What is Duskar?
A persistent browser game: part collection RPG, part auto-battler, part player-driven economy. Fights resolve automatically on the server. All the strategy happens before the fight starts.
Fight, then recruit
You meet wild, unawakened warriors on expeditions. Beat one, and you may offer it an aura - a once-in-a-life gift of power. Auras have shapes, not tiers: one trades health for attack, another leans speed. The aura you chose stays with that warrior forever.
Strategy before the fight
A team of 6. Five attacks per warrior, fired in the order you set, with cooldowns to plan around. Roles in team battles: tank, ranged, killer, destroyer, supporter. Then the server rolls the fight and you read the story of it.
A real player economy
Warrior and item markets, plus a floating exchange rate between currencies, moved by player supply and demand. In the old version, some players traded the exchange more than they fought.
Every warrior has a lifespan.
The first version of this game died because veterans became impossible to beat. Duskar is built so that can never happen again. Nobody is unreachable forever. The ladder never freezes. And honestly, players replaced their rosters every year anyway - death just makes that turnover official.
DAWN
Young and hungry. Training is cheap, growth is fast, mistakes are forgiven.
PRIME
The peak years, and most of a warrior's life. This is when legends are made.
DUSK
The last weeks. Stats begin to fade. Time for one final tournament.
- ✦ You always know the month a warrior will die, never the day - in your roster and on the market. No hidden surprises.
- ✦ Warriors never die in combat, only of age. After a fight you heal them. Nobody can take them from you.
- ✦ Before the end, a warrior can train one student and pass on 10-15% of its strength. A student, not a copy.
- ✦ Dusk Tournaments: farewell events for warriors in their final weeks.
- ✦ The fallen enter the Hall of Legends. The world remembers.
One rule we will never break
You cannot buy a longer lifespan. Not for any money, not ever. That rule is the whole point of Duskar. And it cuts both ways: whatever anyone buys lives on the same clock, so no paid advantage outlives its warrior.
Not a prototype
These systems already held a game together for three years.
Duskar is a new game, but not a new idea. Its core ran from 2016 to 2019 in a small Polish browser game that reached around 1,000 players a day with no marketing at all. Every system below was tested by real players for years. Everything you see and touch is being built from zero: new engine, new world, new art.
Aura permanence - every recruitment is a build decision and an economic decision at the same time.
Attack order as strategy - simple to learn, endless to optimize.
A floating currency exchange - a tiny stock market inside the game.
Tournaments that run themselves - sign up, submit a roster, read the results.
The shop sells one thing
Real money buys the premium currency, nothing else. The same currency trades on the in-game exchange and drops from events, so everything money buys can also be earned by playing. And the training cost curve makes brute spending pointless: in the old game, the last 100 points of a stat cost 461 times more than the first 100. Players who spent serious money ended up only marginally stronger than players who spent nothing.
And one lesson it taught the hard way
The old game died from the top. Veterans maxed out their teams, nobody could touch them, and new players walked into a wall. When mortality was proposed back then, the veterans revolted, because it arrived years late as a change of rules they never agreed to. In Duskar it is a founding law, written into the world before the first player arrives.
→ See the original game (2016–2019 archive screenshots)
The original ran in Polish only. Duskar shares none of this art or interface - these are here purely as proof the world really existed.
Straight answers
How much time does it take?
A single expedition takes seconds. Spending a full action bar is a few minutes early on, 10-15 minutes once your account grows. Everything past that - markets, planets, tournaments - is optional depth, not homework.
Do warriors age while I'm away?
Yes, in real days. A three-week holiday costs a few percent of a lifespan, and leagues keep scoring you passively while you're gone. The ladder forgives absence.
Do I have to be online at a set time?
No. Fights resolve on the server, tournaments run themselves over days, and you read the reports whenever you want.
Can my planet be farmed while I sleep?
No. Attacks have windows, cooldowns and protection periods, and losing a planet never kills a warrior.
Be there when the first generation is born.
The first warriors of Duskar will live their whole lives with the players who were here first.
Discord opens soon.