---
title: "Grauwacht"
url: "https://aigamehub.app/en/games/i-want-my-game-to-be-deep-but-25-of-my-58-players-left-withi-50c932"
source: "https://www.reddit.com/r/aigamedev/comments/1x5x00b/i_want_my_game_to_be_deep_but_25_of_my_58_players"
source_type: "reddit"
play_url: "https://grauwacht.com/start?von=reddit-aig2"
platform: "desktop"
login_required: false
pricing: "free"
origin: "original"
ai_tools: ["Claude", "ChatGPT"]
game_languages: ["en", "de", "es", "fr", "pt"]
author: "u/Curious_Ad5417"
author_handle: "Curious_Ad5417"
category: "Adventure"
categories: ["adventure", "simulation"]
tags: ["browser-game", "dark-fantasy", "guild", "idle-progression", "keep-builder"]
added: "2026-10-15T02:15:21.494Z"
updated: "2026-10-14T17:11:44.000Z"
locale: "en"
content_locale: "en"
---

# Grauwacht

A dark fantasy keep builder played in the browser: hunt 60 beasts, grow a keep over 30 levels, forge, harden and fuse gear in six rarities, join guilds with a shared castle, and fight in a four-league arena through a story told in chapters. Free, no account needed.

## Description

Grauwacht is a dark fantasy keep-building game playable for free in the browser with no account required. The developer describes hunting 60 beasts, growing a keep over 30 levels, gear in six rarities that can be forged, hardened and fused, guilds with a shared castle that can be besieged, an arena with four leagues, and a story told in chapters. The start is kept simple with a short intro page and a clear first goal, while deeper systems open up later. The developer states that coding was done with Claude, art with ChatGPT image generation under a fixed style guide, and town and character rendering in Blender.

## Original post

I want my game to be deep, but 25 of my 58 players left within 15 minutes. How do you keep complexity without scaring people off?

I'm making a dark fantasy keep builder and the depth is on purpose. 60 beasts to hunt, a keep that grows over 30 levels, gear in six rarities you can forge, harden and fuse, guilds with a shared castle that gets besieged, an arena with four leagues and a story told in chapters. I've been playing games for over 30 years, but I'm not someone who plays many. When I pick one, I stay with it for years. So I'm building the game I always wanted, out of the things that kept me hooked all that time. But my numbers are clear. 25 of my 58 players left within the first 15 minutes. The ones who stay seem to like exactly that depth, about 4 in 10 come back the next day. I already made the start much simpler. One short intro page, a clear first goal, everything else hidden until you need it. Still, at some point the game opens up and it is a lot. So the real question for me isn't how to make it simpler. It's how to make a complex game feel welcoming. Do you lock systems for days? Let people ignore most of it? Teach through the story? How do you handle this in your games? For anyone curious how it's made, I code with Claude, the art comes from ChatGPT image generation with a fixed style guide, and the town and characters are rendered in Blender. If you want to try it, it's free in the browser, no account needed: https://grauwacht.com/start?von=reddit-aig2 https://grauwacht.com/start?von=reddit-aig2   submitted by   /u/Curious_Ad5417   to   r/aigamedev [link]   [comments]
