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Raid Leader Simulator

You don't play the MMO. You run the guild.

Your guildmates are automated players living in a fantasy MMO. You never press an ability button: you recruit them, gear them, hand out the loot, and decide who stands where when the dragon breathes fire.

No download, no account needed. Open source under the AGPL.

A live dungeon pull in the Gearwright Foundry: a five-player group fights three clockwork sentries among lava channels, the leader calls War Drums, and the sentries fall before the group walks on toward the boss.
A live pull in the Gearwright Foundry. You make the calls; they play it out.
classes
13
specs
39
questing zones
8
dungeons
14
raids
5
raid bosses
20
ferry lanes
5
The loop

From an empty guild to the final raid

Every step is yours to decide, and every decision is played out honestly by a deterministic simulation.
  1. 1

    Found a guild

    Name it. It has nothing: no members, no gold.

  2. 2

    Recruit

    A few level-1 hopefuls, each with a class, a personality and a schedule.

  3. 3

    Watch them level

    They quest, sail to the islands and log off when they are spent.

  4. 4

    Lead a dungeon

    Pick five and call every pull. Loot goes where it helps most.

  5. 5

    Raid

    Pick twenty, assign positions, and learn a boss one wipe at a time.

What you do

A management sim built on a real fight

Dense, calm dashboards around a live pixel-art arena. The systems are spreadsheet-grade; the guild chat is not.
A 3v3 arena match against another guild’s team among pillars: the leader calls defensives and a focus target, and both sides stun and silence each other.
The arena: pick a team, queue, and call the match live.
The guild hall in Highcrest: guildmates mill around the fireplace and chat.
Between fights, the guild hangs out in the hall and talks back.
The guild

13 classes, 39 specs

The classic eight with new specs, and 5 classes of the game's own. Every spec has its own kit and a niche in the group.
Open the class browser
Voyages

The Corsair Reaches

Past the mainland's ferries lies an ocean of its own, on its own chart. The guild's ship sails it from Saltmarrow harbour: chart the fog, land on islands, trade in port, and fight what sails out of the Maw.
The sea chart of the Corsair Reaches: the mainland's coast down the west edge, then open sea scattered with islands, darkening eastward into the Maw.

Saltmarrow Shallows

Low danger

Warm reefs and smugglers’ coves. The Navy keeps the worst away.

Blackwake Strait

Medium danger

Fog banks and wrecks, and Rumhollow, the pirates’ own port.

The Maw

High danger

A storm belt round a drowned volcano. Frigates, monsters and islands worth fighting over.

Voyaging in the Reaches
The endgame

5 raids, one wipe at a time

Every raid boss is a scripted, positional fight with its own mechanics. A new boss has to be learned: every wipe teaches the raid a little.

The raid is waiting.

Found your guild in a minute. Or tick Quick start and skip ahead to a levelled, raid-ready guild.