Football-Manager-in-an-RPG-world: manage a raiding guild racing to clear raids in a living, offline world. Sequel to Dungeon Manager, built in Godot 4 + C#.
Start here: ARCHITECTURE.md — the project wiki (what's where, what's decided).
A full management loop runs end to end: create a guild → roster → pick a boss and difficulty → watch the fight on a 2D tactical stage or a combat log (toggle between them; play/pause/speed/seek) → earn gold and loot → save. The combat is deep: threat/tanking, taunts and two-tank swaps, interrupts, and spatial mechanics — bosses drop void zones that telegraph, and the raid runs out of the fire. Everything is deterministic and data-driven — a new class, spell, boss, or item is one data row. 89 tests green; CI runs on every push.
- The game (Godot): open
src/App/project.godotin Godot 4.7 (.NET/Mono) and press F5. - Headless combat:
dotnet run --project src/Sim -- run classraid --seed 1(tryspatialto see a void-zone fight) - Headless campaign (balance tool):
dotnet run --project src/Sim -- campaign --boss ashen_king --difficulty heroic --raids 10 - Build + test:
dotnet build RaidManager.sln -warnaserror·dotnet test
src/Engine (deterministic sim core, no Godot dep) · src/Content (classes, abilities, bosses, items,
difficulties — all data) · src/Game (guild, saves + migrations, progression, loot) · src/App (Godot UI) ·
src/Sim (headless CLI). Boundaries are compile-time project references; the engine cannot see Godot.
- What the game is? → docs/game-design.md
- How it's structured? → docs/BLUEPRINT.md
- Build plans → docs/m0-build-plan.md (done) · docs/m1-build-plan.md (done) · docs/m2-build-plan.md
Proprietary — see LICENSE.