You are a summoned creature. Your job? Don't let your adventurer die.
When your AI adventurer kicks the bucket, you both get booted back to town and lose progress. When YOU die? They just resummon you and dock your approval rating. Guess who matters more in this relationship.
THE UNCOMFORTABLE TRUTH
Your adventurer has their own personality, makes their own decisions, and treats you exactly like what you are: useful, but replaceable. They decide when to go into dungeons, what to buy, and which enemies to fight. You can explore freely, but cross them and face the consequences.
Want to wander off during a boss fight? Sure, but don't expect them to wait for you. Want to save money for better gear? Too bad - they're already spending it on whatever their personality demands.
WHAT MAKES THIS TWISTED
🎯 Approval Mechanics - Die too much and watch your relationship deteriorate. Your adventurer's opinion of you actually matters for your effectiveness.
⚔️ Personality-Driven AI - Each adventurer has genuine personality traits that affect their combat choices, spending habits, and risk tolerance. Learn their quirks or suffer.
🔄 Asymmetric Death - You respawn. They don't. This changes everything about how you approach combat and resource management.
THE GAMEPLAY
Click-to-target combat with hotkey abilities in classic RPG style
Elemental strategy system where you master primary and secondary elements
Character progression that's completely separate from your adventurer's
THE HOOK
Most RPGs let you be the hero with disposable companions. This flips it - you're the disposable one learning to serve someone with their own agenda. It's weirdly liberating once you stop trying to control everything.
EARLY ACCESS STATUS
Core personality and combat systems fully functional
Multiple adventurer personalities and pet types available
Extended content and polish in active development
Think you can handle not being the main character in your own game?
Alpha 0.12: The Great Refactoring
Sound & Feel
Your adventures now have a proper soundtrack! Every spell cast rings with element-specific audio, level-ups get the fanfare they deserve, and even clicking buttons feels satisfying. Plus, you can finally pause the game without losing progress when life interrupts your dungeon crawling.
Learn Magic from Books (Like a Proper Wizard)
Forget grinding for skill points - now you can learn abilities by consuming skillbooks from merchants. It's knowledge you can literally eat, and your hotbar will thank you for the variety.
New Places to Explore
Grassy Fields Floor One - A fresh outdoor zone perfect for testing your new skills
[/*]Revamped Old Castle Floor One - I gave this classic area a complete visual makeover
[/*]
Commerce Revolution
Charisma finally matters! Higher charisma means better merchant deals, and NPCs now shop based on their actual personalities instead of random impulses. Steve the Merchant got a name change to Bert (he's much friendlier now).
Combat & Character Improvements
Shadow Creatures rebalanced as proper agile assassins
[/*]Pet movement speed increased 50% (no more slowpoke companions)
[/*]Spell rebalancing with Gather Shadows getting a well-deserved nerf
[/*]Dynamic loot drops from enemies instead of predictable tables
[/*]
Inventory That Actually Works
I completely rebuilt the inventory system from scratch. No more item duplication exploits, no more weird stacking bugs, and a shiny new "Sell Items" toggle for quick merchant interactions.
The Technical Stuff
For those who care about the under-the-hood improvements: we've overhauled three core systems (items, commerce, inventory), added proper save game management, enhanced UI architecture, and fixed approximately 847 bugs you didn't know existed.
Got feedback? Jump in our Discord and let us know what you think of the changes!
Make Your Adventurer Proud! - Purple Xanmal
Minimum Setup
- OS: Ubuntu 22.04Memory: 1 GB RAM
- Memory: 1 GB RAM
Recommended Setup
- OS: Ubuntu 22.04Memory: 1 GB RAM
[ 6501 ]
[ 1386 ]
[ 2001 ]