
D&D meets Franchise Manager, Gargadusa’s Tower is a supremely deep guild management simulation that spans generations. Build your adventurer guild from nothing. Recruit heroes, complete quests, and descend the mysterious tower to confront the power that lies within.
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[BEFORE YOU BUY]: Hey! I want to make it super clear that this game is essentially Early Access (even though I labeled it incorrectly). I am working on it and updating it constantly. I'm very active in the official Discord and there is a free demo on the official website that you can check out ahead of time (link in the right column)!
ALSO: Although the game launched with AI placeholder art, I have been actively replacing that art with handcrafted art (115 items so far replaced) -- so you will see that change over time. Furthermore, I use Claude Code to scale my development work. To be clear, all game design, ideas, universe building, storylines, and all things creative come from me, but things like bug fixes, modularization, i18n localization, I use Claude to help with those tasks. I am unable to update the AI disclosure on Steam, so I wanted to make sure you saw this before purchase, just in case you are not comfortable with these tools.
LANGUAGES: This game is actively being translated by Claude into 15+ languages -- and while Claude is pretty good, there will be mistakes. If you see mistakes and would like to report them, please do so on the official Discord.
Thanks for checking the game out!
Every adventurer is procedurally generated with their own zodiac sun and moon signs, personality, stats, ambitions -- and flaws. An Aries berserker won't take orders the same way a Virgo tactician will. A Capricorn won't appreciate the Gemini kleptomaniac skimming off the top after every quest. Your job is to recruit them, train them, pay them, and try not to get too attached.
THE TOWER AWAITS
A massive buried tower has awoken beneath the frontier town of Hiltcrest, spewing monsters across the land. The Crown has authorized independent adventurer guilds to fight back. You are one of many Guild Masters who answered the call -- and most of them won't make it.
RECRUIT & DEVELOP

Scout and sign adventurers across 41 unique classes, each with distinct stats and zodiac-driven personalities
Train your heroes in combat, unlock traits through milestones, and watch raw recruits become legends (and eventually retire)
Manage contracts, wages, chemistry and morale -- push them too hard and they'll walk; coddle them and they'll never survive the tower; put them with the wrong party and things could get interesting
Guide your guild across generations as veterans retire and new blood takes their place
BUILD YOUR GUILD ACROSS GENERATIONS

Construct guild facilities: barracks, armory, infirmary, training grounds, and more
Hire specialized staff: scouts to find talent, astrologers to read the stars, craftsmen to forge gear
Climb the guild tier system from scrappy upstart to renowned institution
Compete in annual rankings against 30 rival guilds -- or trade and negotiate with them -- each with their own personality, agenda, and desire to take down the Tower
CONQUER THE TOWER

Deploy parties on quests ranging from simple bounties to full-scale raids
Descend 100 floors of increasingly deadly challenges, each with unique threats
Face powerful bosses and ultimately confront the mysterious final power
When adventurers fall, the Guild must be rebuilt
A LIVING SIMULATION

