Gold and Glory

Role Playing · STUDIO DOIS PRIVATE LIMITED

Gold and Glory icon
66.9K ratings
4.2
Installs
5M+
Price
Free
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Gold and Glory screenshots

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Gold and Glory is a free mobile game from STUDIO DOIS PRIVATE LIMITED, filed under Role Playing on Google Play. The setting is a medieval dungeon, and the premise is that small teams of heroes drop into these places, fight whatever is inside, and race other squads for the same treasure. It has been out since late November 2024 and has passed five million installs, with a 4.2 average from roughly 66,900 ratings.

The main reason to consider it is the shape of a match. The developer pitches these dungeon runs as lasting about 15 minutes, which puts the game in the same territory as other team-based action games built for short sessions, but keeps the medieval framing and the loot chase. There is no ad interruption here, and the game is free to download with in-app purchases available.

What separates it from a straight arena brawler is that monsters and rival players share the same space. You are not only fighting other squads or only clearing computer-controlled enemies; both are part of the same run, and the loot you collect is the thing everyone is competing over. That combination is the core of what the game is selling.

Heroes, classes and the build you bring

You pick a hero before a match, and the roster is described as growing. Named examples include the Brawler, a close-combat character who works with fists and heavy strikes, along with Ignatius the Plague Doctor, Silas the Rogue and Elio the Wizard. Each is said to have its own skills, weapons and way of fighting, so the choice is not cosmetic.

The larger system sits behind that choice. Abilities, weapons, equipment, tactical skills and buffs can be combined, and the developer frames this as a way to define your own approach: fighting at close range, striking from a distance, applying poison, supporting teammates, or relying on speed. That is a lot of moving parts for a mobile game, and it suggests the interesting decisions happen before the match as much as during it.

For anyone who likes tuning a character between rounds, this is the part that will hold attention. For anyone who wants to pick a hero and immediately understand everything it does, the breadth of options may take some getting used to. Either way, the roster and the build system are clearly the game's main long-term hook.

PvPvE runs and the race for loot

A standard match is a dungeon run with several jobs at once. Your squad explores, fights monsters, deals with rival squads, gathers loot and tries to still be standing at the end. The developer describes every match as a race for gold and glory, which is a fair summary of the tension: the treasure is the point, and other players want it too.

The short match length matters here. Because a run is meant to fit into about a quarter of an hour, losing one costs little, and the mode is built around squeezing exploration, combat and extraction-style pressure into that window. That is a different rhythm from a longer dungeon crawler where a single session can run for an hour.

The risk with this design is that a lot has to happen quickly for a run to feel complete. Whether the balance lands will depend on how the modes are tuned, and that is something only playing will show. What the structure does offer is a clear loop: enter, fight, collect, survive, repeat.

Arena, Sanctum and the two sides of combat

The Era 0 update added two modes that pull in different directions. Arena is a 6v6 fight with no escape, described as pure chaos where the goal is proving your team is the strongest. It strips out the exploration and loot-gathering of a dungeon run and leaves straight team combat.

Sanctum goes the other way. It is a PvE challenge for a squad, built around holy trials and dangerous encounters, so it is aimed at players who want coordinated fights against the game's own enemies rather than against other people. Between Arena and Sanctum, the game covers both the competitive and the cooperative side of what it advertises.

Having both in one game is a sensible arrangement. A player who wants a quick head-to-head can go to Arena, while someone who prefers working through encounters with friends can spend time in Sanctum. The two modes also mean the game is not asking you to commit to one style of play permanently.

Ranked play and the Hunter's Path

Competitive play is handled through a ranked system. You climb the ranks, and exclusive rewards come with that progress. Building a party and refining your tactics are presented as the route to the top, which fits a game where hero choice and loadout matter as much as reflexes.

The Hunter's Path is the progression layer added in Era 0. It tracks your progress, lets you level up, opens up tactical skills and grants buffs as you move along it. In practice that gives a second track to work on alongside rank, one that feeds back into how your hero performs.

Between ranks and the Hunter's Path, there is a clear reason to keep returning after the novelty of a new mode wears off. The rewards tied to ranked play are described as exclusive, which is the usual way these systems create a goal to chase. How quickly either track moves is not something the developer details.

