Thank you for trying the game first and foremost!
What translation you thinking of? Spanish has been asked for and is on the list.
There's tools that can be used that can crudely translate, Happy to work with people to over time turn that into a more polished version
Also feel free to throw all the ideas both the things that should and shouldn't be added!
I am working on improvements but will always have time to listen to the community, even the craziest ideas can spark ideas that turn into epic things!
Bretticus82
Creator of
Recent community posts
Thank you for Playing the game and the feedback!
Difficulty will be addressed very soon,
Challenges are on the roadmap and will have set up that enables them coming soon, People on the Discord are already doing a lot of these challenges themselves whilst waiting for the patch.
Your feedback is most appreciated!
First and foremost Thank you for playing and providing the feedback, It's very much appreciated!
Almost all of your concerns have been raised and are being addressed with the next patch!
I've added your points on Transfers and Loans as there is some great potential here.
Thank you for taking the time to write this out!
See you in the Halls!
Thank you for playing the game and the feedback, Some of these are seriously really really good!
I really really like the idea of trying everything together,
The best competing guild and the best questing guild tying into the best overall guide if done correctly could be incredible and like you said would give some other activities a better chance of the spotlight,
Renaming front is also on point to what's currently happening in the next patch but I don't think I looked at the cup naming yet
Honestly that was so good to read, Thank you!
Thank you for playing and welcome to the Halls!
1. This will be fixed in 1.9.4 patch coming soon, This was a bug previously mentioned.
2. Noted, I will add this to the road map of things to expand.
3. Can I ask what Race? I'll extend the name pools a little bit more, Name changes are also coming in 1.9.4
Can I also ask what language is Native to you? I've set up a plan to help translate it to Spanish so would be happy for other languages but might need some help ensuring how good the translation is as it would have to be an AI tool to ensure the game remains Free to Play,
Thank you firstly for playing and then for spending the time to send this feedback.
Some of these mentioned are bugs that will be patched out in the next patch,
A lot of players and a lot of playstyles is helping surface a lot of these that me playtesting on my own couldn't reveal,
So things like this are great for getting the game to a better place!
All of your feedback has been heard and noted, 7 Has already been added to the roadmap it is a great suggestion!
Welcome to the Halls!
Thank you for playing and seriously thank you so much for this level of feedback and detail!
I'm parsing everything coming through and there's a 1.9.4 patch being built out with all the feedback that has come though the last few days,
The compendium in the game is quite comprehensive but I'll start filling it out even more as more requests are for pulling back the curtain a little bit more,
But you have been heard and all of this is super helpful so Thank you!
See you in the Halls
Thank you first and foremost for playing and leaving feedback,
Patch 1.9.4 is on it's way that is going to resolve some of the issue's you have mentioned above but the others such as time has been noted and I'll see what I can do to make this clearer,
Time skipping will be moving to day by day (Even when thematically the party is travelling to a Delve)
There's a lot of feedback to parse from both here and the discord so I'm attempting to get as much quick fix and QOL fixes in as possible.
Welcome to the Halls!
Thank you for this and for playing the game!
I'll look into what's happening tomorrow (UK timezone for me),
This is a new one for me so it will be interesting to see whats caused it!
Patch 1.9.4 will be dropping in the next couple of days so if its not something game breaking and just a rare occurrence I'll push the fix out with that, if it's something more severe I'll push a hotfix straight out.
This is genuinely one of the most useful bits of feedback I have had, thank you for taking the time to think it through!
You are right about the sportiness, and it was an easy one to agree with,
So I have already changed it.
"Pre-season" and the season labels are gone, the year now runs through the Mustering, the Roads Open, the Long March and the Reckoning as Deepwinter closes in, exactly the idea of the harsh months being when halls prepare.
The tiers have dropped the "League" skin too and read as places and circles of renown now rather than football divisions.
On the bigger point, I want to be honest about the vision. The league pyramid is deliberate.
At its heart this is a Football Manager for a fantasy guild, and that spine is the thing that makes it what it is.
But your framing lands: the climb should feel like a consequence of protecting the realm and building a name, not like playing fixtures for points.
That is a narrative and presentation job I am taking on for the bigger update, keep the ladder, change what it means.
Your last point is the one I am most excited about.
You are dead right that the delve rating tiebreaker is abstracting something that would feel far better as a real consequence.
The direction I am heading is exactly that: a costly, casualty-heavy clear should bleed your hall so you fall behind because you are genuinely weaker next month, not because a hidden number ranked you.
