Truce
In force
- You
- The ruler across the river
While it holds, neither side can harm the other: not with a sword, an arrow or a stone thrown from a trebuchet. An attack order will not break it.
Either of you may end it at any time, but never quietly.
A medieval strategy game about building a civilization whose prosperity depends on other rulers, and deciding which of them are worth defending.
In force
While it holds, neither side can harm the other: not with a sword, an arrow or a stone thrown from a trebuchet. An attack order will not break it.
Either of you may end it at any time, but never quietly.
In development for Windows on Steam. There is no release date or store page yet.
Villagers, four resources, walls and siege, fog of war and armies you can read at a glance. If you have played a classic historical RTS, you can play your first match without a tutorial.
Farms, forage and the villagers who work them.
Houses, palisades, bows and the first siege engines.
Soldiers, research, caravans and the price of peace.
Walls, keeps, towers and the Great Works.
What you agree to is what happens. A truce cannot be broken by a stray arrow, a payment cannot be quietly skipped, and nobody owes a debt the others cannot see.
Offers stay private between the rulers negotiating them. Once signed, the terms are public, and so is every completed transfer. Press L in a match and the ledger shows who has promised what to whom.
Wealth moves on caravans, and caravans move through the world. They are units: they can be seen, followed, raided and escorted.
A caravan earns on its safe return from a foreign market. The farther the market, the richer the trip. Your own markets pay you nothing for trading with each other.
Every trading town is a market anyone may use and a fortress anyone may take. There are always fewer towns than rulers.
Hold a majority of the towns and a countdown starts that everyone can see. Your neighbours will have to decide what your peace is worth to them.
Each has its own architecture, music, military strength, one special command, two special units and a Great Work. None of them is good or evil.
Hold and smash
Fortification, heavy warfare and shock. Slow to move, hard to move off a position.
Form and endure
Discipline, combined arms and position. Armies that hold their shape under pressure.
Trade and maneuver
Trade, maneuver and knowledge. Rich caravans and armies that fight on the move.
Raid and outmaneuver
Mobility, pillage and manipulation. The weakest at static defence and the hardest to pin down.
Four ages, each a step in political scale. There is no gunpowder: trebuchets top the siege tree, and bows, crossbows, cavalry and infantry decide the field.
I
c. 700–850
Small settlements, timber, basic infantry, scouts and palisades.
II
c. 850–1000
Organized domains, mounted warfare, markets and roads, early stone defenses.
III
c. 1000–1175
Castles, heavy infantry and cavalry, serious siege, trade networks.
IV
c. 1175–1350
Stone cities, sophisticated siege, mature formations and the Great Works.
A quiet night with one friend and two AI rulers is a complete match. More humans enrich a world that already works.
The flagship: four rulers, three trading towns. A quiet evening with one friend and two AI rulers is a complete match.
One against one, the same rules, nowhere to hide.
Two teams with a permanent truce, shared vision and open gates between allies.
Two to four players hold a settlement against declared waves. Every advantage the attacker has is written in the briefing.
Starve, raid and breach a fortress fed by real roads and real caravans.
No news has been published yet.
Argue about strategy, report a bug, found a clan or ask for help. One account covers the forum, clans and support.