Hundreds of interacting systems: economy, reputation, weather, guild politics, adventurer relationships
Procedurally generated adventurers ensure no two playthroughs build the same guild
30 rival guilds with their own ambitions, rosters, and diplomatic stances
Your decisions ripple — a bad call on floor 47 can reshape your guild for years
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
My favorite spreadsheet simulator <3
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This game is awesome. It's still missing a few QoL improvements but other than that, the concept is great. Endgame is a bit lacking but 9/10 game.
Игра прям хороша! Всем советую (тем у кого фантазия имеется и хоть чуть-чуть разбирается в стратегиях) Надеюсь её не забросят. Уж слишком нравится она мне но если бы добавили ещё и слабейший E ранг игра чуть-чуть усложнилась. Я считаю 350 рублей эта игра вполне окупает ✌
I really like this game. Honestly, I only have positiv things to say about it. It is a well balanced, slow paced RPG with a LOT to do each and every week IF you feel like it. It feels a bit like work (I'm head of HR and finances) but without the ♥♥♥♥♥♥♥♥.
Good game, even thought the dev says it is still not finished. I don't know how but it kept sucking me in with the "just one more week" thing. Every time I played, I played it for too long lol. That being said, there are three bigger things that bothered me. Difficulty The Normal difficulty should be renamed to Easy. You can get teams with power of 200 without any heavy mn-maxing and the final floors of the tower have power of... 120. And everything else is capped around 110. So the later game I didn't need to look at anything, any of my parties could beat anything. At one point I wanted to advance the personal quest of some adventurers which required beating a quest when underpowered.... I had to put ONE of my adventurers in the party, hire 4 worst, F-rank adventurers possible, unequip gear from my adventurer - and even then the party had 70 power. And jumped up to 85 after a quest or two. Quests rarely show up with difficulty higher than 85. This is what I mean that it is way too easy. Oh, and I couldn't keep my oath to one of the faction, because it required having an injury each season, which I didn't have most of the time lol. And I didn't lose a single adventurer. You can customize the difficulty at the start of the game - but when you are new, you usually just pick Normal because you don't know how difficult it is going to be. Market, Trading and Resources It is just too much clicks to use them. Especially that the Market doesn't grow with the player. So after burning through my supplies of resources for some crafting, I gave up on it. I didn't need extra power anyway. And having to buy mithhril every day, 10 bars at a time got boring really fast. There is the Treasturer autotrading but it is limited and confusing. Only 5 autotrades, with some weird ties to the rival guilds is eh. And my own miners mined like 1-3 pieces of mithril each day which was also far from what I needed to uise my crafters. So yeah, Trading and Resources definitely need some overhaul. Secret Ending and Underworld Without saying much, I found it too annoying to get. Not because it was hard but because how faction standing works. I kept losing standing with the underworld faction because doing quests for other factions was decreasing it. I'm not sure if it is intended or bugged, or what, but to upgrade Unerworld standing I had to literally stop doing everything else in the game and do only quests for them. Otherwise it would go down again. And I reached barely 170 standing after skippiung through 5 years - it took me 17 years to beat the tower for reference. So I gave up on it. I will definitely jump back into the game and I hope these things will be improved. Anyway, I still recommend it!
Finished floor 100, I really enjoyed this! Always love a game that gives me a bunch of little guys with quirks to organize and take care of and send on missions (see: "Our Adventurer Guild") This game is also a great example of a solo dev who understands LLMs rapidly building absurd depth+breadth because of it. They should probably stick a humanizer skill in for the in-game text and postprocess out the em-dashes though, it's a little too obviously "default Claude style" ;D
It's a spreadsheet simulator for a guild of adventuring teams instead of football or other sports variant, to make the explanation very simple. It has a lot going for it as it has relationships, ambitions and things that keep evolving for each and every adventurer you hire. The guild staff is a bit more straightforward as 'set and forget' rather than individuals at this time, though you will likely have fond memories of them over time as you will no doubt retire old adventurers into the many roles that support the quests, raids and tower-delving. Dev is active and take on a lot of suggestions, generally fixing problems in very short order. It has amused me with it's many options as you can strive to become a filthy rich merchant guild, strive to take first place and push the frontier or perhaps be the crowns pet. Or ally yourself with the Underworld. My one complaint at this time is that the game lacks a clear direction, there is a low income structure and slow paced building system yet trading can funnel more than enough cash in to make the guild boom. It's pretty unclear what sort of timeframe is intended for beating the game as a variety of methods can get it down to single-digit years yet the concept gives the impression that it should be a multi-generational prospect over several or at least a couple hundred years. But I believe this will be properly aligned over the time it is developed - For now the many adjustments to difficulty alongside self-imposed restrictions can make the experience what you seek as a player.
Занимательная идея. И даже неплохая реализация механик. Но все портит UI . И если механические неудобства можно понять, то простить агрессивно болезненный дизайн нет возможности. Супер мелкий шрифт на фоне странных цветовых решений. И бесполезная кнопка масштабирования интерфейса - вместо увеличения шрифтов увеличиваются кнопки. А так - лучший симулятор экселевских таблиц который мне встречался.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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