A lot of the parts are already there (permadeath, injuries, fatigue, rotation), it is about letting falling behind emerge from them.
Really grateful for this. Feedback like yours is a big part of how the game is evolving, and me with it.
If you decide to frequent the halls again I look forward to what else you might have to say!
Thank you for taking the time to write this out.
Thank you for your kind words and advice and for taking time out from your life to play the game,
The same sentiments are coming from the Mums and Dads in the discord so I'm very thankful of the understanding of people,
"Remember that a game is done, not when there is nothing left to add, but when there is nothing left to take away."
This is perfect!
If you haven't seen the downloads are live,
I have no way off testing Linux on my end so let me know if anything is off!
Thank you for adventuring in the halls,
Boundbeasts have been known to occasionally wander into taverns, These are Monsters that yielded to a greater force and learned to fight alongside their comrades, There's also an opportunity one will follow you back from a delve, Both are by design and are only mentioned as enemies on the compendium so that the moment you find or recruit you it feels a little bit more special,
So by design and there's a couple of other little things like this throughout the game you have something unexpected happen and hopefully something that adds a bit more story to your game, Hopefully that makes some sense!
One of the aims over time is to build out the world and the lore, Make the realm and the stories that exist in it feel more alive.
Thank you for the Feedback and taking the time to check out the game!
I literally just responded to someone else regarding a Spanish Language translation,
It is on the Roadmap of the game, I need to get the game to a more balanced state but when I do the scope expansion will begin!
As for multiplayer, My next big plan is to get all 72 guilds to be alive and active all at the same time, Essentially meaning you could do a FM style join any guild and any time and even if your not there the world continues on regardless,
The moment this is up and running Multiplayer games will be next to be looked at, So the plans are there for it and I myself would love to have some saves with friends that would 100% be Elves against Gnomes.
This is all just the start of a long journey so I hope that in time both of your requests here become a reality! (https://discord.gg/wrKssjQfj is the discord, The moment translations become next in line I'd love some help so it does the game and the Spanish language justice.
Gracias!
It's early days yet but I would love to look into the possibility in an umber of language's, So the ask has been added into my Roadmap and I'll look into this for you,
There is a lot of Text in the game and I wouldn't want it to be anything less then a top tier translation so you could enjoy it in Spanish without it losing any of what makes it what it is now,
I appreciate you taking time to not only play and leave feedback but do so In your not native langauage.
I hope this is correct! "Aprecio que te tomes el tiempo para dejar comentarios, espero poder cumplir tu solicitud algún día pronto"
Thank you so much for all of this, and for you sinking some time into the game.
Your feedback doesn't sound harsh at all and is inline with what a lot of other people have commented,
If you haven't already feel free to join the discord https://discord.gg/wrKssjQfj
This will give me and the rest of the community a chance to back and forth a lot of ideas and see what's next and being worked on,
But every piece of your feedback is valid, Some sings the same song as others and others are idea's that hadn't yet presented themselves,
Glad to see you've enjoyed what your played and your always welcome to join us in the Halls to help drive the game forward!
Thank you for the feedback.
Reauthoring a lot of the current presentation is on the roadmap,
it's just always been secondary to getting the core loop and the 'guts' of the game solid first.
The sudden exposure of the game means that bug fixes and QOL iterations have precedence but your critique is valid,
There is a deliberate visual identity I'm building toward (the Guildmaster's Ledger), and you're right that it hasn't reached every screen yet,
this is all part of the game's evolution, and I'm as committed to getting the look right as I was to getting the loop right.
I appreciate you taking the time not only to check out the game but also leave feedback that I can use to further better it.
Thank you for the kind words, For playing and for taking the time to write this,
Little man has just work up for a feed and is settling so I'll take these moments to do my admin!
Linux will be available same time as the windows one, It's all set up I just need to test both work as expected before I add them to itch!
Thank you firstly for playing!
I'll looked into this for you and it is a bug, The scaling of the renown is showing correctly as 16, The daybook is showing the raw figures, Lower leagues means renown isn't 1 for 1 so it should be showing the actual figure not the raw one,
But also the Patron should be scaling with those figures as well,
I'll get these into a hotfix to resolve them when the downloadable versions drop.
The world building is coming!
Getting the loop in and set up and working was the first hurdle,
The next which I'm currently working on is making the world feel more alive, the leagues and season tie into the lore of the world,
This is also in 2.0 be pushed more to the foreground.
