I would like to say it is inflation lol.. just when I thought I tested everything I missed something so critical. Thanks for notifying me. I have uploaded the fix.
gladiatordev
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Well, give it a shot. I think the games most similar to mine would be Football Manager (obviously nowhere near that level yet) and probably Gladiator Manager, but that has turn-based combat. I wanted a management game inspired by my childhood favourite, Swords and Sandals, but where you can watch your actions unfold in real-time combat
Great feedback, you're absolutely right. I've had several people on Reddit struggle with stamina when entering battle, likely due to not resting their gladiators properly. The new Action Point (AP) system is a great idea. I've linked it to the Agility stat: low-intensity actions like training or arena matches cost 1 AP. Higher agility allows assigning more points to higher-intensity actions, which should support mid-to-late game development.
You're also right that I'm a solo developer still learning about user experience. Reddit feedback has helped a lot. Honestly, I’m thinking of printing out my new mantra “I am not Dark Souls” and framing it above my desk.
And don’t worry, I don’t mind your direct approach. I prefer blunt feedback no sugarcoating, just root cause fixes. Just like my codebase.
The updated version is now live, including the new feature and a related bug fix.
Yeah, you're absolutely right. If a player loses their gladiators on day 40, it would be really tough to catch up using fresh recruits.
My only concern is that if someone has a high-level gladiator, they could farm low-level enemies indefinitely to earn easy money. Since earnings are based on Charisma, a high-Charisma gladiator could make over 200 gold per day with zero risk.
Hmm... I could maybe implement a system where, if the combat rating difference is too large, the match can't be scheduled. I’ll need to think this through.
Thanks again for your feedback, really helpful.
Good point. This is all new to me and I am now starting to get more feedback so always happy to make adjustments. I can definitely rework it to scale based on prestige instead of days. That way it reflects actual progress like wins or rank, not just how much time has passed. So the player wins a match they gain prestige from victories and if they lose combat they lose prestige. So if the player is having a hard time and lost a few matches can recover. Your thoughts?
Hi everyone!

Just released Gladiator Command, a free browser-based gladiator management game with permadeath, auto-battles, and a growing roster of doomed heroes.
Link: https://gladiatordev.itch.io/gladiator-command
You play as a lanista training a squad of Roman gladiators. Your fighters enter the arena and fight automatically — no button mashing — but every choice you make before the fight matters. Equip them well. Train their stats. Then hope they survive.
Features:
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Permadeath. If they fall, they’re gone forever.
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Stat growth, XP, and randomized gladiators
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Morale, fatigue, injuries, and retirement system
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Markets, schools, and skill trees
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Real-time combat loop
Above: Two champions enter, one leaves.
This game is in active development, and I'm looking for feedback from players who enjoy:
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Passive or idle combat games
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Incremental sims
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Permadeath survival mechanics
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Classic Roman themes
Thanks for checking it out!
