Hazardmere Games · Funding pitch

Hazardous Employment

A darkly comedic fantasy guild-management roguelite where the heroes fight monsters and you fight payroll.

Windows PC Steam Public Playtest April 2027 target
Hazardous Employment key art
30-second pitch

Management decisions create combat outcomes.

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.”
Core loop

Prepare. Observe. Manage the fallout.

Recruitment ledger with adventurer candidates
01

Recruit & prepare

Hire classes with different potential and wages. Match the party, formation, and equipment to the contract.

Automated expedition battle
02

Observe the expedition

Combat resolves automatically from the decisions made before departure.

Guild hall management screen
03

Manage the consequences

Balance loot, injuries, morale, debt, payroll, and a business that is always one bad week from disaster.

Positioning

Familiar strategy ingredients, combined around a different fantasy.

Known ingredients

Party composition, contract selection, scarcity, permanent consequences, and roguelite progression are already readable to strategy players.

The combination

Guild management + hands-off autobattles + business failure pressure + persistent employees + dry HR comedy.

Pitch takeaway

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.

Differentiation

Why this game instead of another autobattler?

Hands-off combat

Preparation matters more than reflexes; expeditions play out automatically.

Business failure pressure

Payroll, debt, and liability turn fantasy casualties into management problems.

Persistent employees

Survivors gain history and value, while injuries and deaths carry economic weight.

Dry HR comedy

The fantasy adventure is filtered through bureaucracy, waivers, staffing, and doomed paperwork.

Current state

Playable, public, and far enough along for finishing capital to matter.

SteamStore page live
PlaytestPublic access active
ReleaseApril 2027 target
PlatformWindows PC

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.

Production plan

Roadmap to launch

  1. Sep–Oct 2026

    Funding outreach, capsule/trailer refresh, onboarding pass, UI readability.

  2. Nov–Dec 2026

    Contracts, events, injuries, economy balancing, structured paid playtests.

  3. Jan–Feb 2027

    Feature lock, art/UI replacement, audio polish, bug triage, localization preparation.

  4. Mar–Apr 2027

    Launch candidate, creator outreach, release marketing, Steam launch, post-launch patches.

Funding

Seeking finishing capital, not prototype capital.

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.

Art / UI / animationReplace weak or placeholder-facing visuals and improve readability.
QA + playtestingStructured tester rounds, bug verification, onboarding, and balance feedback.
Marketing assetsCapsule art, trailer refresh, creator-ready screenshots, GIFs, and store assets.
Development runwayProtect the final production schedule and reduce interruptions during polish.
Risk management

The remaining risks are known and fundable.

Visual trust

Professional capsule, UI, and consistent art direction improve first impressions and store conversion.

Onboarding

A guided first week, clearer tooltips, and better roster/contract guidance reduce early friction.

Scope

Launch scope stays centered on the 52-week loop, core classes, contracts, injuries, and progression.

QA / balance

Paid playtesting, structured triage, balance passes, and a launch-candidate freeze reduce release risk.

Contact

Hazardmere Games

The guild does not need a hero. It needs someone willing to sign the liability waiver.

Email
Jeremy@HazardmereGames.com
Website
HazardmereGames.com
Steam
Hazardous Employment ↗
Press
Press kit & assets