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Your king father is dead, and you are now alone. A day ago he stood strong and proud. The royal advisors found cause and means to open your king father's chest to voice their dissent against his rule. "Trust no one," were his dying words. You do not know why they killed him, or how they killed him, but there is no denying that they succeeded. The mandate of heaven falls to you. You must prolong the Dynasty.

Dynasty is a narrative social deduction roguelike in which you must rule your kingdom through your advisors, who you are unsure whether you can trust. Your advisors hold the keys to power. You must please them enough to keep them loyal and grant them the power to administrate your kingdom. But beware-- the more power you grant them, the more they may use that power against you.

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Gameplay

You must survive 40 turns without being assassinated. If you have not been assassinated by your advisors by turn 40, you win.

There are six primary advisors:

  • Seneschal Belmin: The majordomo of your palace. Through him you can curry the loyalty of your other advisors. He can help you expand your palace and staff, and with enough power can learn the true loyalty of your other advisors.
  • Captain Niri: The Captain of your Crownguard. She will help you discover and foil assassination plots. If you suspect another advisor of plotting against you, you can have her arrest them, to be replaced by another hopefully more loyal second.
  • Treasurer Chaddik: Of the Royal Treasury. He safeguards your income and manages your coffers and expenses. Through him you can purchase the loyalty of other advisors.
  • Magistrate Elenda: Of the Ministry of the Commons. She represents the will of your subjects. Without her resourceful solutions to the problems your kingdom faces, there would surely be unrest and revolts.
  • Unitary Alesanvi: The highest religious officiant. The piety of other advisors only offers her more power, though she tells you that her power comes only from the heavens.
  • General Higan: The commander of the Royal Army. Through his military might you can command fear and obedience. Beware that you do not turn your kingdom into a military dictatorship.

There are three additional characters:

  • Consort (Placeholder Name): Your Royal Consort. You will meet your Royal Consort on turn 12 and marry them some time later.
  • Concubine (Placeholder Name): Your Royal Concubine. You will meet your Royal Concubine on turn 20.
  • The Heir Apparent, (Placeholder Name): Your Son or Daughter. They are born around turn 24 and become politically active on turn 28.

Development Status

Gameplay. I have completed a first pass of gameplay for the Seneschal. Most of his programs (programs are the primary way by which you assign power and gain new abilities) have been implemented. Many of his abilities rely on the abilities of other characters, which have not been developed yet, so he can't be fully completed for the time being, but the game is now playable from front to back if you are willing to focus on the Seneschal's abilities only. Of course, it's just a first pass and subject to change. The next character to be developed will be Captain Niri.

Narrative. The story is completed only partway through Chapter 4. I have a rough outline of where the story is going. I'm focusing on the gameplay first before I come back around to flesh out more story and write more chapters. Note: One chapter == one turn.

Art. All art is placeholder. Want to help? Drop me a line Smiley

I love feedback and I generally always try to address it if I can so please share your thoughts here, whether you like or dislike it. I'm also happy to answer questions about the direction the game is headed.

Thanks for playing!

Development log