Screenshots
Your map. Your heroes. Your glory.
Legends & Loot is a browser-based idle medieval strategy game where you rule a kingdom on a shared world map — building cities, commanding autonomous heroes, and competing with other lords for gold and territory. You make the big decisions; the realm keeps working while you are away.
Every legend starts with a single coin.
What kind of game is this?
This is not a clicker RPG or a real-time battle arena. It is asynchronous kingdom management:
- You expand territory, set taxes, recruit heroes, forge gear, and plan attacks.
- The world simulates city life, dungeon runs, and PvP outcomes on scheduled cycles (UTC).
- Log in a few times a day to steer the empire; between sessions, heroes rest, fight, earn gold, and die.
Three pillars define the experience:
PillarWhat it means
Your map, your realm
A grid territory you expand cell by cell — place cities, apply visual themes, defend against rival camps
Autonomous heroes
Legends with their own stats, gold, and equipment; they recover in cities, raid dungeons, and return wounded or richer
Offensive camps
Dungeons you deploy on enemy maps; rival heroes enter on their own
How the world moves without you
Even with the tab closed, your realm keeps running:
- ~Every 30 minutes — camp adventures resolve: battles against minions and a final boss. Heroes win loot, wear down, or die.
- ~Every 10 minutes — heroes in cities visit buildings, pay your taxes, and recover strength, defense, intelligence, spirit, stamina, and gear integrity.
- Several times per day — homeless, exiled, or fallen heroes may be reassigned to cities across the world.
Practical rhythm: check in 2–3 times a day — collect notifications, adjust taxes, extend camp deployments, rebalance city guards, spy on rivals, and launch incursions. Your empire works in the gaps.
Your map and territory
Every lord owns a square grid map. Cities only exist on the map once you place them on a cell.
What you can do:
- Place, move, and rename cities
- Buy land to expand the map, one cell at a time
- Stock extra cities before placing them
- Apply visual map themes to empty tiles (cosmetic identity for your realm)
- Track status: cities, heroes, camps, gold generated
- Pay to expel enemy camps planted on your territory
On other players’ maps you can explore, buy land on their realm, gift themes, pay to remove camps, and — most importantly — deploy your own offensive camps.
Popular maps attract anonymous visitors (even without an account), earning visit gold and occasionally spawning visitor heroes. A living shared world, not a private sandbox.
Cities and buildings
Cities are the idle heart of your realm — where heroes rest, pay for services, and heal between expeditions.
Five buildings
BuildingRestoresEconomic role
Tavern
Stamina (alternates with Market)
Tax to the lord per visit
Market
Stamina (alternates with Tavern)
Tax to the lord
University
Intelligence
Tax to the lord
Armorer
Strength, defense, and gear integrity
Tax to the lord
Temple
Spirit
Tax to the lord
Buy and upgrade each building. Higher levels recover more per visit but cost more daily upkeep.
Taxes — your core economic lever
On every building you set a gold tax heroes pay you when they use the service. High taxes mean more income; low taxes mean faster recovery and readier armies. This trade-off is central to how strong realms are built.
Heroes in cities automatically cycle through buildings they need. Well-built cities keep your war band ready for the next fight.
Heroes
Heroes are autonomous units with their own lives: attributes, personal gold, equipment, history, and fate.
Attributes
- Strength — offense; boosted by weapons
- Defense — resilience; boosted by shields
- Intelligence & Spirit — contribute to combat power
- Stamina — vitality; if it hits zero after a camp defeat, the hero dies
You invest lord gold to raise stats and gear. Heroes carry their own gold to pay city services and receive camp loot.
Equipment
Each hero wields one weapon and one shield from your Forge. Gear has integrity that wears in battle and is repaired at the Armorer.
States
StateBehavior
In city
Recovers in buildings; can join the guard
On adventure
Locked until the run ends or you withdraw
On guard
Defends a city; not auto-sent to enemy camps
Visitor
Spawned by map traffic; special ownership rules
Homeless
Waits for automatic reassignment to a city elsewhere
Life and death
Heroes die when stamina reaches zero in camp combat. Death costs partial gold, resets some stats, and relocates the hero to another player’s realm. Heroes slain in your offensive camp often return to your kingdom — every kill is a bet with real consequences.
You can also exile a hero intentionally, sending them healed to a random foreign city.
Each hero keeps a chronicle — camps conquered, falls, incursions, city spending. Your legends accumulate stories.
The Forge
The Forge is your arsenal:
- Forge random weapons and shields into stock
- Upgrade modifier tiers on unequipped items
- Equip gear to heroes on your map
Better gear directly raises combat power — essential for hard camps and successful incursions.
Camps and PvE offense
Camps are your offensive dungeons. Deploy them on rival maps to lure and fight enemy heroes automatically.
Structure
- Minion tier — intermediate fights before the boss
- Boss tier — final duel; sets the loot ceiling
Upgrade both independently. Higher levels mean more danger and reward.
How a deployment works
- Buy a camp and invest in Minion and Boss levels
- Send it to a realm (random or chosen)
- Pay for base duration; extend with gold per extra hour
- While active, heroes on that map can enter adventures against your dungeon
Heroes leave on their own when eligible. Adventures resolve automatically: minion gauntlet, then boss fight. Victory pays random gold; defeat wears stats and gear; zero stamina means death.
Rewards and risks
- Boss victory — hero earns gold (scaled to camp level)
- Hero death in your camp — you may receive gold from the penalty
- Village raid — if your camp expires with no kills and no boss clears, you can siphon a fraction of the map owner’s treasury. Neglected realms get punished.
