Gather equipment, collect cards and sneak past the enemies in real time exploration. Fight with hordes of goblins in turn-based combat using gathered cards, skills and environment. Uncover a story through hand drawn comics and save your sick mother. Remember - your actions have consequences!

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Planned Release Date: To be announced

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About This Game

About Dungeons: The Green Plague

At its core, Dungeons: The Green Plague is an RPG with turn-based combat and real time exploration where we crawl through ruins of an underground city of fallen civilization, evading and fighting its current hostile denizens on a quest to find an antidote for our mother’s sickness. 

Unique Player Progression

Every RPG needs some zero to hero progression. Mine utilizes that concept in a slightly different way. 

You start with nothing. Every item in your very finite inventory gives you cards you can play during combat and/or passive bonuses. Every level you gain gives you Skills that change how those cards work. Every decision about what you pick impacts gameplay but you only have 2 hands and a few slots you can fill and so weigh your options. Think about synergies but don’t forget about the end goal. Sometimes an item that doesn’t help you now may weigh heavily on the story ending you’ll get. 

Unique Combat

Items give you cards you can use in both exploration and turn-Based D&D-esque combat.

Think “Baldurs Gate” but instead of having a skillbar, each turn you draw a hand full of cards based on items you decided to pick and keep - cards that are impacted by Skills you selected after Level Up. We all love those synergies - right? Sprinkle it with some environmental damage (fire, toxin, ice) and gameplay reacting to your actions and no fight feels the same.

Actions have Consequences

With unique delivery. I’m but one man and I know my limitations. Those limitations made me think of something powerful yet simple to make. The consequence system puts emphasis on Encounters - small events that happen throughout the game - be it picking up story items and bringing them home, killing important enemies, raising alarm, or seeing certain story events. Or not doing those at all - if you’ll choose to sneak past your enemies. Both being and not being a part of encounters has consequences.

Game consequences are simple - You do something and it may impact enemies alertness or close/open some paths changing the list of encounters you’ll see. 

The story is being told through a narrated comic at the end of each chapter - similarly to one from The Witcher. Captivating art showing the consequences of your actions narrated with a few voice lines describing why and what happened and leaving the player with a question - what if I would have made a different decision? 

At the end of the game a comic showing your path, your actions and consequences thereof. 

And the beauty of it is you don’t get to change your story simply  with a few dialogue lines. Only what you do matters. Not what you say.

System Requirements

    Minimum:
    • OS: Win 10
    • Processor: i5-9600k
    • Memory: 8 GB RAM
    • Graphics: NVidia GTX 960 2GB VRAM
    • DirectX: Version 11
    • Storage: 4 GB available space
    Recommended:
    • OS: Win 11
    • Processor: i5-9600k
    • Graphics: NVidia RTX 2060 or newer
    • DirectX: Version 12
    • Storage: 4 GB available space
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