Deed to the Keep

Disclosure Seller has disclosed one (1) dragon.

In development

The listing

A cozy, comedic fantasy fixer-upper.

Buy crumbling castles, wizard towers and dragon keeps. Evict the squatters (politely, or with a lullaby horn), break the curses, scrub and mend with magic tools, then sell to picky fantasy buyers at a profit.

Granny Wickmoss is retiring, and her little property agency is yours. Ten houses stand between you and the most dangerous listing in the kingdom: a witch's hovel, a goblin watchtower, a haunted manor, a dwarven gatehouse, an elven treehouse, a moonlit chapel, a lighthouse with a retired lich, a slightly exploded wizard's tower, a villa on a floating island, and the Dragon's Keep.

Gloom to gold

Watch a ruin turn golden, room by room.

The Goblin-Infested Watchtower, great hall
The Haunted Manor, great hall

Real in-game renders · Work in progress

How a job goes

Buy it. Clear it. Fix it. Sell it.

  1. Buy the deed

    Pick the next listing on the Realm map, read the comps and the seller's disclosures, and borrow from the Dwarven Bank if you must.

  2. Inspect

    Scry each room with the Scrying Lens for the hidden damage the seller forgot to mention.

  3. Deal with the squatters

    Every house has a tenant who won't leave. Strike a bargain, find their weakness, serve the paperwork, or keep them on.

  4. Lift the curses

    Curses are puzzles: turn the mirrors, aim the lanterns, ring the bells, put the portraits back in order. Or keep the curse as "character".

  5. Scrub, mend, stage

    A sponge that sparkles, a broom that hums, spells that sweep a whole room at once. Mend the walls, clear the junk, paint, and stage it for the right buyer.

  6. Show and sell

    Buyers tour the house and make offers. Counter, take the best one, and watch the closing statement add up.

Seller's disclosure form

Or keep them on.

Some buyers love a resident ghost. A squatter you don't evict goes on the listing as a feature:

  • a resident ghost (she gives tours)
  • a guard owlbear (it reads)
  • goblin security, included
  • a resident wizard (explosions optional)
  • a retired lich (he keeps the lamp lit)
  • three gargoyle guards (very still)
  • harpy lookouts (nobody sneaks up)
  • a dragon on staff (Head of Security)

Signed, sealed and mostly disclosed.

Work in progress

Screenshots from the workshop

Real captures from the game in development. Menus, numbers and looks will still change.

After the story

The keep is sold. The work isn't.

Remixes
The old houses come back on the market, dirty again, with a twist (a seller's market, a rush job, the curse is back...) and new buyers: a sky pirate, two dwarf traders, a witch's boarding school.
Deed of the Day
One house, two twists, a new one tomorrow. Beat your best.
Free Build
Tidy any house you've sold, with no money and no buyers.
Helpers
Hire a Bard, a Familiar, a Stone Golem or Imp Sweepers at the Agency. Each one takes a wage for every house you sell.
Collections
The Curse Book, a trophy table in your office with a keepsake from every house, and the Book of Deeds: 17 achievements to earn.
Photo mode
Hide the screen for a clean picture of the room you just restored. Your pictures wait in the Album.

Where it stands

Playable start to finish. Not finished.

Today the whole story plays through: Granny's lessons, ten houses and the ending. The game is still being built and tested, so what you see here will change.

  • A new on-screen layout for the game's HUD (planned)
  • Music (planned)
  • Performance checks on more PCs (planned)
  • Lots of polish

In development