On your map, rival camps appear. Pay to expel them — cost scales with camp power and time remaining.
PvP between lords
Combat between players is asynchronous — no real-time duels. All conflict is strategic and persistent.
Incursions — direct city attacks
Strike a rival’s placed city using heroes from your guard:
- Pick a target city on another lord’s map
- Select guarding heroes from one or more of your cities
- Launch the incursion
- If the defender set Peace Tribute, choose: take the bribe or refuse and fight
- Combat compares total combat power with a random multiplier — never fully predictable; ties favor the defender
Winners take gold from the loser’s treasury (and Peace Tribute deposit if needed). Heroes on guard do not die or leave guard from incursions.
Limits apply: one pending incursion at a time, cooldown per target player, daily caps, and asymmetric intel — you see total guard on a map, not per city (unless you spy).
Espionage — buying intelligence
Pay gold to spy on rival realms:
- Select one or more cities on a target map
- Cost scales with building taxes and hero gold reserves in scope
- Receive a report: exact guard count per city, imprecise power estimate (random range)
- Part of your payment goes to the spied lord and involved heroes
No cooldown — information is per purchase. Plan incursions with eyes open.
Peace Tribute — defensive bribery
Deposit gold in a protected fund and offer attackers a tribute to walk away. Attackers who accept get paid and skip the fight. Attackers who refuse — or defenders with empty funds — proceed to combat.
Economy — gold matters
Gold is not decoration. It funds expansion, war, gear, and diplomacy.
Two treasuries
OwnerUsed for
Lord (you)
Land, cities, buildings, heroes, camps, forge, removals, espionage, incursions, bank
Hero
City services, camp loot, disposition reserves
How you earn
- Building taxes from heroes in your cities
- Visitors exploring your map
- Heroes dying in your offensive camps
- Espionage payments to your realm
- Winning incursions or tribute deals
- Capturing excess hero gold at the Bank
How you spend
- Map and city expansion, visual themes
- Building construction and upgrades
- Hero recruitment and stat investment
- Camp purchases, deployments, and extensions
- Forge, camp expulsions, espionage, incursions
- Peace Tribute deposits
Gold cap — no infinite hoarding
Lords and heroes have a maximum gold cap. Overflow does not sit idle:
- Lord at cap — excess can spawn a new hero with distributed stats
- Hero at cap — excess becomes attribute growth
Endgame pushes progression, not inflation.
Hybrid territorial economy
This is a hybrid economy: the realm generates and drains gold through system faucets and sinks, while players trade, tax, spy, raid, and bribe each other. You grow rich by building, taxing, and competing — not only by grinding alone.
Global Market — player trade
List weapons and shields for sale at prices you set. Buyers pay from their lord treasury; sellers receive 100% of the listed price. Trade is global — every realm participates.
Listing costs gold per day (paid to the Iron Bank). While listed, items are locked out of the Forge. First buyer wins; expired listings return gear to your arsenal automatically.
Iron Merchants — the realm’s financial hub
A public hub for the wider economy:
- Iron Bank — transparent system treasury; listing fees and many gold sinks flow here (visible to everyone)
- Exchange House — convert between gold and Iron Coin, the realm’s secondary currency
- Iron Market — trade items for Iron Coin between players
- Tavern games — risk gold at the merchants’ tavern (for lords who dare)
- Lottery — periodic draws tied to the iron economy
Gold and iron circulate through markets, sinks, and player choices — another layer of strategic wealth.
Kingdom Bank
Your personal Bank screen offers:
- Capture excess gold from heroes (only above their building disposition reserves)
- Peace Tribute management for incursion defense
Financial tools for lords who treat the coffers as a weapon.
Hall of Fame
Public rankings across long-term glory:
- Vastest realms and most cities
- Most visited or most harassed maps
- Richest treasuries and largest hosts
- Strongest heroes and deadliest camps
- Marketplace activity and more
Compete for legacy, not just today’s balance.
Achievements and notifications
Achievements mark milestones — founding the realm, first camp victory, a full map of fortresses, successful incursions, Hall of Fame presence. Messages speak in the game’s epic voice: “Mission accomplished, legend.”
Notifications report what happened while you were away: camp results, incursions suffered or launched, espionage, city life summaries, visitor heroes waiting for a slot, village raids. The realm talks to you between sessions.
Who is this for?
Legends & Loot is built for players who enjoy:
- Map-based strategy with meaningful territory
- Idle / async loops that respect your time
- Light RPG depth through heroes, gear, and chronicles
- Indirect PvP — camps, incursions, espionage, economic pressure
- Economies where every coin has weight — taxes, markets, caps, and rival treasuries
If you want a kingdom that keeps earning while you sleep, rivals who feel real because they take your gold, and a map that is yours to shape — this is your realm.
Getting started
- Explore public maps and the Hall of Fame before you commit
- Create your account — receive starting gold, a small grid map, and a Capital waiting to be placed
- Place your Capital, recruit your first hero, build buildings, set taxes
- When stable: Forge gear, deploy camps, assign guards, visit the Global Market
- When bold: spy, incursion, and expand until the world knows your name
CONQUER · COLLECT · REIGN
Your map. Your heroes. Your glory.
Play in the browser
No download required for the web version. Create your account, place your Capital, and let the legend begin.
Community
Ratings and reviews are public. Use the heart in the hero to like this game.