
Survive the dungeon and return to the tavern with your loot to venture further — or die alone and lose it all.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
🧩 Welcome to the world of Real Life
You wake up in a dark dungeon-labyrinth. Your goal is to find the key, defeat the boss, and move on to the next level — or return to the tavern with your loot and grow stronger. The deeper you go, the more dangerous your enemies become… but the greater the rewards.
If you die, you lose everything. You'll respawn at the nearest tavern, penniless.
Your journey is to uncover the truth about this place... and whether it even has a bottom.
⚠️ Remember: the most dangerous enemy in the dungeon is another **player**.
🎮 The game is being developed in two main stages: **Roguelike** and **MMORPG**.
1️⃣ **Roguelike** is based on procedurally generated dungeons. I'll be adding all core mechanics and dungeon modes. Once everything is in place and class/build balance (including PvP) is tuned, I’ll move on to MMORPG development.
2️⃣ **MMORPG** will be built on top of the Roguelike base, but progress will not carry over. Essentially, it will be two games in one client — the second featuring an open world, sieges, node systems, and city management.
🎭 Atmosphere & Inspiration
Inspired by anime like **Sword Art Online** and other survival-in-dungeon stories.
Also by LitRPG novels like **"Moonlight Sculptor"**, **"Dragon's Heart"**, and more.
Game inspirations include **Ragnarok**, **Lineage 2**, **Aion**, **Diablo**, **The Witcher**, **The Elder Scrolls**, and **Elden Ring**.
🔮 The Vision
I'm making this game **for myself** — my dream game.
I’m disappointed with the modern game industry chasing trends and casualization.
I want to create a true **hardcore old-school experience** — where you don't just play the game, you live in it.
In this world, you’ll find friends, enemies, maybe even love. Join guilds, meet teammates in real life.
You can go solo, or team up with a friend… but beware — **your friend might shoot you in the back and steal your loot**.
You might run into another group deep in the dungeon. You could kill them and take everything.
Or negotiate, pay a fee, or team up to defeat the boss… but what happens after is up to you.
What matters is knowing **when to stop** — kill the boss, get back to the tavern, trade your loot, and grow stronger.
Now you and your friends, fully geared, are ready to go even deeper.
Here, death means **losing everything** — and maybe even your friends.
🩺 I’m a healer
In every game, I’ve always played support. (Yes, I’m a good healer 😉) I also love crafting.
These elements will get special attention.
Healers are team players. I’ll be aiming for a balance where **a disorganized team of strong players will lose to an average team with good synergy**.
There will be a place for solo players too — but it will require **serious skill**.
Teamplay will be a core focus — but choose your teammates wisely: **friendly fire is enabled**.
Difficulty-wise, the game will feel like a **Souls-like**.
💰 Will there be Pay2Win?
Everyone defines Pay2Win differently. Personally? **I hate it**.
Since I’m making this for myself, here’s the current monetization plan (subject to change):
- 🎮 The game will be **free-to-play**, if I can successfully combat cheating and botting.
- 💳 There will be a **subscription**, purchasable for real money or in-game currency ("Core").
Subscription may include:
- x2 “Core” drop — local monster loot currency (1 per kill)
- +10–20% carry weight
- Extra storage or personal tavern room
- Cosmetic items
- Increased item drop chance
🎁 Most importantly: the subscription will be **tradable for in-game currency (Core)**.
So a player can buy it for $5 and sell it to another player for Core — **players will set the price**.
❌ What **won’t** be in the shop:
- Items generated out of thin air (no stat gear, no Core currency, no consumables).
📊 Development Budget
- 💸 Budget as of 13.02.2024: **~$3,300**
- Target cost for Roguelike version: **$5,000**, max **$10,000**
- Server cost: stable 5k–10k online = at least **$35,000**
- More players = more server cost
📆 Development started: **June 2023**
🎯 Planned release of Roguelike version: **June 2025**
🧑💻 I'm a full-time **sysadmin**, working on the game in my free time.
If community support reaches **$1,000/month**, I’ll quit and go full-time on the game.
💬 Join the Discord server!
Report bugs, give feedback, and help shape the game ❤️
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Languages: Russian*, English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Portuguese - Brazil, Hungarian, Vietnamese, Greek +18 more
Reviews
Cant unpause the pause menu
Halal Game
Ну глюченая игра
Juego todo mal hecho y mal optimizado para que vrg ponen que esta en español y colocan la opcion en las configuraciones si no funciona? no cambia nada!!! tengo lo recomendado de requisitos y poniendolo al minimo minimo minimo, anda todo raro
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Concurrent players on Steam, sampled daily since tracking started.
Hard, dark and really addictive. You die — you lose everything, but that just makes you want to survive even more. You can tell this project isn’t made for money, it’s made with passion. I just wanted to try it for a bit and somehow ended up playing for a hundred hours.
The game really got me hooked. Yeah, it’s still in alpha and you can tell it’s work in progress, but the atmosphere is already there. Constant tension, fear of dying and losing everything — that’s what keeps you going. At first it looks simple, but the more you play the more you realize it’s all about risk and self-control. No mercy, if you die — you start over. Each run you get a bit better, and when you finally make it further it feels like a real win. The last update has a bug though — you can’t go past the first level right now, but I’m sure it’ll be fixed soon. There are bugs here and there, but for a solo dev this is seriously impressive. You can feel it’s made with passion, not for money. If he keeps going, this could turn into something really great for hardcore players.
color doors doesnt open with the key in the training mode ...time lost game crash or character fall in the void in the other mode
Какая-то кривая поделка. В самом начале, при разговоре алако-бати с ГГ, тестеры смазались артефактами. Игра вылетела в самом начале, как из подъезда вышел. Перезапускать не возникло никакого желания.