Grymheld — a solo-dev medieval strategy PBBG, no download, no pay-to-win

Hi all, I’ve been building Grymheld solo for a few months and it’s now
live at https://grymheld.com. Free, runs in the browser, no install, no wallet.

What it is: a medieval-fantasy village builder. You gather wood, clay, iron
and grain, raise buildings, and train troops from your race’s own unit roster —
each race fields a different army, so the opening isn’t the same twice.

From there you push out onto a 50x50 map and take AI-held strongholds, each with its
own difficulty rating, garrison and loot table.

The part I’m most interested in feedback on: expeditions. Instead of the
usual “click, wait for a timer, read a combat log”, you send your General into
a dungeon and actually fight it in real time — you aim, you dodge, you can
die. Loot and gear come back with you and show up on your character.

CleanShot 2026-07-19 at 08.03.01

Where it’s honest to set expectations:

  • The world is currently PvE. Players share a leaderboard, not a map. Direct
    player-vs-player conflict is the obvious next step and I’d like to hear how
    you’d want it done.
  • It’s a solo project, so the content ladder is finite. You’ll hit the end.
  • No pay-to-win, and I mean it structurally — there is nothing purchasable that
    makes your army stronger.

It’s a PWA, so it installs to a phone home screen and plays fine on mobile. The
world keeps ticking while you’re offline; a few minutes a day is enough.

What I’d genuinely like torn apart:

  1. The first 10 minutes. Does the early game explain itself, or do you bounce?
  2. Do the real-time expeditions feel like a good fit for a PBBG, or like a
    different game bolted on?
  3. Pacing — too grindy, too fast, or about right?

Happy to answer anything about the stack or the design decisions.

The link : https://www.grymheld.com