If there's any specific systems you think are taking you out of the immersion then if you mention them here I can see if there's verbiage I can soften to make it weave more seamlessly into the world.
More than anything Thank you for playing and for taking the time to write the message, This is the beginning of a long journey to see where this game can go so every piece of feedback is valuable in getting it there.
Sorry I should have included it the first time! https://discord.gg/JpyhZs444
First and foremost Thank you for playing and taking the time to write this out!
You are spot on with 2 things here, The balance off the climb is too easy it's beer a reoccurring theme and it is the Taverns being overly generous that's the main problem, You mentioning the renown fix is exactly one of the changes I am going to make for the exact reason you have said,
Feedback like this is great because it shows I'm on the same path as the other people that are playing.
Penalties I agree with you, I've only just added Oaths into the game in the last few updates so your correct,
We need to get these guys a union ASAP,
The hit should be to the coffers and a morale hit to any friends that they have in the guild,
I want the world to always feel alive so actions should have consequences to make it feel so.
There is a discord where your more then welcome to join us and help us build onwards and upwards.
First and foremost thank you so much for not only playing but also taking the time to make some feedback!
For the 6 listed values I will get the compendium in game to give a more defined overview, It all speaks to the same point hat more clarity is needed.
Your 2nd point about the attributes is fantastic and insightful,
I'm leaning here with this feedback and others that are similar to having a toggle that allows people to see the stats in different ways, They all do little things slightly differently under the hood but I'll try it out but if I can reflect both styles of play (People that love the chaos and the clutter and the players that want better clarity)
Appreciate you taking the time to write these out and just wanted to let you know you've been heard
Thank you first and foremost for playing and taking the time to provide feedback!
Point 1) I understand the point you are making here and it is a valid one, I'll take this on board and think about what I can do to represent both The Delving and Personality side of each hero, The Conflict comes from that the Person and their Role are not one in the same, Game either needs to make this a little clearer or it needs to provide snapshots for different circumstance, You've been heard here is what I'm saying!
2) I'll ensure I add more details to the Compendium, I was worried about adding to much noise to the screen would scare players off, I'll potentially look at making a shortcut for the compendium so you can call it up to find answers without having to click elsewhere
3.) Customisation of this is a fantastic shout to be added to the roadmap! Making it grid based will please my RPG loving brain! This is genuinely one of those why didn't I already think of that scenarios because soon as I read it sense was made !
4) Tactic systems default number 3 is move away from melee attacker, This isn't international they should be running away not trying to hide in a corner, All though this bug will be a personality feature I want on some healers, Coward Trait is a prime suspect here!
5) The system is in place as there is always a chance of rare cursed gear and once it's put on it is not taken off, The Greedy or the Arrogant choosing to ignore instructions from the Master to me is classic DnD shenanigans, But your suggestion again gives that system an opportunity to tell more great roleplay moments is 100% what I am going for here so I'll add this to the roadmap of additions
Thank you for all your suggestions, Honestly these are fantastic and I'm very appreciative of your taking the time out of your day to make them!
Thank you for taking the time to Respond here, This all started with a passion project whilst I was waiting for my Son to be born,
Work had me learning how to use AI so I thought I'd try something that interested me and somehow it got me to here!
Appreciate your message there's a lot I want to replace and improve over time but having spent 100's of hours working on balancing, Refining details , aligning systems and making small incremental changes to help get the loop to work one of the last other big pushes will be bringing the UI up to scratch wherever I can,
Claude is a fantastic tool, Any one wiling to put in the hours and the sweat to make their passion projects should give it a go,
Making something is the easy part, Taking control of it and turning 20 years of ideas into a reality is the part that takes time and its going to be a process I'll be working on and refining for years to come,
One thing I will say to anyone that wants to use it is to take the time to learn and understand what it is doing and why and never let it have control of your dreams, Make every decision and it will always be just a tool you used to build a dream!
Thank you for all this feedback, It is so very much appreciated, Will look into all this over the weekend, You make a lot of very valid points and a lot of things to ponder.
There is some balancing issues that need to be resolved around the climb being a little bit on the easy side for those that are churning players and recruiting via the tavern and that tied with the fact that training up the lil guys from the backwater needs to be more rewarding.
