MUNERABLOOD OF ROME
A persistent Roman economy

Every gladiator has one life.

You are a lanista. You buy recruits whose worth nobody knows yet, train them, arm them from a market other players supply, and send them into the arena. You choose the risk of every match. If they die, they stay dead, and the record of what they did stays with them.

In development. The arena, the ludus, the armoury and the workshop are playable in testing.

A murmillo in a crested bronze helmet, holding a short sword and a tall red shield in the arena
Murmillo · gladius and scutum
The game

What a lanista lives with

I

One life

A recruit arrives with visible attributes and hidden ones. Training, scouting and the arena reveal what you have. Exhibition bouts are safe; a death match is not. There is no revive, and nothing you can buy brings a gladiator back.

II

Command, not reflexes

Fights are 1 v 1 or 3 v 3 on a small grid. Each round you give every fighter an order from fourteen commands, and the server resolves them together from position, stamina and skill. The crowd watches, and its favour decides who is spared.

III

An economy players make

Other players forge the swords, mend the armour and sell the iron. Prices are in asses and denarii, and every coin moves through a ledger that must balance. Nothing appears from nowhere.

IV

Fair by construction

Tessera, the premium currency, buys cosmetics and conveniences, never strength. The code that decides a fight cannot see what anyone paid. No real-money wagering, ever.

Death is not deletion.

A fallen gladiator keeps their name, their record, the cause and the date. Equipment remembers the fights it saw. Nothing in Munera is erased, only ended.

Beyond the arena · in design

A world the players build

Italia is given: its cities stand and its roads are old. Every province beyond it has people and settlements, but nothing Roman until someone builds it.

Provinces and roads

Roads are laid a kilometre at a time, priced from Roman inscriptions. A built road is faster and safer than a track.

Governors and garrisons

Hold a town, collect its tax, pay its upkeep and feed its watch. A town that can't defend itself gets sacked.

Walls and sieges

Walls are raised section by section from hauled stone and paid labour. A wall under attack earns time to answer, not more hit points.

The world is being modelled in simulation before it's built for players. See where it stands on the roadmap.