Welcome
DUNGEONYTE is a turn-based videogame on this website. It is about the management of a dungeon, in a heroic-fantasy background. From its humble beginning (digging the first tunnel from your throne room), your domain will extend, carefully, strategically, in a concentric shape. Slowly, you will develop the layout of your rooms, considering the terrain, be it bedrock, lava, water. Then you will recruit gradually monsters, fantasy creatures of the dark, like goblins. Your territory will expand up to reaching either a well connecting to the Sunland, a dreaded place above the ceiling, a mythic place where there is no ceiling and the surface is scorched by Sun light, winds, rain and... the villagers. A scary place indeed. In parallel, underground, sooner or later, you will also connect with the dungeon of your competitors, the other dark lords. They share the same fear as you, about the Sunland, but they actively compete against you for the same scarce resources, Gold, Food and magical resources, to be mined. Some neighbours will aggressively attack you, swarming goblins or sending a single powerful monster; some will tolerate your existence or collaborate in an uneasy alliance.
This is a Role-Playing Game turned board game. Short skirmishes of 3 hours are possible, but the real meat is the campaign, year long type. There are aspects of a dungeon crawl romp, from the perspective of your sponsored heroes/villagers, who you send to your enemy dark lords, but most of your activities will happen in the underground, tinkering and digging. Ultimately, your dark creatures will surge out in the Sun Land. On the Surface, the villagers and king's subjects will collectively fight the monsters sent by the dark lords. After some preparation, Those heroes will dungeon dive with food rations, torches, magic spells and prayers intent on looting gold and magic items. Ultimately, they will break ceilings to let the Sun light sanitize those filthy dungeons. The Dark Lords, like you, will defend their dungeon, install tunnel maze, traps and secret passages, burn bridges and generally hamper the invasion from the heroes.
After around 60 turns, mind-boggling combinations will arise because there are many moving parts. If you mine too much, your territory will be filled with holes, prone to getting breached by heroes or rival Dark Lords. If you recruit only goblins, you'll be able to swarm but will face much stronger monsters. If you spend too much Gold in winning auctions, you'll be short on cash when needing it the most. Before you know it, you will really feel like you oversee a subterranean region, your dungeon. You will become territorial.
Leading a team of heroic humans (to invade your neighbours), as well as a menagerie of monsters, you will compete, ally, cooperate, and battle the game and the other players, in a soft, distant and strategic contest. This game creates a new adventure with a new map, organically built, every time. Due to the incomplete information, the Fog of War and the unknown intentions of the other players, each of your decisions will matter, because of the unpredictability. Unavoidable surprises will rock vulnerable systems but will only delay strong dungeons.