fell in a war. The guilds were the only institutions left standing, and the succession they improvised to survive became a competition: whoever wins the Crucible holds the realm until the next one. It is fought in the Ninefold Vale, on the ground where the throne used to sit.

Open The Realm and you get a hand drawn chart of the world, generated entirely in code for your campaign. Seven regions with their own peoples, mountains, drowned coasts, forests and rivers.

All 72 guilds live in a real town on it, and there are fewer towns than guilds, so you share a city with rivals who hated you before a single fixture was played.

That is what a derby is.

Heroes come from these lands. When war breaks out, it strikes an entire region. Those with family there feel it. March to defend their homeland and they fight with renewed resolve. Ignore the call, and they'll remember who stayed behind.

You compete with these guilds every week.

Once a year, you need them.

⚔️ EVERY FIXTURE IS A DUNGEON
Matches aren't played. They're survived.

Every fixture sends four heroes into a procedural dungeon of monsters, hazards and impossible decisions. You don't click attacks. You build the squad, set their gambits, kit them for what's down there, and watch it play out.

Conditions change everything.

Flooded ground slows your melee.

Pitch dark ruins your archers.

Cursed ground drains you where you stand.

Named synergies reward smart party building. Put a Guardian beside a Cleric and you'll find the Sanctuary Engine.

Bosses have mechanics, and you can scout them before you commit.

The quiet rooms have teeth. A caged captive. A whispering idol. Who you brought decides how it goes.

Speak to the party before the gate. Read their mood, commit blind, and a word that misjudges the room can cost you.

Gear found deep in the dark? Their temperament decides who puts it on, whatever you ordered.

A greedy hero doesn't wait.

A veteran dies covering the retreat.

An underdog becomes a legend.

A generation is lost in one expedition.

Victories win championships.

Failures become history.

📜 THE CHRONICLE
Your guild has been writing a story this whole time.

Now you can read it.

Open The Chronicle and your entire dynasty is written out as prose: every season with its result, its casualties and the drama that defined it. The Fallen, each with the epitaph they earned. The heroes who made the guild, and how their stories ended.

Nothing in it is invented.

No authored flavour.

No scripted drama.

Every sentence comes from something that genuinely happened in your save.

If it says a hero fell in the Reaving of Vael in Year 4, they did.

Copy it, download it, or share it as a card drawn from the Ledger.

It reads like something a person sat down and wrote about your guild. Nobody did. The simulation did.

👥 PEOPLE, NOT NUMBERS
Heroes have ambitions, flaws, loyalties and grudges, and they are changed by what they live through.

A brush with death leaves a scar.

A heroic clear forges a virtue.

Over a career these harden into an archetype read from their real history: Prodigy, Late Bloomer, Iron Veteran, Cursed, Dungeonborn.

Friendships and rivalries form in the dark.

A tormentor becomes a named Nemesis.

Every hero serves on a sworn Oath, a term of years at a wage. When it runs out they ask to re-swear for what they're now worth, and you meet it, haggle it, or let them walk into a rival's colours.

A favourite lost is your decision, not a dice roll.

And when they go, they don't vanish.

The dead receive a memorial card bearing their own sigil, their epitaph and where the dark finally took them.

The friendships they built outlive their leaving. The rival who signed your veteran away still shows who back home counts them a friend. A favourite can come home in a crisis for that friend's sake. A youth may walk into the hall as a departed hero's own blood kin.

Lose a legend, and one day they may rise to lead the rival that took them.

Loss isn't a statistic.

It's part of your guild's identity.

WHAT'S IN IT

  • 72 guilds, six tiers, promotion, relegation, cups and festivals

  • Found your guild by drafting its first heroes, each on their own character sheet

  • A hand drawn realm where every guild has a home town and every hero a birthplace

  • The Crucible: win it and you hold the realm until someone takes it from you

  • The Chronicle: your whole history, narrated, true and shareable, and it opens on the realm's past before you've written any of your own

  • Heroes age, decline, retire and die, permanently, in every mode

  • Scars, virtues, earned archetypes, bloodlines and mentorships

  • The Oath: every hero serves a sworn term, then meet their wage, haggle it or lose them

  • Old Friends who don't stay gone: crisis returns, reunion discounts and true siblings who share a name

  • Send your bench on Quests across the realm for loot, hard seasoning and renown

  • Lay down the ledger: seal your dynasty into a finished saga, on your own terms, at a genuine peak

  • Synergies, dungeon conditions, relics that grant traits and a Quartermaster to buy from

  • Patron politics, finances, scouting, staff and facilities

  • A transfer market with fire sales, poaching, loans a rival must ask for and heroes you let go when the coffers run dry

  • The Herald: a living feed of rising talent, collapsing houses and wars that reshape the realm

  • An in-game Compendium and Bestiary generated from the code that runs the game, so it cannot lie to you

  • Ironman mode: one save, no reloads. Lose your patron and the run is over

  • Every visual is drawn in code. No stock assets, no AI-generated images and no AI audio

  • A realm with forty five years of history before you arrive, seeded to your world

  • Delves read in rounds, with the full account of any fight openable at any time

  • 43 traits, every one wired to real behaviour in the dark, not decoration

THE DUNGEON IS WAITING, GUILDMASTER

Build something worth remembering.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

This game was made with the help of generative AI. AI tools assisted in various parts of development, including code and localization.

System Requirements

    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: Any 64-bit dual-core processor
    • Memory: 4 MB RAM
    • Graphics: Integrated Graphics
    • Storage: 150 MB available space
    • Sound Card: Any
    • Additional Notes: Requires the Microsoft Edge WebView2 Runtime, which is included with Windows 10 (1803 and later) and Windows 11. The installer will add it if it is missing.
    Recommended:
    • OS: Windows 11 (64-bit)
    • Processor: Windows 11 (64-bit)
    • Memory: 8 MB RAM
    • Graphics: Integrated Graphics
    • Storage: 250 MB available space
    • Sound Card: Any
    • Additional Notes: A larger display shows more of the ledger at once. Designed for 1280x720 and above.
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