Real Life
Release date: Mar 15, 2024
Developers: GLADIY
Publishers: GLADIY
Genres: Action, Indie, RPG, Free To Play, Early Access
Categories: Single-player, Partial Controller Support, Steam Cloud, HDR available
Supported languages: Russian, English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Portuguese - Brazil, Hungarian, Vietnamese, Greek, Danish, Indonesian, Spanish - Latin America, Traditional Chinese, Simplified Chinese, Korean, Dutch, Norwegian, Polish, Portuguese - Portugal, Romanian, Thai, Turkish, Ukrainian, Finnish, Czech, Swedish, Japanese

🧩 Welcome to the world of Real Life You wake up in a dark dungeon-labyrinth. Your goal is to find the key, defeat the boss, and move on to the next level — or return to the tavern with your loot and grow stronger. The deeper you go, the more dangerous your enemies become… but the greater the rewards. If you die, you lose everything. You'll respawn at the nearest tavern, penniless. Your journey is to uncover the truth about this place... and whether it even has a bottom. ⚠️ Remember: the most dangerous enemy in the dungeon is another **player**. 🎮 The game is being developed in two main stages: **Roguelike** and **MMORPG**. 1️⃣ **Roguelike** is based on procedurally generated dungeons. I'll be adding all core mechanics and dungeon modes. Once everything is in place and class/build balance (including PvP) is tuned, I’ll move on to MMORPG development. 2️⃣ **MMORPG** will be built on top of the Roguelike base, but progress will not carry over. Essentially, it will be two games in one client — the second featuring an open world, sieges, node systems, and city management. 🎭 Atmosphere & Inspiration Inspired by anime like **Sword Art Online** and other survival-in-dungeon stories. Also by LitRPG novels like **'Moonlight Sculptor'**, **'Dragon's Heart'**, and more. Game inspirations include **Ragnarok**, **Lineage 2**, **Aion**, **Diablo**, **The Witcher**, **The Elder Scrolls**, and **Elden Ring**. 🔮 The Vision I'm making this game **for myself** — my dream game. I’m disappointed with the modern game industry chasing trends and casualization. I want to create a true **hardcore old-school experience** — where you don't just play the game, you live in it. In this world, you’ll find friends, enemies, maybe even love. Join guilds, meet teammates in real life. You can go solo, or team up with a friend… but beware — **your friend might shoot you in the back and steal your loot**. You might run into another group deep in the dungeon. You could kill them and take everything. Or negotiate, pay a fee, or team up to defeat the boss… but what happens after is up to you. What matters is knowing **when to stop** — kill the boss, get back to the tavern, trade your loot, and grow stronger. Now you and your friends, fully geared, are ready to go even deeper. Here, death means **losing everything** — and maybe even your friends. 🩺 I’m a healer In every game, I’ve always played support. (Yes, I’m a good healer 😉) I also love crafting. These elements will get special attention. Healers are team players. I’ll be aiming for a balance where **a disorganized team of strong players will lose to an average team with good synergy**. There will be a place for solo players too — but it will require **serious skill**. Teamplay will be a core focus — but choose your teammates wisely: **friendly fire is enabled**. Difficulty-wise, the game will feel like a **Souls-like**. 💰 Will there be Pay2Win? Everyone defines Pay2Win differently. Personally? **I hate it**. Since I’m making this for myself, here’s the current monetization plan (subject to change): - 🎮 The game will be **free-to-play**, if I can successfully combat cheating and botting. - 💳 There will be a **subscription**, purchasable for real money or in-game currency ('Core'). Subscription may include: - x2 “Core” drop — local monster loot currency (1 per kill) - +10–20% carry weight - Extra storage or personal tavern room - Cosmetic items - Increased item drop chance 🎁 Most importantly: the subscription will be **tradable for in-game currency (Core)**. So a player can buy it for $5 and sell it to another player for Core — **players will set the price**. ❌ What **won’t** be in the shop: - Items generated out of thin air (no stat gear, no Core currency, no consumables). 📊 Development Budget - 💸 Budget as of 13.02.2024: **~$3,300** - Target cost for Roguelike version: **$5,000**, max **$10,000** - Server cost: stable 5k–10k online = at least **$35,000** - More players = more server cost 📆 Development started: **June 2023** 🎯 Planned release of Roguelike version: **June 2025** 🧑‍💻 I'm a full-time **sysadmin**, working on the game in my free time. If community support reaches **$1,000/month**, I’ll quit and go full-time on the game. 💬 Join the Discord server! Report bugs, give feedback, and help shape the game ❤️ 


Notes: The game is being developed according to the norms of Islamic Sharia, and the developer is in no way going to violate Sharia law. There are no sex scenes, naked women and men in the game. But there is violence, both psychological in the Prologue game mode and physical. Also in Prologue mode, there are scenes with the use of tobacco and alcohol. In Roguelike mode there is physical violence, skulls, dead people, blood "Blood can be turned off in the game settings"