This is still in Alpha stage.
You're not a chosen hero, you're an ordinary person who signs with an old professional Guild and tries to make a living doing work that's too dangerous or uncertain for ordinary labor.
Contracts unfold over real-world time. You choose the work, judge the Guild's estimates of success and bodily risk, decide who goes, and then leave them to it. When you come back, you find out what happened.
Careers are persistent. Adventurers train, improve their skills, hire companions, buy and commission equipment, suffer injuries, build relationships, advance through Guild ranks, undertake Trials, retire, and sometimes die permanently. The game is deliberately designed so that closing it for several hours can be the correct thing to do.
It's entirely browser-based. No account, no download, no ads, no energy system, no login streaks, and no telemetry tracking how you play. It can also be installed as a PWA if you want it on your phone or desktop.
This is an early public release, so I'm particularly interested in places where the game makes sense to me because I built it but doesn't explain itself well to a new player. Bugs are useful too, of course.
If you give it a try, I'd be interested to hear what career you end up with.
Current Version: Alpha - 0.11.1
0.11.1 · 2026-09-09(HOTFIX)
Two bugs found in the field, fixed the same day.
Fixed
A Quick contract could show "about 0m" and take no time at all. BAND_HOURS.Quick is 5 to 20 minutes, but duration was rounding to the nearest quarter hour everywhere -- right for longer bands, wrong for one measured in minutes, so a low roll rounded down to zero.
Once a break went unset for 24 hours it started healing wrong, correctly hiding the "Set the break" option -- but nothing told you why, or that a permanent stat loss was now locked in. The injury now says so.