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Rule the Dungeon

A pixel-art urban fantasy CRPG. In Elysia, command six underdog hunters as a DAB investigator—dungeons twist entire city blocks into otherworld terrain. Turn-based combat, three-keyword Logos skills, evidence-based judgment. — Many answers. All correct.

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About the Game

Welcome to Elysia.

Twenty years ago, the sky cracked. The Otherworld energy 'Aether' that poured through opened dungeons across the city—transforming entire blocks of Elysia into otherworld terrain, filled with Entities wearing the shapes of vending machines, school buses, and street signs. Only Hunters can reach a dungeon's core and extract its seed. Only Investigators can officially close the petition.

You are a new Investigator assigned to District 4 of the Dungeon Administration Bureau. Your duty: lead six underdog hunters into the dungeons and close each petition — officially. Which evidence you cite, which hunter's testimony you invoke, which Logos you authorize — the report you file decides the city's next chapter.

— Many answers. All correct.

§1. Urban Fantasy: The City of Elysia

Dungeons open at any hour, without warning. When a dungeon breaks, a piece of Elysia itself transforms into otherworld terrain—streets, trains, schools twisted beyond recognition. Inside, Entities wait in the shapes of the Terra objects they once invaded: vending machines, school buses, street signs. Elysia has coexisted with this threat for twenty years — beneath the neon, new breaches erupt every day. Every petition you file begins in this city.

§2. Lead Six Underdog Hunters

You are not a Hunter. You command them. Recruit the six overlooked: rejected D-ranks, troublemakers, abandoned prodigies that other agencies gave up on. Forge them into Elysia's finest investigation team. Party composition and individual growth are the depth of the CRPG.

§3. Tactical Dungeon Runs + Real-Time Counters

Enter the dungeon. Read the terrain. Command a turn-based tactical party. Positioning, synergy, and timing decide the fight — and when the Entity moves, real-time QTE counters layer onto turn-based combat. Don't miss the chance to defend your team.

§4.Logos: Three-Keyword Skills

A hunter's skills are not a fixed list.

Assemble three collected Logos keywords and that combination becomes a skill.

▷ [SMUDGE]+[RAZOR-SHARP]+[CLAW] = "Up-Close Razor Claw" (approved)

▷ [TOWARD-ALLIES]+[SHIELDING]+[STAFF] = "Ally-Shielding Staff" (approved)

▷ [DARK]+[GREEDY]+[POISON] = ████████ (unauthorized)

§5. Action-Based Resolution

Forget dice rolls. Build your success rate by gathering evidence. Every statement, every trace, every piece of physical evidence visibly shifts the odds — no hidden rolls. Probability is not luck. It's your design.

§6. Shift Clock

Your day is finite. Your petition file is not. Set your own priorities.

Petitions you leave unresolved resolve themselves by morning—we do not guarantee how.

§7. The Report Decides Elysia's Next Chapter

Petitions don't close with combat. They close with the report. Which evidence you cite, which hunter's testimony you quote, which Logos you authorize — the report you file decides Elysia's next chapter. The world's destiny. The fates of your hunters. The truth of Aether. Every ending begins with your signature.

[END OF MANUAL]

Your first petition has been assigned.

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