$8.09 (−10%)Dungeons & Dynasties Manage a guild of doomed delvers
Sign adventurers, gear them up and send them down the dungeon, then build a hall and a legacy that outlives the ones who don't come back.
Is Dungeons & Dynasties worth it?
Dungeons & Dynasties is worth it if…
- you like management sims and want one where the squad carries swords instead of boots
- you enjoy slow, careful decisions more than fast clicking
- you want a fantasy world that keeps going without you, with 72 rival guilds and its own wars
- you would rather read a good text log than watch a 3D match engine
Screenshots
Every fixture is a dungeon
There is no match engine here. Each delve is built for the day, and in the Trials a rival guild goes into the same one: if they reach the final room, you fight them there. You never click an attack. You pick the party, set their orders and kit them out, then watch. The conditions decide who you send: flooded ground slows your fighters, pitch dark ruins your archers. Nine classes, ten races, and a party that grows from four to six as you climb six divisions. It is text on a screen, and it grips anyway; the tension is in the decisions, not the pixels.
People, not numbers
Most never manage it. When your best fighter falls in a flooded corridor two divisions from the top, the Chronicle remembers, and so do you.
What should you know before starting?
How hard is it to get into?
It takes a while. There is no tutorial, and the first hour or two is mostly figuring out how the pieces fit, which is the one real hurdle. Once it clicks, it clicks hard: this is the kind of game where you sit down for a short session and surface hours later wondering where the evening went. Difficulty options help you find a starting point that suits you, and the game is available in twelve languages besides English.
What happens to your guild over time?
It writes its own book. Vows get kept or broken, families form, scars accumulate, and death is permanent.

















