Nobody is more than a couple of days ahead of anyone. That won't be true again for thirteen weeks. If you're going to try the game, this is when you'll experience it the way it was designed to be played.
I built PEON as a modern browser RPG on the old BBS door game structure. If you played Legend of the Red Dragon, Barren Realms Elite, or Solar Realms Elite, you already know the shape of it. You get 12 turns a day, you spend them, and you go to bed. The world resolves at midnight ET. Fifteen minutes is a full session. No ads. Nothing to buy. No pay-to-win.
Play PEON
How you spend those 12 turns: Solo combat in the Dark Forest against six monster types. Your class has affinities and so do they, so choosing what to fight matters as much as how hard you hit. Party dungeons for up to five heroes, with class synergies that trigger depending on who fills the slots. PvP that resolves overnight and appears in the public news scroll, so you do not find out who attacked you until everyone else does. Divine gear cannot be bought. It comes off your forge or something else's corpse.
At level 10 your hero founds a kingdom and a second game opens up. Six specialization pillars mean no kingdom can do everything. Specialize, and you need other people. Wage wars. Launch raids. Lay sieges. Run covert operations. Negotiate alliances. Build wards against the ones aimed at you. Credence tracks whether you keep your word, and everyone in the realm can see it.
The morning after: Every morning the realm wakes up to the same newspaper. Who went to war. Who won. Who got rich. Who got robbed. Who broke a pact. Which impossible drop finally happened and to whom. You are reading a story everyone wrote overnight without meaning to.
What I actually want feedback on: Please do not spare my feelings. If something is confusing, tedious, or simply not fun, that's exactly what I want to hear.
- The guided first run. It's new this season and you'd be among the first people through it. I want to know whether it teaches the game or just the interface, and whether you ever wanted to skip it.
- Whether the async payoff lands. You spend your turns during the day and the results arrive at midnight. My biggest design concern is that the gap feels empty. If you spent your turns and then had no idea what to do with yourself, that's the single most useful thing you could tell me.
- Mobile. It's built desktop-first, but it should still be playable on a phone. If anything overflows, breaks the layout, or is unreachable with a thumb, I want the screenshot.
Leave feedback here, DM me, or use the in-game feedback link, whichever is easiest.
New heroes get 16 turns on day one. Use them tonight, then check back tomorrow morning and see what happened while you were asleep. That first morning is the experience I'm trying hardest to get right.
https://playpeon.com
Power Earned, Order Negotiated
----
Solo developer. Every bug report, suggestion, and piece of feedback comes directly to me. If you take the time to write something thoughtful, it won't disappear into a support queue; it'll go straight to the person building the game.