About
Build a guild. Recruit from 41 classes of adventurers. Send them into a 100-floor tower where death is permanent and your best warrior might not come back.
Every adventurer is procedurally generated with their own zodiac sun and moon signs, personality, stats, ambitions -- and flaws. An Aries berserker won't take orders the same way a Virgo tactician will. A Capricorn won't appreciate the Gemini kleptomaniac skimming off the top after every quest. Your job is to recruit them, train them, pay them, and try not to get too attached.
THE TOWER AWAITS
A massive buried tower has awoken beneath the frontier town of Hiltcrest, spewing monsters across the land. The Crown has authorized independent adventurer guilds to fight back. You are one of many Guild Masters who answered the call -- and most of them won't make it.
RECRUIT & DEVELOP

Scout and sign adventurers across 41 unique classes, each with distinct stats and zodiac-driven personalities
Train your heroes in combat, unlock traits through milestones, and watch raw recruits become legends (and eventually retire)
Manage contracts, wages, chemistry and morale -- push them too hard and they'll walk; coddle them and they'll never survive the tower; put them with the wrong party and things could get interesting
Guide your guild across generations as veterans retire and new blood takes their place
BUILD YOUR GUILD ACROSS GENERATIONS

Construct guild facilities: barracks, armory, infirmary, training grounds, and more
Hire specialized staff: scouts to find talent, astrologers to read the stars, craftsmen to forge gear
Climb the guild tier system from scrappy upstart to renowned institution
Compete in annual rankings against 30 rival guilds -- or trade and negotiate with them -- each with their own personality, agenda, and desire to take down the Tower
CONQUER THE TOWER

Deploy parties on quests ranging from simple bounties to full-scale raids
Descend 100 floors of increasingly deadly challenges, each with unique threats
Face powerful bosses and ultimately confront the mysterious final power
When adventurers fall, the Guild must be rebuilt
A LIVING SIMULATION

Hundreds of interacting systems: economy, reputation, weather, guild politics, adventurer relationships
Procedurally generated adventurers ensure no two playthroughs build the same guild
30 rival guilds with their own ambitions, rosters, and diplomatic stances
Your decisions ripple — a bad call on floor 47 can reshape your guild for years