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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Akan Datang ke Akses Awal

Pembangun permainan ini berhasrat untuk melancarkannya sebagai projek yang sedang berlangsung, dengan perkembangan dipengaruhi oleh maklum balas pemain.

Nota: Permainan dalam Akses Awal belum lengkap dan mungkin akan mengalami perubahan. Jika anda tidak berminat untuk bermain permainan ini dalam versi semasa, anda seharusnya menunggu untuk melihat jika permainan ini akan terus dibangunkan. Ketahui lebih lanjut

Kata-kata daripada pembangun:

Kenapa Akses Awal?

“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.”

Berapa lama permainan ini dijangka akan berada dalam Akses Awal?

“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.”

Apakah perbezaan yang dirancang antara versi penuh dan versi Akses Awal?

“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.”

Bagaimanakah keadaan semasa versi Akses Awal?

“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.”

Adakah harga permainan ini berbeza semasa dan selepas Akses Awal?

“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.”

Bagaimana anda merancang untuk melibatkan Komuniti dalam proses pembangunan anda?

“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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Permainan ini belum tersedia di Steam lagi

Tarikh Keluaran Dirancang: 3 Nov, 2026

Permainan ini dijadualkan untuk dibuka dalam kira-kira 3 minggu

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Tentang Permainan Ini

Football Manager, but every match is a dungeon and your players can die in it.

You run an adventuring guild in a realm that lost its king. Sign delvers, swear them to a term of years, send them into the dark, and try to build something that outlasts the people who built it.

Win enough and you take the Crucible and hold the realm until somebody takes it off you.

Heroes die. Dynasties rise. The realm remembers both.

A REALM WITH NO KING


The crown fell in a war and the lineage ended. The guilds were the only institutions still standing, so the succession they improvised became a competition, fought in the Ninefold Vale on the ground where the throne used to be.

Open the Realm and you get the map for your campaign: seven lands, 36 towns, mountains, drowned coasts and rivers, with all 72 guilds having somewhere they call home. That means roughly two halls to a town. You share a street with somebody who wanted to better you before a fixture was ever played. That is where a derby comes from.

Your delvers are born in these places, and it matters when a war comes. A muster falls on a region and marks every hero with kin there. March and they are steadied by it. Keep them home while their people burn and they will not forget that either.

You spend the season competing with these guilds. A few times a year you need to work alongside them.

EVERY FIXTURE IS A DUNGEON


There is no match engine. There is a procedurally built dungeon with monsters, hazards and rooms that make you choose, and your delvers are going into it. You never click an attack. You pick the party, set their gambits, kit them for what is down there, and then you watch.

In the Trials, you face the other guilds in the Realm. If they make it to the final room, that is.

• Conditions can matter more than stats. Flooded ground slows your melee. Pitch dark ruins your archers. Cursed ground drains you where you stand.
• Party composition has named synergies worth hunting for. Stand a Guardian next to a Cleric and you have a Sanctuary Engine.
• Bosses have mechanics, and you can scout them before you commit to anything.
• The quiet rooms are where people get found out. A caged captive, a whispering idol. Who you brought decides how it goes, because their temperament answers, not your orders.

Before the gate you get one word with them. Read the mood, commit blind, and find out afterwards whether you judged it right, because the wrong word costs you.

Gear turned up in the dark goes on whoever wants it badly enough, which is not always who you had in mind.

THE TRANSFER MARKET


The realm's delvers are not a shop, they are people with their own opinion of you.

The buying board shows who is available. The selling board is where you list your own and wait for somebody to come. Between them sits the window: the Archive's roll (Transfer Window) opens for the first days of each season.

Wanderers (Free Transfers) are the ones worth chasing. Offer a place to one and they take a few days to weigh it, the rest of the realm bids against you, and nothing is paid until they walk through your gate. Sometimes they pick somebody else.

You can poach a rival's hero and pay for the privilege, protect your own from the same, loan a delver out to a hall that asks you for them, take a free transfer when an oath runs out, and give a returning favourite a discount for old times. When the coffers run dry the fire sale comes for whoever you can least afford to lose.

WHAT THEY CAME HERE TO DO


Every delver arrives holding something they believe, something they are bad at, and one thing they mean to do before they are finished. A vow to outlive the hall that threw them out. To fell the thing that killed their brother. To die with a blade in hand rather than in a bed.

You cannot see the vow being worked on, and the game will not tell you how to serve it. You just notice, eventually, that sending a particular hero on particular work is doing something for them. Keep faith with one and they are harder to tempt away for the rest of their life. Put the hero who swore against a named beast in the party that finally fells it, and the hall takes a trophy off the carcass: named for the thing it came from, and worked into something that delver can actually carry. A fang for a striker, a hide for a guardian, a heart for a mender.

