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First-Person Tycoon / Immersive Sim

Dust Devil Dynasty

A first-person Western tycoon where you swing the pickaxe, pour the whiskey, and rebuild Redemption Gulch into a frontier empire.

Development Highlights

Executive Summary

Inherit a derelict saloon and a collapsed mine in Redemption Gulch, a forgotten frontier town on the edge of the Arizona territory. Dust Devil Dynasty fuses hands-on simulation with a sweeping tycoon arc: pour the drinks, swing the pickaxe, and reinvest every dollar to restore the town from ghostly husk to booming dynasty.

Premise & Setting

Redemption Gulch was abandoned when the Devil’s Vein dried up. As the last heir, you receive two properties: the boarded-up Gilded Garter Saloon and the collapsed Last Chance Mine. Your first job is survival - get the saloon open. Soon you discover your relative’s journal hinting at a deeper vein and a plan to resurrect the town.

Core Loop

  1. Work: Tend bar, cook meals, clear rubble, and mine ore in first person.
  2. Earn: Pocket cash, haul raw ore, and refine it into high-value ingots.
  3. Invest: Upgrade gear, hire staff, and purchase automation for both saloon and mine.
  4. Expand: Buy deeds to abandoned buildings, renovate them, and unlock new revenue streams that revive the town.

Systems Overview

  • Saloon Operations: Pour whiskey via gesture-based minigames, manage a physical ledger, clean up after brawls, and hire staff across bartending, entertainment, and security roles.
  • Mine Management: Clear collapses, lay track, spot ore veins, and upgrade from pan to sluice to full smelter while fighting off cave-ins and rival claim-jumpers.
  • Town Revitalization: Acquire and rebuild the general store, hotel, bank, blacksmith, and more. Each building introduces mechanics, adds NPCs, and visually transforms Main Street.
  • Living Town Simulation: A prosperity meter tracks population, crime, and demand. NPC relationships unlock blueprints, side quests, and economic modifiers.

Art & Technical Vision

Stylized low-poly realism inspired by Synty’s Western packs, with lighting that brightens as prosperity returns. Diegetic UI keeps immersion - balances are reviewed in a desk ledger, mission notices on the town board, and subtle HUD elements show health, stamina, and equipped tools.

Player Experience Goals

Players feel the grind and glory of reclaiming a town themselves. Early sessions are sweaty and manual; midgame introduces staff management and automation; late game becomes a strategic dance of expansion, civic planning, and story-driven decisions. Every investment leaves a visible mark on Redemption Gulch.

Lessons Learned

  • Prototyping physical bartending first established the tactile tone and informed every other system decision.
  • Resource telemetry linking mine output to town prosperity made it clear where to balance risk and reward.
  • Early investment in tooling for building renovation keeps level design and narrative aligned on environmental storytelling.