Donjons & Savons

Enter the dungeon

Adventurers, grab your brooms!

Chapter 1

One evening, at the tavern

It all begins like any good adventure: with a tavern door pushed open. The guild's crest (crossed feather duster and broom) welcomes you. The situation is clear: your house has become a dungeon infested with dusty monsters. Heroes are needed.

The player answers the call of adventure, introduces themselves and dives into the adventure. The tone is set from the very first minute: you're not installing a chore app, you're setting out on a quest.

“Who are you, adventurer?”: the innkeeper asks for the hero's age Choose your destiny: join a clan or found one The dashboard: the entrance to the dungeon

Chapter 2

The birth of a clan

A parent founds the clan: its name, its destiny. Each member then picks their avatar from a gallery of colourful heroes. Grizzled ranger dad, elf archer daughter, the littlest one a knight in armour: the family portrait suddenly takes on a whole new look.

Children cannot come in on their own: the child goes first, saying on their phone that they want to play, then showing their parent the code that appears. The parent scans it, decides, and answers with an invitation: a QR code the child scans in turn or, remotely, a link paired with a code read out loud. The game calls that sending the invitation “by carrier pigeon”.

Prepare your adventure: the innkeeper's questions The clan screen: the members, their levels and their hit points Choosing an avatar from a gallery of heroes

Chapter 3

Charging the household monsters

The hunt screen presents the dungeon room by room: the bathroom with its zombie in the bathtub, the kitchen in flames, the laundry basket sticking its tongue out, the Cerberus of the pets' corner... The child picks their monster and heads into battle, in real life. A photo or a short video without sound (15 seconds at most) can serve as proof; it stays on the phone, nothing on the network.

Back home, they announce “I defeated the monster!”. A parent rules: victory, half-victory or failure, in one tap, straight from the notification. If it's a win, the fanfare sounds, the experience drops in, the bar goes up, and the trash really has been taken out.

The hunt screen: every room of the house has its crest The living room monsters A battle in progress: the monster, its difficulty and its victory conditions

Chapter 4

The clan's chest

While the kids do battle, the parents stock the chest: a little promised pocket money, a secret note, the promise of an outing. The clan is told that a deposit has been made, but its contents stay a mystery until the very end.

When the chest gauge is full, a clan chief summons everyone: “Gather together, if possible for real, in the same room”. Everyone confirms they are present from their own device, and when the last one has answered, the gold pours out. Each hero then discovers their share in private: the money in proportion to their exploits, the items drawn at random in favour of those served least. And two heroes get special treatment: a kiss attack from the whole clan, announced to everybody... except them. One had a hard time during the cycle, the other is drawn at random, and nobody knows which is which.

The pocket money promise: real money, to be put in a real piggy bank Opening the loot: the tale of the battle Opening the loot: the clan chief waits until the whole clan is ready

Chapter 5

Behind the game: parents and children

Donjons & Savons is mostly played away from the screen. You pick a monster, put the phone down, and actually go and do the vacuuming. Time spent in the app moves nothing forward: only the completed chore counts, and it is a parent who checks it, in real life.

The big moments are shared. The forfeit of a hero who has dropped to zero hit points is played out in front of the whole family, and nothing checks that it was done: it's a game, not a punishment. Opening the chest brings the clan together in the same room around a little ritual, and the rewards are the ones the parents chose: an outing, a dessert, an evening together.

The game also supports the adults. Guides explain the intent behind each mechanic: say first what went well, read an exhausted hero as a warning sign rather than a punishment, fill the chest without turning it into a wage. For the children, the adventurer's guide reminds them of their rights: choosing their monster, giving up without losing anything, moving forward with their clan, with no ranking at all.

The parent's guide: effort before results The parent's guide: what to put in the loot? The adventurer's guide: your clan is counting on you
The adventure continues Press kit