The landscape of indie RPGs is often defined by a push toward extreme accessibility or hyper-stylized aesthetics. However, Dungeons & Warbands, the upcoming low-fantasy title from solo developer Omer Erenturk, is taking a different path. Drawing inspiration from unforgiving classics like Battle Brothers and Stoneshard, this project prioritizes systemic depth and tactical consequence over visual flash.
Currently slated for an Early Access release on PC, Dungeons & Warbands promises a blend of open-world sandbox exploration and punishing, grid-based combat that should pique the interest of any veteran dungeon crawler.
The Core Philosophy: Realism Through Complexity
At its heart, the game is a “grid crawler” where every decision carries weight. Unlike many modern RPGs where “HP” acts as a monolithic buffer, Dungeons & Warbands utilizes a localized body damage system. Taking a hit to the arm isn’t just a number decreasing; it is a crippling injury that can hamper your ability to swing a sword or block an incoming strike.
To counter this lethality, the game introduces a remarkably detailed layered armor system. Players must consider the geometry of their defense:
- Layering: You don’t just “equip armor.” You layer cloth, gambeson, chainmail, and plate.
- Damage Types: Armor effectiveness varies wildly between Slashing, Piercing, and Blunt damage. A chain shirt might turn aside a blade but offer little protection against a heavy mace.
- Vulnerabilities: Strategic gaps, such as the neck or head, remain high-risk zones. A single well-placed blow to an unprotected area can end a veteran warrior’s career instantly.
From Solo Mercenary to Warband Leader
The “Warbands” in the title refers to the game’s scale. While you can brave the world solo, the core experience encourages building a diverse company.
The recruitment pool is surprisingly broad, moving beyond standard knights and bandits to include non-human allies like goblins and minotaurs. Interestingly, the developer has teased a “dungeon subjugation” mechanic: after clearing a dungeon, players may be able to hire its former inhabitants as loyal (or at least paid) members of their warband.
A Sandbox of Kingdoms and Ruins
The world is not a linear series of levels but an open-world sandbox featuring:
- Multiple Kingdoms: Diverse factions with their own settlements and reputations.
- Roaming Threats: Dynamic enemy warbands that can trigger battles in forests, meadows, or open roads.
- Dungeon Evolution: Conquering ruins can change their utility, turning them into recruitment hubs or bases of operation.
Looking Ahead
As a solo project, Dungeons & Warbands is expected to spend one to two years in Early Access. The developer’s stated goal is to use this period to refine “Kenshi-style” world mechanics—adding systems for blacksmithing, inventory-expanding mules, and specialist companions like minstrels to boost the warband’s fame.
For players who crave a tactical experience where “fights can snowball fast” and gear choice is a life-or-death puzzle, this is certainly a title to watch in 2026.

