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Raid Manager (working title)

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).

Status — M1 loop + M2 watchable combat

A full management loop runs end to end: create a guild → roster → pick a boss and difficultywatch the fight on a 2D tactical stage or a combat log (toggle between them; play/pause/speed/seek) → earn gold and lootsave. 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.

Run it

  • The game (Godot): open src/App/project.godot in Godot 4.7 (.NET/Mono) and press F5.
  • Headless combat: dotnet run --project src/Sim -- run classraid --seed 1 (try spatial to 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

Solution layout

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.

Map

Proprietary — see LICENSE.

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