Core Page
Basics And Loop
The game is a season-long raid management loop, not a tavern builder and not a hero RPG. You are here to recruit, stabilize, gear, coach, and push a guild through a live tier before the calendar moves on.
Time and season rules
The game only progresses while the client is open. If a tab stalls while still open, the sim may catch up, but a closed game does not print free dungeon gold behind your back. Raid outcomes are committed the moment you launch the pull, then replayed on stage for style.
That means the calendar pressure is real, but watching a long wipe does not eat half your week.
The weekly loop
- Fill the roster. Until you can field 10 raiders, nearly everything else is secondary.
- Let people work. Raiders naturally farm dungeons and rest in a run-rest rhythm while you decide who trains.
- Spend gold on leverage. Hall upgrades, facilities, training, repairs, and scouting all compete for the same wallet.
- Pull the boss. Launch progression whenever you want during the week; kills are free, only wipes spend the weekly budget.
- Review the wipe. Logs, meters, deaths, and repair bills tell you which lever is failing.
- Assign raid loot. Dungeon drops auto-equip, but raid loot waits for your decision and creates loyalty when assigned.
Opening week expectations
The game is tuned so you should be raid-ready immediately. You start with two founding friends and five seeded applicants. While the roster is still below 10, extra applicants arrive quickly and do not withdraw. The intended first-week move is to accept bodies, get legal, and start pulling.
| Rule | Current value | Why it exists |
|---|---|---|
| Minimum roster to raid | 10 | Prevents awkward half-roster cheese and locks the demo to a real 10-player guild. |
| Starting applicants | 5 | Gets you close to legal immediately. |
| Onboarding arrivals | Every 90 to 210 seconds | Finishes the first raid team in week 1. |
| Withdrawals while under 10 | Disabled | Keeps onboarding brisk instead of punishing. |
Four progression pillars
Roster quality
Applicants, comp coverage, quirks, and who is worth long-term investment.
See Classes And Comp and Stats And Progression.
Gear flow
Dungeon gear is the steady baseline. Raid loot is the sharp tool that solves walls faster.
See Tier 1 And Race for the dungeon ladder.
Knowledge and execution
Repeated pulls teach the boss. Training and MEC determine whether the team lives long enough to cash that in.
Economy discipline
Gold buys leverage, but it also bleeds away through training, salaries, and repair bills.
See Hall And Facilities and Strategy Guide.
What the game is trying to reward
Good play in Raid Night Manager is not one trick. The system is happiest when many smart approaches work: early recruiting, careful spending, loot focus, comp-aware pulls, training a future star, or broad roster stability. The design goal is that smart variety works and dumb shortcuts do not.
If you want the page that turns that philosophy into concrete advice, go next to Strategy Guide.