But this is just fantastic and I do honestly really appreciate all the time and effort you have put into writing this out and it give's me so much to work with, but if you haven't already joined the Discord, I would love to have another voice like yourself on board for the journey and it will make it easier to have a more back and forth dialogue with you.
Thank you for playing, I've been truly humbled by the amount of people that have tried the game,
I say this on a lot of my messages to people but I'm so appreciative of anyone giving the game a chance.
Championship Manager 93 is where I started my love for the football manager series.
DnD I only got into a few backs and fell in love with it and I've loved every moment I've had the pleasure to play
Both generate stories that are bigger then the moments they were created in which is what inspired me to make this game,
The combat system is a homage to the old 2D match engines that I loved to watch growing up!
Any and all feedback when you've played a bit more is always welcomed,
The community of people that have started playing have been amazing at giving feedback and I'm looking forward over time to keep iterating and updating this to become bigger and better.
First and foremost this is fantastic feedback and some good idea's that I will look at introducing in some shape or form,
I'll go through them all though so you can see my logic and rationale for some of them,
Your feedback on the whole directly related to how easy the initial climb has become and the game does become a lot more difficult as you climb to mythic but I want people to enjoy the journey not just get to the destination,
I've been playing around with balance the last few weeks and the Tavern roster is by far and aware the biggest culprit for making things simpler then they should be, Fixing this should alleviate some of the issues, But It also needs to provide some value.
Good news is none of the changes will change any of the loop of the game, It is the balancing act with procedural generation and RNG that is causing this issue, It is fantastic for generating stories but tweaking the balance is going to be something that I'll likely be going backwards and forwards on for awhile Especially now the game has a much higher play count which means feedback is now coming in thick and fast on the discord
Danger ratings for Delves and outside of combat are different and rely on different stats and personalities (Coming in 2.0 this is expanded) I'll make sure to make this clearer, As for the Delve ratings, These are all meant to be Static ratings as your fixtures includes different delves at different levels per season and will differ depending what league you are in, But I think you are correct here and I should align how these present in conjunction with the guilds roster as opposed to the current system, The quest ones I'll give a hover over to but personality and RNG will always play a part, Having perfect information is something I want to avoid here so people will try to risk rather than play it safe,
Guildhall populating with expansion is a bug, Someone mentioned this on the discord and I'll get to fixing this and a few other things in the coming days.
Games event decision, Gold is always shown at the top but you again make a good point about some of the other events and I'll add something that shows the required information depending on the event as I agree this will be very helpful,
In Dungeons you can change tactics partway through them so I'll ensure this information is more prominent, Different party sizes is something I want to experiment with but this will take a lot of testing to find the balance, The swingy nature of the dungeons is because of RNG and the possibility of what type of creatures are selected, Some bosses will be hard counters to your team, Others will be lambs to the slaughter. The dungeon odds are based on each configuration of heroes looping said dungeon 12 times and a % success rate is that number you see, Sometimes different party layouts can drastically alter the odds as an extra Tank or healer makes all the difference, Player personalities also play a big part here as how they act is dependant on the relationship with other characters and their personal goals,
I will look into the what I can do to make to mix this up though and this has given me a lot to think about in this area of the game so thank you!
The final FM part I 100% agree with you and bringing people up through the leagues and having "your" team would be a lot more rewarding then being a guild that hires and fires every year, Transfer window is a very good idea, I think I need to put some guardrails on the amount of prodigy players coming through so that the temptation to replace isn't so high but have the ones that do have a greater cost, Issue with the windows would be if injuries or war deaths decimated your squad you couldn't get in a replacement, But maybe that opens the door for some sell swords to be a viable plug for such a situation.
Thank you so much for playing and leaving this feedback,
It's very much appreciated and I want to build the best possible game for people to play so anything that helps me get a step closer to that is invaluable,
Hopefully see you in the halls again soon!
First and foremost, thank you for both trying the game and taking the time to write such a detailed review. It is genuinely appreciated!
This is extremely helpful, and you’ve highlighted some very valid points. One of the biggest challenges with making a game like this is introducing the depth and complexity without overwhelming players before they have the chance to discover what makes the systems interesting. There are a lot of moving parts behind Dungeons & Dynasties, and finding the right way to introduce them is something I’m continuing to work on.
You are absolutely right that I have effectively thrown players into a sandbox experience from the start. This has made me think more about providing different ways to experience the game, keeping the open-ended management experience for players who want to dive straight in, while also creating a more guided introduction/onboarding experience that teaches the core loop and systems at a better pace.
