A self-running RPG simulation where knights explore and conquer a dungeon

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KNIGHTCORE · Dungeon of the Lost

A living dungeon simulation where knights explore, fight monsters, and grow stronger — completely on their own.

No player input.
No commands.
Just a world that runs itself.

What is it?

Dungeon of the Lost is an autonomous RPG simulation.

A party of knights enters a procedurally structured dungeon and begins exploring independently. They search chambers, fight monsters, collect treasure, and level up — all without player control.

Every run produces its own emergent story.

How it works

Each knight runs on a lightweight AI system that decides when to:

• explore dungeon chambers
• engage monsters
• retreat when wounded
• collect treasure
• return to camp to recover

The dungeon contains themed chambers like:

• Goblin Warrens
• Skeleton Hall
• Spider Lair
• Treasure Vault
• Ritual Chamber
• Boss Chamber

Monsters scale as the dungeon deepens, forcing knights to grow stronger to survive.

Party Simulation

The simulation begins with 8 unique knights, each with:

• a name and rune symbol
• independent combat behavior
• strength, endurance, agility, and rune mastery
• HP and XP progression

Knights level up automatically through combat victories.

What you can inspect

Click on any knight or monster to view:

• health and XP bars
• attribute stats
• gold collected
• kill counts
• current actions

Built for the browser

The entire simulation runs in a single HTML file.

• no dependencies
• no installation
• runs directly in any modern browser
• ~150 KB total size

It’s essentially a tiny autonomous RPG engine.

Roadmap

Next features planned:

• equipment and loot drops
• knight specialization classes
• save/load simulation states
• expanded dungeon chambers

If you enjoy procedural simulations, emergent storytelling, or experimental game systems — I’d love to hear what you think.

What’s the deepest dungeon your knights have reached?

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Hey Product Hunt

I built KnightCore: Dungeon of the Lost as an experiment in autonomous RPG simulations.

Most RPGs require constant player input. I wanted to explore the opposite idea:

What happens if the world plays itself?

The result is a small simulation where knights explore a dungeon, fight monsters, level up, and retreat to heal — all without any controls.

Every run creates different outcomes depending on how the knights survive combat and progress through the dungeon.

The entire system runs inside a single HTML file using JavaScript and canvas rendering.

I’m currently exploring how autonomous simulations can generate emergent storytelling.

Curious to hear what you think — especially if you're experimenting with simulation systems or procedural games.

The autonomous simulation aspect is honestly really cool because every run creating its own story makes the dungeon feel alive instead of scripted. I also like that the knights make decisions independently instead of just following fixed patterns.

The fact that the whole thing runs in a single HTML file with no dependencies is pretty impressive too. Curious how difficult it was to balance the knight AI so the runs stay unpredictable without becoming completely chaotic.