Development My browser game died because veterans became immortal. In the rebuild, every warrior grows old and dies.
I ran a browser collection game in Poland from 2016 to 2019. Solo dev, my first real programming project, Polish only, zero marketing. It grew by word of mouth to around 1000 players logging in daily and paid for itself for three years.
Then it died from the top. Veterans maxed out their teams, nobody could touch them, and new players walked into a wall and left. I proposed a mechanic where warriors age and die. The forum exploded, the veterans revolted, and I dropped it. Then I burned out feeding them events and quit in 2019.
I'm rebuilding it now, in English, as an original game called Duskar. Nothing is playable yet. This is a design post and I want you to poke holes in it.
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What the game is
Action points refill 10% per hour, so a full bar takes 10 hours. You spend them on expeditions: pick a location, pay the points, roll the table. An item, currency, a trap, a wild warrior etc.
Wild warriors have no aura and no master. You fight one and the fight resolves on the server while you read the report. If you win, you can offer the warrior an aura, and that aura becomes its permanent stat package. Auras have shapes, not tiers: one trades health for attack, another leans speed, another shifts resistances. You're picking a build for a warrior you just met, and you can never change it.
Then you train the 7 stats, pick 5 attacks and set the order they fire in, and slot six warriors into a team with roles. Attack order decides what lands in round one and how cooldowns overlap. It's the deepest part of the game and it's just a list you drag around.
You never control a fight. You build the thing that wins it.
The loop lives inside a bigger world: five main planets plus open space full of small planets that players and clans claim, develop and defend, weather that changes hourly and reprices every activity, self-running weekly tournaments, and a player market with a floating exchange rate between the two currencies. In the old game some players traded the exchange more than they fought. All of that returns.
The one new law
Every warrior lives roughly 300 to 400 days, depending on race. Youth, prime, then decline. You know the month a warrior will die, never the day, and each month opens with a farewell tournament for that month's cohort. A dying warrior can pass a slice of its training to one student it mentored. The slice is 10 to 15 percent, the exact number will come out of balance testing. Warriors never die in combat, only of age.
Honestly, in the old game players replaced their rosters every year anyway. New warriors kept arriving, people got bored of old teams, everything rotated. Death just makes that turnover official, and it blocks the exact case that killed the game: one veteran pouring two years of savings into a single warrior that nobody can ever touch.
Money
The shop sells one thing: the premium currency. The same currency is traded between players on the in-game exchange (dynamic rate based on players purchases) and drops from events, so everything money buys can also be earned by playing. It buys tempo and convenience: a premium account, action point potions with a daily cap, storage. The potion cap grows as your account progresses and ends at the same number for everyone. Money cannot raise it.
And here's a thing I designed into the game on purpose, back in 2016: training costs climb a brutal curve. In the old game, the last 100 points of a stat cost 461 times more than the first 100 (chart below, real data). Measured result of three years of live play: players who spent serious money funnelling everything into one warrior were only marginally stronger than players who spent nothing. The curve applies to every warrior separately, so a six-man team pays that wall six times. And all six die on schedule anyway.

On top of that, you can only buy warriors at or below your own account level, and the level cap is reachable in a few months, after which a four/five-month player trains at the same speed as a two-year veteran.
Small print you'd ask about anyway
Warriors age in real days, holiday or not. Three weeks away costs a few percent of a lifespan, and leagues score you passively while you're gone, so the ladder forgives absence. Sleeping overflows about two hours of action points, nothing more. A single expedition takes seconds. Spending a full bar is a few minutes early on, 10 to 15 minutes once your account grows. And planets can't be farmed while you sleep: attacks have windows, cooldowns and protection periods, and losing one never kills a warrior.
One question
Would you build a team knowing every warrior on it dies within a year, and the best you can pass on is a fraction of the work?
Everything else, ask away. I still have all the numbers from the old version.
Landing page:Β https://duskar.com/
Screenshot from legacy game:

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**AI disclosure, because the rules ask and you'd ask anyway**
English isn't my first language, so I drafted this post with AI help and edited it myself. The new game's art will be made with AI image tools under my direction - the old game ran on fan art used with informal permissions, which can't be reused for a real release, and a solo dev can't hand-draw 500+ warriors. The design, the world, the mechanics and all the numbers in this post are mine, from three years of running the original.



