Build Your Legacy
A life begins. You work, study, invest. You enter politics or organised crime. You found companies, win races, marry, have children. And when you die — your dynasty lives on.
Every path is valid. Every choice has real consequences that carry forward from generation to generation.
Work, study and build experience. Found companies, manage production chains, sell on the market. Every hired worker has a wage and produces real goods.
Create or join a party. Win elections, become Prime Minister and change the laws: taxes, wages, security budgets, sport funds.
Train your criminal skills, scout targets, pull off thefts, robberies or worse. Every action carries real risk — prison is waiting if you slip up.
Train your character across sporting disciplines. Compete in local, national and Olympic races. Prize money fuels your rise.
When you die, your heir receives everything: money, companies, real estate, legendary items. History doesn't end — it extends.
Found a religion, choose dogmas, build temples. Get married, have children, forge alliances. The social system shapes every character stat.
Your journey always starts the same way. How it ends is up to you.
Choose your name, nation and dynasty. You start at 18 with $2,500 and no title. The world is unforgiving — for now.
Every work shift lasts 4 real hours. Study to multiply your income, save up to invest in real estate and companies.
Buy land, construct buildings, found companies. Enter politics, blend legality with crime, climb the social ladder.
Have children, pass everything to your heir after inheritance tax. The next generation starts stronger — every time.
Each nation grants permanent passive bonuses tied to your passport. After 5 years of residence you are automatically granted the new nation's citizenship.
Everything is connected — every stat influences every other.
Every action costs energy. Work, study, sport training, crimes — everything has a price. Energy recovers once per game year based on your housing. Sleeping rough gives you almost nothing (+10). A villa restores it all (+100). Plan each year carefully: wasting energy on low-level jobs means missing bigger opportunities.
Gross wage × education multiplier × happiness modifier − income tax. With diploma + degree + specialisation the multiplier reaches ×2.0.
Buy state lots (price doubles with each purchase), construct buildings in real time. Rent them out, sell apartments, keep your companies productive.
7 categories of progressive missions. One unique Life Aspiration: completing it awards a legendary item that is inherited across generations.
HP declines every year with age. Without food you die sooner. After 70 the death probability grows exponentially. Without children, the dynasty ends forever.
The strength of Dynasty is not surviving — it's building something that outlasts your life. When your character dies, if they have at least one child, the story continues.
The heir receives the entire estate (minus inheritance tax) and restarts at age 18 with the solid foundations you built for them.
Every work shift lasts 4 real hours. Click Start Shift, wait for the timer, then Claim Results.
Your net wage depends on: state base wage × education multiplier × happiness modifier − income tax (15% default).
The education multiplier grows with a Diploma (+25 pv), Degree (+25 pv) and specialisations (+50 pv each). With full training you can earn double the base wage.
Owning a car and having Fuel in your inventory reduces the shift timer from 4h down to 1h36 (luxury car).
To found a company you need: $8,000 foundation tax, 1× Prefab in your inventory and a lot with an Industry building you own.
The company starts with $5,000 in its treasury and a default employee wage of $400/shift.
Employees produce goods → goods fill the company inventory → you list them on the market → revenue enters the treasury → you withdraw with a 15% tax.
Production chains include: food, energy, construction, petrochemicals, automotive, military, luxury goods and apparel.
The first election occurs at year 12, then every 10 years. The voting phase lasts 1 game year (24 real hours).
Seats are allocated proportionally to votes. The leader of the winning party becomes Prime Minister and earns $2,000/year.
The PM can modify: income tax, state wage, company taxes, security budget, sport funds, pensions and much more.
Crime runs in 3 phases: Train criminal skills (1h) → Scout targets (30 min) → Execute the action.
| Crime | Key skill | Jail years |
|---|---|---|
| Pickpocket | Stealth | 1 |
| Shop Theft | Lockpicking | 2 |
| Robbery | Intimidation | 3 |
| Burglary | Lockpicking ≥50 | 4 |
| Murder | Combat ≥80 | 8 |
On failure there is a base 65% chance of arrest. Bail costs years × $4,000.
| Event | Real time |
|---|---|
| Work / study shift | 4 hours |
| Sport training session | 1 hour |
| Criminal scouting | 30 minutes |
| Game year (annual tick) | 24 hours |
| First election | Year 12 |
| Local races | Every year |
| National races | Every 2 years |
| Olympics | Every 5 years |
Free registration, playable directly in your browser. No client, no hidden fees. Just strategy, patience and a little luck.
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