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I spent a year building a browser RPG where you have to get the loot home, not just kill the monster

I've been building Dungeons & Caravans — a browser RPG on Solana. No download,

runs in a tab.

The idea I couldn't shake: in most RPGs, killing the monster is the whole game.

I wanted the loot to be worthless until you actually moved it somewhere and sold it.

So the loop is:

- Run expeditions in one of five zones (each gated by level) and haul back materials

- Feed those materials to the blacksmith to push gear from +1 up to +9 — every

attempt can fail

- Load a caravan and pick a trade route. Short route: 30 minutes, tiny payout,

no risk. Long route: 4 hours, ~8x the payout, and a 2.5% chance bandits take

the whole thing.

Three classes, assigned on-chain when you mint rather than picked. Warrior is

common, Thief rare, Merchant legendary (500 of 10,000) — and the Merchant is

genuinely bad at fighting but runs 4x the caravans and buys/sells at much better

rates. Building the game around a class that can't fight was the most fun part.

Everything is timer-gated on purpose — energy refills 1/hour, caravan trips

1/12h. It's built to be checked a few times a day, not grinded for six hours.

Happy to answer anything about the economy or the on-chain side.

dungeonkervans.com

submitted by /u/BlackFlowerr
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