The foundations are there, and I think the idea of creating a founding guild experience could be a great way to introduce players to the world, systems, and the feeling of building something from the ground up.
The point you made about more direct interaction with heroes is also something I’m interested in expanding over time. The challenge is making sure those additions enhance the feeling of running a guild rather than moving away from the management style that is at the heart of Dungeons & Dynasties, but feedback like this helps highlight areas where the game can continue to grow.
Lastly, I really enjoyed your style of writing and appreciate how constructive and positive your critique was. Even though the game wasn’t quite the experience you were looking for, comments like this are incredibly valuable in helping me improve it.
Thank you again for playing and for taking the time to share your thoughts.
I'll add this response to the substack page aswell!
Dude that's crazy! But thank you so much,
Who was your guild and how did it go?!
Let me know if there's anything currently undercooked or off kilter,
Feedback is such an important part of trying to build a game full of emergent storylines and replayability and long term I'd love to grow a community and keep building!
Thanks Chuck,
You’re right about the aesthetic feeling a bit too clean.
I’ve been experimenting with ways to give the UI more age, texture, and depth without sacrificing readability, but nothing has quite landed yet,
I pushed a lot of those experiments back so I could keep the game moving, but this kind of feedback helps confirm that it’s worth revisiting.
I’m also weighing whether the next step is to keep pushing the current framework or move the project into a proper graphics engine where I can build the kind of layered, storied look the game should be leaning towards,
Your perspective as someone outside this genre attempting to play this type of game actually helps a lot , as you are seeing it the way many new players will, and that’s exactly the kind of feedback that I am after.
Thanks again for the thoughtful feedback. It really does help shape where this goes next and where it ends up in the long term.
Dungeons & Dynasties is a free, browser-based management sim: think Football Manager, but you run an adventuring guild instead of a football club.
You recruit heroes from the tavern, develop them in the training yard, set their combat tactics, and climb a six-tier league from the Backwater to the Mythic Circle, building a dynasty of heroes across the years. Permadeath is real, and every season is recorded as your guild's own story.
It's made by one person, runs in the browser (no download, saves to your browser), and a full first session takes about 15-20 minutes.
Dungeons & Dynasties by Bretticus82
What I'd love feedback on specifically:
- The first 10 minutes. Did the onboarding make the core loop clear (advance time → face a Trial → develop your heroes between them)? Where did you feel lost?
- Difficulty feel. The early divisions, too punishing, too easy, or about right? Did any dungeon feel unfair?
- Combat. You don't click attacks, you set "gambit" rules and watch it play out. Does that feel engaging, or too hands-off?
- Do you care about your heroes? Did any hero's story, a rivalry, a death, a comeback, actually land for you?
- Anything confusing or hard to read in the UI.
Brutal honesty very welcome, I'd rather hear what didn't click than what did.
Thank you for playing.
Hey,
This is genuinely one of the best pieces of feedback I've had, thank you. You clearly gave it real time and thought, and that kind of detail is worth its weight in gold to me because I can't see any of this from my side.
You've made the game better with a single message, so honestly, thank you.
The good news first: I went through every one of your points in the code, and almost nothing is actually broken, but you found a lot of places where the game just wasn't telling you how it worked.
That's on me, and it's exactly the sort of thing I'd never notice myself. Here's where each one landed, all fixed in the next update (1.6):
Stress & fatigue (1)
Both work, but slowly on purpose. Fatigue especially is the stubborn one, so a single day barely moves it and it looks stuck.
"Recover" does speed it up a lot (a badly frayed hero is fresh again in about two weeks), and the Infirmary speeds it for everyone.
I've added a proper explainer so it no longer looks broken.
Hero stats, development, potential vs ability (2, 3, 4)
These were the big gap, and your questions were spot on.
Short version: Ability is how good a hero is now, Potential is their ceiling.
Train pushes toward the ceiling, Hone sharpens their key skills even at the top.
And your best question, "if everyone's maxed, how do I beat stronger enemies?", the honest answer is you don't out-grind, you out-recruit: bring in and raise heroes with higher ceilings, and promote your youth.
A dynasty climbs on fresh blood. I've written all of this into a new "Growing a Hero" section.
Gambits and the ability that never fired (5, 6)
These are the same system, and you basically diagnosed it yourself. Heroes fight on a priority list of rules, read top to bottom.
