

You're a dungeon manager working for a corporation that runs monster-filled death traps. Heroes show up trying to loot your employer's vaults, and you stop them. Between raids, you schedule your monsters' work shifts, handle employee morale (yes, goblins get stressed), and spend gold on traps or new hires. When adventurers arrive, you arrange your defenders in lanes and watch turn-based battles play out. Lose too many fights and you're fired. Each run generates different events—a skeleton might demand vacation days, or you'll face a choice between upgrading your ogre or buying a spike pit. Runs are short, death is permanent, and unlocks carry between attempts. It's about resource juggling and tactical lineup decisions more than reflex or exploration.





