A SINGLE-PLAYER IDLE CAMPAIGN

CAMP &
CONQUER

FORM YOUR PARTY. HOLD THE CAMP. CLAIM THE DROP.

Build a warband of four. Auto-explore a fractured dark-fantasy world. Hunt the gear that changes everything—even while you’re away.

SCROLL TO ENTER THE VALE
THE CAMPAIGN CONTINUES

Idle by design.
Not by neglect.

Your warband roams, fights, and brings home loot while you’re away. Return to real decisions: choose the next camp, rework four builds, spend talent points, or pull something ancient enough to have mechanics.

4ADVENTURERS
PER WARBAND
14PLAYABLE
CLASSES
280UNIQUE
COMPANIONS
27HAND-PAINTED
REGIONS
THE WORLD

The Vale is
still watched.

Whatever held the Vale Concord together, it isn’t holding anymore. From Millhaven’s patched walls, every road crosses a place somebody sensible stopped mapping.

“You’ve gone further than the Concord’s own scholars ever mapped.”
EXPLORE THE MAP
Illustrated map of the Vale
01MILLHAVENTHE COASTAL REFUGE
05EMBERFALLTHE LAVA SCAR
27 REGIONS
AND ONE ROAD BEST LEFT UNMARKED
BUILD YOUR WARBAND

Four lives.
One long road.

Choose a permanent leader, then recruit three companions. Every name, race, hometown, and history belongs to one person. Once recruited, they will not appear again in that playthrough.

280PEOPLE ARE WAITING IN MILLHAVEN.
YOU ONLY HAVE ROOM FOR THREE.
THE OLD TERRORS · 01/05

Embermaw
The Crater Wyrm

BOSS LV 52REQ LV 48Emberfall Crater

The crater glows white-hot. Embermaw rears back, and the air itself begins to burn.

ENCOUNTER PROFILECinder Breath · 20% enrage
Embermaw, The Crater Wyrm
BEYOND THE FIRST CAMPAIGN

Plan the pull.
Build the next life.

ASCENSION

End one life. Strengthen every life after it.

At level 50, your leader can return to level 1 without gear and bank permanent Legacy Points. Already-bound companions reset beside them; one new companion can be brought into the Legacy each time. Exploration, the Codex, Warband Skills, and learned crafting patterns remain.

LEVEL 50ASCENDLEGACYRETURN STRONGER
RAID LADDER

Readiness is more than a level.

I
Pre-raid proving groundsUndercrag and Sunken Coil · Levels 50–55 gear
II
First pullsEmbermaw and Sorothal · Required level 48
III
The old terrorsMalenth, Ossuar, and Vess’ridan · Required level 50

Every attempt triggers a two-hour boss lockout. A failed mechanic is not always a gear problem.

ABILITY PRIORITY

You decide what the warband casts first.

Give each character an ordered list of up to six learned abilities. Combat checks the list from top to bottom and uses the first spell that is ready and affordable. If none qualify, that class returns to its automatic combat logic.

  1. 01Emergency healing brainHealers always stabilize lethal damage first.
  2. 02Your six-slot cast orderFirst ready and affordable ability wins.
  3. 03Class intent orderDefenses, damage-over-time, debuffs, control, buffs, pets, then nukes—reorderable per character.
  4. 04Automatic fallbackNothing ready? The warband keeps fighting.
WHAT THE DARK GIVES BACK

Gear worth
remembering.

Hand-authored equipment. Named raid prefixes. Effects that alter the build instead of merely making a number larger.

Ashglass Talons
LEGENDARY

Ashglass Talons

Recovered from somewhere the inventory ledger describes as “operationally unhelpful.”

Boots of the Last Floor
EPIC

Boots of the Last Floor

Recovered from somewhere the inventory ledger describes as “operationally unhelpful.”

Belt of Split Carapace
RARE

Belt of Split Carapace

Recovered from somewhere the inventory ledger describes as “operationally unhelpful.”

Blackglass Spaulders
LEGENDARY

Blackglass Spaulders

Recovered from somewhere the inventory ledger describes as “operationally unhelpful.”

Malenth’s Own Hand
RAID

Malenth’s Own Hand

Recovered from somewhere the inventory ledger describes as “operationally unhelpful.”

Rimebound Cache
RAID

Rimebound Cache

Recovered from somewhere the inventory ledger describes as “operationally unhelpful.”

Deep-Kept Ossuary
RAID

Deep-Kept Ossuary

Recovered from somewhere the inventory ledger describes as “operationally unhelpful.”

Bellows Plate
EPIC

Bellows Plate

Recovered from somewhere the inventory ledger describes as “operationally unhelpful.”

01
YOUR STORY, RECORDED

No chosen one.
Only what you did.

Your leader’s biography rewrites itself from the things that actually happen: milestones reached, named foes killed, and discoveries nobody else made in quite the same order.

02

Six warband skill trees

Permanent utility progression across Wayfaring, Archaeology, Provisioning, Logistics, Tonguecraft, and Camp Mastery.

03

Craft with people, not menus

Bring materials to Ironlatch & Kin or The Bright Seam. Leave with something named, made, and worth keeping.

04

The Underneath

A hidden route for warbands who have mistaken survival for readiness. Details remain sensibly unrecorded.

THE GATE IS OPEN

Every journey starts
with one adventurer.

Camp & Conquer is coming to PC.

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