Most of them never manage it. That is rather the point.

PEOPLE, NOT NUMBERS


Heroes are changed by what happens to them. A brush with death can leave a scar that changes how they fight. A heroic clear can forge a virtue. Over a career those things accumulate into an archetype drawn from what actually happened to them rather than assigned at birth: Prodigy, Late Bloomer, Iron Veteran, Cursed.

The Dungeonborn are the ones that you bring back.

Friendships and grudges form underground. A rival hall that keeps getting the better of you hardens into a named Nemesis, and the realm keeps count.

Everybody serves on a sworn Oath, a term of years at an agreed wage. When it runs out they come and ask for what they are now worth, and you meet it, haggle it, or watch them walk into a rival's colours. Losing a favourite is a decision you made, not a number that came up.

When they go they do not disappear. The dead get a memorial card with their own sigil, their epitaph, and the name of the place that took them. The friendships outlive the leaving, so the rival who signed your veteran away still shows you who back home counts them a friend, and a favourite can come home in a crisis for that friend's sake. A youth may walk into the hall carrying a dead hero's blood. Lose a legend and one day they may come back running the guild that took them.

THE CHRONICLE


Your guild has been writing this down the whole time.

Open the Chronicle and the dynasty is there as prose: every season with its result and its casualties, the drama that defined it, the Fallen with the epitaphs they earned, and the heroes who made the place what it is. It opens on forty-five years of the realm's history before you ever turned up.

None of it is authored. There is no flavour text and no scripted beat anywhere in it. If it says a hero fell in the Reaving of Vael in Year 4, that happened in your save, and the sentence exists because it happened.

Copy it out, 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, and nobody did.

OR DON'T COMPETE AT ALL


Found your hall in Cozy Mode and it is an adventurers' guild rather than a league one. No Trials, no table, no cup, no Crucible. Every fixture slot becomes a commission instead, so the year is work you took because somebody needed it done rather than a ladder you are being measured against.

Everything else is still there. People still swear oaths, still go into the dark, still die in it, and the Chronicle still writes it all down. You just do not have anyone to beat.

WHAT'S IN IT


• 72 guilds across six tiers, with promotion, relegation, cups and festivals
• Cozy Mode: no league, no table, no Crucible, commissions instead of Trials
• Found your guild by drafting its first delvers, each on their own character sheet
• A realm of seven lands and 36 towns, every guild with a home and every hero a birthplace
• The Crucible: win it and you hold the realm until somebody takes it from you
• Convictions, Flaws and Vows: what a hero believes, where they are weak, and the one thing they mean to do before the end
• Trophies torn off named beasts, named for the kill and shaped to the slayer's calling
• 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
• A transfer window, buying and selling boards, wanderers who weigh your offer against the realm's, poaching, protected slots, fire sales, and loans a rival has to ask you for
• Old Friends who do not stay gone: crisis returns, reunion discounts, and true siblings who share a name
• Send the bench on Quests across the realm for loot, hard seasoning and renown
• The Herald: a running account of rising talent, collapsing houses and wars that redraw the realm
• Patron politics, finances, scouting, staff and facilities
• Lay down the ledger: seal the dynasty into a finished saga, on your terms, at a peak you chose
• An in-game Compendium and Bestiary generated from the code that runs the game, so it cannot lie to you
• Ironman: one save, no reloads. Lose your patron and the run is over
• 50 traits, every one wired to real behaviour in the dark rather than sitting on a sheet as decoration
• Every visual is drawn in code. No stock assets, no AI-generated images, no AI-generated audio

The dungeon is waiting, Guildmaster. Go and build something worth remembering.

Pendedahan Kandungan Dihasilkan AI

Pembangun menerangkan cara permainan mereka menggunakan Kandungan Dihasilkan AI seperti berikut:

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

Keperluan Sistem

    Minimum:
    • OS: Windows 10 (64-bit)
    • Pemproses: Any 64-bit dual-core processor
    • Memori: 4 MB RAM
    • Grafik: Integrated Graphics
    • Storan: 150 MB ruang tersedia
    • Kad Bunyi: Any
    • Nota Tambahan: 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.
    Dicadangkan:
    • OS: Windows 11 (64-bit)
    • Pemproses: Windows 11 (64-bit)
    • Memori: 8 MB RAM
    • Grafik: Integrated Graphics
    • Storan: 250 MB ruang tersedia
    • Kad Bunyi: Any
    • Nota Tambahan: A larger display shows more of the ledger at once. Designed for 1280x720 and above.
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