The lightning bolt shows "ready" when it's off cooldown, but a rule still has to call it, and if an "attack" rule with an "always" condition sits above it, the hero attacks every turn and the ability never gets a look-in. Almost certainly what you saw once you started reordering.
The new "Gambits & Abilities" section explains it, keep the ability rule near the top and it'll fire.
It's actually got me thinking. Right now every rule shares one list, which is simple but it's also why you can accidentally bury an ability under an "always attack". I've been toying with splitting a hero's rules into what they do by default versus how they react (like a healer always dropping everything to save someone who's dying), so the important reactions can never get starved by a lower rule. I held back originally because there's already a fair bit to take in, but I'm a fan of that kind of depth myself, so if that sounds useful rather than fiddly, I'd genuinely like to know. It's 100% something I can build.
And point 7, the one you were completely right about.
Being forced into a grave-peril Trial with only reserves and made to watch them get torn apart is genuinely bad, and there was no out. So I built one: you can now Withdraw from a Trial before it starts. You forfeit the fixture, take the loss and a small knock to your name, but not one hero sets foot in the dungeon. Nobody dies. Protecting the guild is now a real choice against chasing the points, which is exactly how it should be.
As for "is it Tzeentch's will", ha, no, the D&D version is probably closer in this instance to a DM giving the players the lore but none of the worldbuilding that helps make it make sense, and that's what most of this was. Purely my fault for coding the intent and forgetting to tell the player.
All three explainers live in a new in-game Compendium (Growing a Hero, Rest & Recovery, Gambits & Abilities), so when 1.6 lands you'll be able to read exactly where your feedback went. Thank you again, seriously, this is the kind of message that makes the whole thing better, and it means a lot that you cared enough to write it out like this.
1.6 is being tested now in a developer server so I just need to see that everything is working as expected across all the system, But I should be able to drop that update in the next couple of days, I've made some changes to combat to try to make it not always as brutal as it can be due to how some of the procedural generation works for delves.
Very much appreciated!
Hey esiecia,
Right now the How to Play guide on the dashboard is all there is, but you've prompted me to do something better. Rather than a wiki (which would go out of date the moment I patch anything), I'm building a proper in-game Archive: a reference section that reads straight from the game's own data, so it's always accurate. Races, classes, what each of the 30 attributes actually does, traits, party synergies, dungeon conditions, and so on. There's a decent chance a Bestiary ends up in there too, filling itself in as you meet new monsters.
To make sure I build the useful bits first rather than guessing, could I pick your brain?
1. What were you actually trying to find out when you went looking for a wiki?
Even "I was staring at a hero's stats and had no idea what half of them meant" is really useful.
2. Which of these feel murky? (just list the numbers if you want)
- The 30 hero attributes, what each one actually does
- Traits, and whether they matter mechanically
- Party synergies, how you form them
- Gambits / combat tactics
- Dungeon danger levels and conditions
- The league, promotion, relegation, how points work
- Recruiting and poaching from rival guilds
- Patrons and their mandates
- Something else entirely
3. Was there anything you expected the game to explain, and it just... didn't? Those are the ones I most want to hear about.
Whatever you flag I'll look at first and it'll land in the live build rather than sitting on a wiki somewhere.
Cheers for the ask here, this is exactly the sort of thing I'd never spot from the inside.
Hi esiecia,
Good news, I just pushed an update that makes this easy. Here's how to carry your guild across:
On the original PC: open ⚙ Settings → "Back up save". It downloads a small save file. Copy that file to your other PC.
On your other PC: open the game and, on the opening screen (the closed ledger), click "Continue from a backup file" at the bottom, then pick the save file you copied over. Your dynasty will load right up.
Just make sure both are running the latest version. One heads-up: saves live in the browser on each device, so it's always worth keeping a backup file, that's your insurance if a browser cache ever gets cleared. Enjoy, and thanks for playing!
If I ever port this to Steam ( A very long term plan then Cloud support would be a given) for Itch if this ends up having a lot more players I'd set up a small server but currently I'm still trying to build this out and see if I can get an active player base so hopefully the solution above helps you in the here and now.
Thanks for the report!
Since I'm able to play the browser version myself and there have been other successful plays today, it doesn't look like the upload is missing on my end.
Could you let me know:
- The URL you're visiting
- If possible, a screenshot of the page showing the "No game uploaded" message
Also, could you try opening the page in a private/incognito window or a different browser to see if the issue persists?
With that information I'll see if I can reproduce the problem.

