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Category · 11 games live

Fantasy

Sword, spell, and scheme. Old worlds with new rules — or rules about to break.

Fantasy games

11 games
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  • Aetherfall

    Sundered Reach

    Descriptive
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    You woke between worlds. Only you see the System. Climb the Sundered Reach — or die and choose again.

    A litRPG fantasy where you wake as an outworlder in the chaos-cracked Sundered Reach. Pick your race, class, and starting skills from the System panel only you can see — then climb dungeons, spend Aether at the Curator's Store, and rise through five tiers of power. Die and the world keeps turning; you choose again at the meadow.

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  • Dungeon Inc.

    The Underworld

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    You inherited a dungeon. Now defend it from heroes, manage your monsters, and survive the paperwork. Reverse dungeon-crawler meets corporate comedy.

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  • Null Rank

    Busan, South Korea

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    Three days dead. You wake up on a morgue slab in Busan with a System nobody else can see — amber text etched across your vision, a quest you didn't ask for, and a heartbeat you aren't supposed to have. Start at Tier 7, the bottom of the Hunter registry. Climb. Or disappear again.

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  • Wyvern Ascendant

    London, Rift Era

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    You never belonged anywhere. Now two worlds are fighting over what you turn into.

    Rift-gates bleed monsters into London. You're a nobody who shifts into a Royal Wyvern — the rarest form ever recorded. Every faction in two worlds wants you on a leash.

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  • Queen of the Amethyst Reach

    The Border Princes

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    The Tower taught you to master yourself. Now master everything else — before the Thirst masters you.

    You were Vaelys of Hoeth — Sword Master, High Magic adept, daughter of Ulthuan. Now you wake three nights dead in a Border Princes crypt with a Lahmian's curse in your veins and only the Winds of Death and Shadow still answering your call. The Reach is lawless, hungry, and has no queen.

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  • One Piece: Legends of the Grand Line

    The Grand Line

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    The sea owes you nothing and forgets no one — build a name worth hunting, or drown anonymous.

    An ultra-realistic living-world One Piece RPG. Pick your era — Roger's rise, the execution, the dawn before Luffy — then your race, blood, trade, and dream. Time never waits, wounds never vanish, the world's wars happen whether you show up or not, and death is permanent… but your legend outlives you.

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  • Blood of the Silver Crown

    Castle Silverbough, Valtara

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    Everyone at your table is smiling. One of them was paid to watch you die.

    You are Princess Ashley Grace, sole heir to the elven throne of Valtara — beautiful, courted, adored by your people, and hunted by every kingdom that would profit from your death. Thirty days of the Trade Season. One drawbridge between you and the world. One thirty-second shield a day.

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  • To and Fro

    The Night Roads

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    The rules still hold. Nobody remembers them, but they still hold.

    You are the Adversary, exiled and walking the earth in a borrowed face. The old laws still hold — salt, thresholds, running water, your true name spoken correctly — in a world that stopped believing in them. Wander, provoke, and watch what the night does when you enter it.

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  • The Last of House Rhea

    Manhattan

    Fast
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    Ten houses own the world and none of them know your name — find your sister before the First Blood is spent.

    The Olympian houses run the world from Manhattan boardrooms, and House Rhea — first of all blood — has been extinct for three generations. It hasn't. You are Kassian Rhea, faceless chairman of the Loken Group, home from four years abroad to an empty manor and your sister's pendant on the floor.

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  • Sundered

    The Sundered Reach

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    Everyone in this world obeys the rules. You're the only one who can see them.

    You wake face-down in the mud of a dying world mid-catastrophe, and a translucent system screen only you can see boots up over your vision. Levels, classes and skills are literal physics here — but the natives can only feel the Ledger. You can read it, edit it, and break it.

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  • Ever After, Florida

    Walt Disney World

    Descriptive
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    Wake in a glass casket speaking a tongue five centuries old, and learn a world that kept its promise but lost the man who made it.

    Ashley Grace slept fifty years in a silver-and-glass casket hidden inside a Florida castle, kept safe by a promise Walt Disney made and did not live to finish. Tonight the curse let go. The park is dark, the animals are already gathering at her feet, and eleven miles away a phone that has never once rung begins to ring.

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