FIELD NOTES FROM BELOW / 001
Build a lair.
Invite trouble.
An original dungeon strategy game about building your domain, protecting its heart, and knowing when to stop being greedy.
Early prototype. No release date. Plenty to prove.
Illustrative layout · Not gameplay
01 / THE IDEA
Greed makes
terrible floor plans.
You rule a lair beneath a city of adventurers. The plan: take more from the surface, then deal with whoever comes to collect. The interesting question is how much trouble your dungeon can handle.
- 01
Build
Dig passages. Place rooms. Decide where an intruder will meet resistance.
- 02
Tempt fate
Choose a larger reward with a more dangerous invasion attached.
- 03
Hold the line
Let your creatures fight. Find out whether the preparation was enough.
- 04
Learn. Rebuild.
Study the losses, reshape the lair, and make a better bad decision.
The intended game loop. Risk selection and the full multi-wave structure are design goals, not completed features.
02 / WHAT EXISTS TODAY
Small dungeon.
Actual progress.
The Godot prototype has a grid, editable passages, an invader that finds a path to the heart, a barracks, one defender, simple combat, and victory or defeat.
It is a technical starting point. Whether it becomes a good game is the next question.
Watch a real prototype fight →

FOLLOW THE EXCAVATION
See what survives
contact with reality.
Short videos, real development notes, and occasional objections from the staff.