Until We War

A medieval strategy game about building a civilization whose prosperity depends on other rulers, and deciding which of them are worth defending.

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.

In development for Windows on Steam. There is no release date or store page yet.

A familiar foundation

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.

  • Food

    Farms, forage and the villagers who work them.

  • Wood

    Houses, palisades, bows and the first siege engines.

  • Gold

    Soldiers, research, caravans and the price of peace.

  • Stone

    Walls, keeps, towers and the Great Works.

Treaties the world enforces

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.

The public ledger

Truce
No damage between signatories, projectiles and area effects included. Ending it is a public act with a 30-second notice.
Exchange
Resources change hands at once, in full, or not at all.
Trade access
Your caravans may use their markets. Theirs may use yours.
Shared vision
What their scouts see, you see, for as long as the treaty holds.
Recurring payment
Tribute on a schedule. Pay each installment in full, or default and the bundle ends.
Gate passage
Their soldiers may walk through your gates. Choose carefully who.
Coalition
An agreement to win together. Coalitions decide who shares a victory, not who scores points.

The road is where wars start

Wealth moves on caravans, and caravans move through the world. They are units: they can be seen, followed, raided and escorted.

Round trips pay

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.

Towns are the prize

Every trading town is a market anyone may use and a fortress anyone may take. There are always fewer towns than rulers.

Dominion is public

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.

Four culture groups, 700 to 1350

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.

Meet the cultures

Latin Kingdoms

Hold and smash

Fortification, heavy warfare and shock. Slow to move, hard to move off a position.

Special
Lance Charge
Great Work
Grand Cathedral

Eastern Realms

Form and endure

Discipline, combined arms and position. Armies that hold their shape under pressure.

Special
Shield Wall
Great Work
Imperial Sanctuary

Sultanate Realms

Trade and maneuver

Trade, maneuver and knowledge. Rich caravans and armies that fight on the move.

Special
Harass
Great Work
Grand Foundation

Steppe Confederacies

Raid and outmaneuver

Mobility, pillage and manipulation. The weakest at static defence and the hardest to pin down.

Special
Feigned Retreat
Great Work
Great Ordu

From village to civilization

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.

  1. I

    Founding

    c. 700–850

    Small settlements, timber, basic infantry, scouts and palisades.

  2. II

    Territorial

    c. 850–1000

    Organized domains, mounted warfare, markets and roads, early stone defenses.

  3. III

    Kingdom

    c. 1000–1175

    Castles, heavy infantry and cavalry, serious siege, trade networks.

  4. IV

    High Medieval

    c. 1175–1350

    Stone cities, sophisticated siege, mature formations and the Great Works.

An evening, not an event

A quiet night with one friend and two AI rulers is a complete match. More humans enrich a world that already works.

  • Realm

    The flagship: four rulers, three trading towns. A quiet evening with one friend and two AI rulers is a complete match.

  • Duel

    One against one, the same rules, nowhere to hide.

  • Locked 2v2

    Two teams with a permanent truce, shared vision and open gates between allies.

  • Co-op Defense

    Two to four players hold a settlement against declared waves. Every advantage the attacker has is written in the briefing.

  • Co-op Siege

    Starve, raid and breach a fortress fed by real roads and real caravans.

From the development

All news

No news has been published yet.

Take a seat in the Great Hall

Argue about strategy, report a bug, found a clan or ask for help. One account covers the forum, clans and support.