Recruit & prepare
Hire classes with different potential and wages. Match the party, formation, and equipment to the contract.
A darkly comedic fantasy guild-management roguelite where the heroes fight monsters and you fight payroll.
Recruit adventurers, choose contracts, set formations, assign equipment, and send teams into automated expeditions. There is no direct combat control and no last-second rescue. The consequences come back to the guild as injuries, deaths, morale problems, payroll obligations, debt, and occasionally useful heirlooms.
“The player wins or loses before the battle starts — through staffing, spending, and risk tolerance.”
Hire classes with different potential and wages. Match the party, formation, and equipment to the contract.
Combat resolves automatically from the decisions made before departure.
Balance loot, injuries, morale, debt, payroll, and a business that is always one bad week from disaster.
Party composition, contract selection, scarcity, permanent consequences, and roguelite progression are already readable to strategy players.
Guild management + hands-off autobattles + business failure pressure + persistent employees + dry HR comedy.
Hazardous Employment is not about clicking faster than the enemy. It is about making the staffing decision you can still afford after everything goes wrong.
Preparation matters more than reflexes; expeditions play out automatically.
Payroll, debt, and liability turn fantasy casualties into management problems.
Survivors gain history and value, while injuries and deaths carry economic weight.
The fantasy adventure is filtered through bureaucracy, waivers, staffing, and doomed paperwork.
Core systems are in place, including contracts, formation, party fit, injuries, payroll, debt, and the reset loop. External testing has already identified the next high-value work: clearer onboarding, stronger UI readability, tighter balance, better capsule/store presentation, and more polished visual assets.
Funding outreach, capsule/trailer refresh, onboarding pass, UI readability.
Contracts, events, injuries, economy balancing, structured paid playtests.
Feature lock, art/UI replacement, audio polish, bug triage, localization preparation.
Launch candidate, creator outreach, release marketing, Steam launch, post-launch patches.
The game is already playable and public. Funding is intended to raise presentation quality, increase testing, protect the release schedule, and finish the commercial version without expanding scope.
Working target: approximately $20K–$35K depending on partner scope and how much art, marketing support, and runway are included.
Professional capsule, UI, and consistent art direction improve first impressions and store conversion.
A guided first week, clearer tooltips, and better roster/contract guidance reduce early friction.
Launch scope stays centered on the 52-week loop, core classes, contracts, injuries, and progression.
Paid playtesting, structured triage, balance passes, and a launch-candidate freeze reduce release risk.
The guild does not need a hero. It needs someone willing to sign the liability waiver.