A fortified citadel above a river valley at golden hour, with a king and his knights watching from a ridge and an army on the march below.

Kings don't rule alone.

Real-time grand strategy, 1097–1300. You hold one office of three — the treasury, the seals, or the army — under a king you did not choose.

Real-time grand strategy, 1097–1300. One office of three, under a king you did not choose.

  • 1–3 players per kingdom
  • 3 Offices
  • 45 Realms
  • 281 Provinces
  • PC
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In development. Test builds go out in waves.

The cinematic is being cut. It will appear here when it's ready.

Read on ↓

Two hundred and eighty-one provinces.

Europe, Anatolia, the Levant, North Africa. Terrain that decides battles before they start — rivers you cross badly, hills you hold well. Political, terrain and religious map modes.

No abstraction, no hex grid. The coastline is the coastline.

An illustrated map of Europe and the Middle East, drawn on aged vellum, showing the realms and territories of the setting.
  • Constantinople
  • Antioch
  • Tbilisi
  • Cairo
  • Palermo
  • Kyiv
Europe and the Middle East, 1097.

The rules

No hidden dice.

The simulation is deterministic.
Same seed, same result, every time. Nothing is rolled against you in secret.
Difficulty is a number you set.
At higher difficulty, AI realms receive a stated resource multiplier. You never receive one. That is the entire cheat, and you chose it.
No rubber-banding.
Nobody catches up because you're ahead. If you're winning, you're winning.
You choose the end.
1150, 1200, 1250 or 1300. Victory by points, by domination, or by score at the end year. The campaign concludes. You get a result.

Ask to be let in.

The ones people actually ask.

Is this Crusader Kings?

No. There's no character roleplay, no dynasty simulation, no 3D characters. You hold one office of three — the treasury, the seals, or the army — not a whole realm and not a single character. The combat maths owes something to CK3 — the rest doesn't.

Is it Knights of Honor 2?

That's the closest relative and we won't pretend otherwise. The court and the real-time pacing come from the same tradition. What's different: 281 provinces instead of a hundred-odd, a simulation that publishes its own rules, campaigns with a stated end year, and a kingdom run by three offices under a king you don't begin as — when he dies, the three of them elect his successor.

Is it a map-painter?

Painting the map is one way to lose. Take too much and coalitions form, infamy climbs, and provinces you can't govern revolt. Territory without administration is a liability.

Can I play it now?

Not yet. Test builds go out in waves to people on the list.

When does it release?

No date. A release date for a game at this stage would be a guess, and we'd rather not guess at you.

How much will it cost?

Not decided. It won't be forty-five dollars.

Is there a Steam page?

Not yet. When there is, everyone on the list hears first.

Will there be multiplayer?

Yes, and it's actively being built — lobby sessions with humans and AI realms in one world. The three offices are not part of that, and not a mode: every kingdom has them from the first turn, single-player included. Humans take them first; AI fills the rest.

Why is there no gameplay in the trailer?

Because it's an early cinematic and we'd rather say so. The gameplay trailer comes when the game looks the way it should — recorded from the actual build, no dressing.

Mac? Linux? Steam Deck?

Windows first. The engine makes the others possible; nothing is promised until it's tested.

Mods?

The game is data-driven — provinces, realms, units and buildings are all editable files. Proper mod support is intended, not promised.

Is the artwork AI-generated?

Yes, generated and then hand-corrected. The game's province map is built from public-domain geographic data, and the simulation — every formula, every system — is written and tested by hand. If that's a dealbreaker for you, we'd rather you knew from this page than found out later.

Is it historically accurate?

The map, the realms and the cultures are researched. The systems are a game, not a thesis. Kings die on schedules history didn't keep.