Playing with friends, and playing alone

The game is built around squads. Teaming up with friends is part of the pitch, and the modes assume coordination: Arena needs six players on a side, Sanctum is described as a squad activity, and a dungeon run works best when someone is watching your back. If you have people to play with, that is the intended experience.

That does not mean you cannot play on your own. Ranked PvP and the dungeon runs are team activities by nature, and a solo player can still take a hero in and contribute. The difference is that the tactical side of the game, mixing support abilities and buffs, is easier to use when you know the people you are playing with.

The social layer is therefore a real part of the value here. A group that plays together regularly will get more out of the mode structure than someone dropping in alone, simply because the team-based design rewards coordination.

Performance, size and what it costs

Gold and Glory is a small download that runs on a wide range of phones. That is a meaningful claim for a game with several modes and a growing hero roster, and it suggests the game is meant to run on hardware that would struggle with heavier titles.

On money, the facts are simple: the game is free to download, it carries no ads, and it offers in-app purchases. The Teen rating means it is aimed at an older audience than a young children's game, which fits the combat focus.

The install base and rating give some sense of how the game has landed. More than five million installs and a 4.2 average from tens of thousands of ratings is a healthy position for a game released in late 2024, though ratings never tell you whether the matchmaking or the balance will suit you personally.

The most recent update landed in September 2026, and it is the one that introduced the Brawler, Arena, Sanctum and the Hunter's Path. That is a substantial content drop for a game of this age, and it is the version a new player would be starting with.

A team game for short sessions

Gold and Glory fits players who want competitive, team-based action in small doses. The 15-minute match length, the mix of monsters and rival squads, and the hero-building layer all point to a game you can pick up for a run or two rather than one you settle into for an evening. If that rhythm sounds right, the free download makes it easy to find out.

It is also a good fit for someone with a regular group. The squad-based modes and the tactical depth in the build system reward players who coordinate, and the ranked ladder gives that group something to work toward together. A solo player can still enjoy the dungeon runs, but the cooperative side is where the design points.

The caveats are the ones that come with the genre. There are in-app purchases, the systems around heroes, skills and buffs take time to learn, and the competitive modes will not reward a casual approach for long. None of that is unusual, but it is worth going in with clear expectations.

As a free medieval dungeon game with short matches and a broad hero roster, Gold and Glory is easy to recommend to players who like the sound of a 15-minute race for loot against monsters and other squads. It is a team game first, and it is at its best when you treat it that way.

The short verdict

A free, ad-free medieval PvPvE dungeon game with short matches and a deep hero-building layer, best played with a regular squad.

App specs

  • Version2.35
  • UpdatedSeptember 1, 2026
  • Downloads5M+
  • RequiresAndroid 6.0+
  • PriceFree
  • Age ratingTeen

Gold and Glory: frequently asked questions

How long does a match in Gold and Glory take?

Dungeon matches last about 15 minutes, which is the core of the game's pitch. That makes it a title you can fit into a short break rather than one that demands a long sitting. Arena and Sanctum follow the same short-session approach.

What is the difference between Arena and Sanctum?

Arena is a 6v6 team battle with no escape, focused purely on fighting the other squad. Sanctum is a PvE mode where your squad takes on holy trials and dangerous encounters rather than other players. Both were added in the Era 0 update.

Do I need friends to play Gold and Glory?

The game is built around squads, and teaming up with friends is central to how it is presented. Modes like Arena need six players per side, and Sanctum is described as a squad activity. A solo player can still take part in runs, but the tactical side works better with people you know.

Does Gold and Glory cost anything?

The game is free to download and carries no ads. It does offer in-app purchases, so there is an optional spending layer on top of the free game. The Teen rating means it is aimed at an older audience.

What is the Hunter's Path?

The Hunter's Path is a progression system introduced in the Era 0 update. It tracks your progress, lets you level up, opens up tactical skills and grants buffs as you advance. It runs alongside ranked play as a second track to work on.

Pros

  • Matches run about 15 minutes
  • Monsters and rival squads in the same run
  • Growing hero roster with distinct skills
  • Ranked PvP with exclusive rewards
  • Free with no ads

Cons

  • In-app purchases present
  • Build system takes time to learn
  • Squad modes reward coordination
  • Ranked play is competitive by design

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