DUNGEONS & DYNASTIES

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.

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.

Join the community: https://discord.gg/tPDVMkF9p

🗺️ 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
  • Plays instantly in your browser. Saves survive updates.
  • 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

❤️ THANK YOU

To TipApprehensive1050 on Reddit, for months of thoughtful feedback.

And to @ons, whose story about Torment, a hero he'd bailed out of gambling debt twice and then watched retire and be erased from the game's memory, became the Old Friends feature.

He was right.

That bond shouldn't just vanish.

Keep them coming.

The game is shaped by them.

THE DUNGEON IS WAITING, GUILDMASTER

Build something worth remembering.

Updated 14 hours ago
StatusReleased
PlatformsHTML5, Windows, Linux
Rating
Rated 4.8 out of 5 stars
(181 total ratings)
AuthorBretticus82
GenreSimulation, Role Playing, Strategy
TagsDungeon Crawler, dungeons--dragons, Fantasy, football-manager, Management, Procedural Generation, Tactical, Text based
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse
AI DisclosureAI Assisted, Code, Text

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Dungeons.and.Dynasties_1.9.7_x64-setup.exe 3.1 MB
Dungeons and Dynasties_1.9.6_x64-setup.exe 3 MB
Dungeons.and.Dynasties_1.9.3_x64-setup.exe 3 MB
Dungeons.and.Dynasties_1.9.7_Linux x86-64 (Intel & AMD 64-bit) — AppImage 78 MB
Dungeons and Dynasties_1.9.6_Linux x86-64 (Intel & AMD 64-bit) — AppImage 77 MB
Dungeons.and.Dynasties_1.9.3_Linux x86-64 (Intel & AMD 64-bit) — AppImage 77 MB

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