Of Kings And Men is an independently developed, third-person multiplayer “Persistent Medieval War” game.
User reviews:
Very Negative (30 reviews) - 16% of the 30 user reviews in the last 30 days are positive.
Mixed (1,241 reviews) - 48% of the 1,241 user reviews for this game are positive.
Release Date: Aug 25, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

Of Kings and Men implements many experimental ideas not seen before. Community feedback is crucial to designing, testing and sometimes even discarding those elements. The development team works closely with the community to figure out issues early and to adjust plans accordingly.”

Approximately how long will this game be in Early Access?

Of Kings and Men is planned to release the final version and leave Early Access after 1.5 to 2 years”

How is the full version planned to differ from the Early Access version?

  • The combat system will be extended to feature Horses, Squads, Crossbows, Spears and Throwing weapons, as well as Siege Engines
  • Players will be able to design their own weapons by combining different parts.
  • The game will hold tournaments and competitions with ranking systems
  • Players can work together to build castles, establish diplomatic relations to other player factions, implement a feudal hierarchy (with a few players playing as Kings), running large player-built cities, run industries, command an NPC workforce, trade, upgrade production cycles, and fight as mercenaries for the different factions.

What is the current state of the Early Access version?

“At Early Access, the game contains the combat system and various game modes for it, as well as an early implementation of the war system; which will allow players to recruit armies, wage war against other kingdoms, and fight as a soldier or mercenary within those battles.”

Will the game be priced differently during and after Early Access?

“Yes, the game will increase in price after Early Access.”

How are you planning on involving the Community in your development process?

“To participate in the development process and to brainstorm with the team, the forum is the first stop. Players and developers are having healthy discussions there about features that are going to be implemented and have already been implemented. Also, direct communication and discussion with the developers happens regularly on the games Discord channel.”
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Recent updates View all (93)

April 24 - King's archers

Main changes
Scalable flags

Expanding on the conquest mode mechanics, we've added a dynamic scalability feature for flags on bigger maps. A number of active flags will be changing as more players join a Conquest server, making maps fun to play on with both high and low number of people.
  • Added a scalable amount of flags.

Map changes

With implementation of flags scalability, reintroducing old maps became finally possible. The first map to make its return is the Castle. Bases were placed closer to each other than before, and flags were balanced not to favor a single team. Please tell us what you think about the map with these changes!
  • Added the Castle map with new flags placement.

Combat changes
Ranged - Live, Love, Shoot

After thoroughly studying all the feedback received from both ranged and melee players, it was decided to rebalance bows' and crossbows' builds.

Incredibly low bow holding time was neither realistic nor useful, resulting in its increase in this update. While experienced players might not have any trouble with quick aiming and shooting, less skilled bow enthusiasts didn't have a choice but to shoot blindly because of the way holding worked.
  • Increased holding time for all bows by 40%.

Recent encumbrance update made it very hard to use anything but a shirt while having a ranged weapon equipped. In order to make the game more playable with a little bit heavier equipment, bows and crossbows received a reloading speed increase, as well as encumbrance effect reduce for reloading.
  • Increased reloading speed of all bows by 10%.
  • Increased reloading speed of all crossbows by 15%.
  • Slightly reduced overall encumbrance effect on reloading speed for ranged weapons.

Not to overpower archers and crossbowmen by allowing both quick reloading and fast movement, encumbrance effect wasn't reduced for movement speed, but the stats were tweaked nonetheless. Ranged weapon now don't have higher encumbrance than swords, but their weight stat increased, which affects their acceleration of sprint instead of their speed. Also, sprinting with crossbow was allowed to provide equal chances for all ranged players

  • Heavily reduced encumbrance of bows and crossbows.
  • Slightly increased weight of bows and crossbows.
  • Allowed sprinting while holding a crossbow.

Shield breaks again

Not long ago we've reduce a knock back when a shield breaks, but it turned out to be not enough. Knock back is now completely removed, and will be grateful to see your feedback on that! Shields now also receive damage from being hit with arrows and bolts, so take cover!
  • Removed knock back on shield breaking.
  • Added shield damage when hit with projectiles.

One-handed feint

Same as with all other melee weapon types, using one-handed weapons now allows to feint later after initiating an attack. Let us know if you find timing suitable or would rather like to allow even later or earlier swings.
  • Added late feints for one-handed weapons.

Small improvements
Population notifications

It's no secret that clashing swords on Duel is oftentimes more fun than capturing flags with only a few people. If you join a Conquest server and it has less than 6 people, the game will ask if you'd like to join a Duel server instead, simply by pressing a button.
  • Added notifications when Conquest population is low.

Community events

More and more events start to take place in the game, and there was no way of knowing about them outside of our Discord channel until this update. All scheduled events are now shown right in the main menu of the game. 

If you'd like to submit your event, please use our official forums to find an application template - http://forum.ofkingsandmen.net/index.php/topic,2460.0.html
  • Added a community events information to the main menu.

Discord = Communication

Community discussions are strongly encouraged! It allows for meaningful conversations about the game, easy way to share your feedback, submitting interesting suggestions, and reporting annoying bugs. To join our Discord channel, which is the most convenient way of communication, all you have to do is click the button in the main menu.
  • Added a button to the main menu that leads to the official Discord channel.

Cleaning the menu

Recent reintroduction of the patch notes window made the main menu a little bit too cluttered, forcing us to deal with it constantly being opened, since other elements were added to the menu as well. Now you're free to close and open the changelog any time you want.
  • Made the patch notes window open only once after a patch.

UI visibility

The new UI is still in the hands of the artists, but we still made an attempt to add some quick fixes to the HUD. Most of the elements now have a temporary semi-transparent background to improve their visibility.
  • Added a temporary background for multiple UI elements.

Duels with bows (and crossbows)

As requested by archers and crossbowmen, all projectiles are now being reset once a new duel starts with a player or a bot. No respawn needed!
  • Added a projectile count reset when a duel starts.

We need more gold!

Players not knowing about their two additional coins for every first win of the day made it apparent that receiving coins requires an additional notification. Now you can track when you get coins the same way as XP notifications.
  • Added a notification for getting coins.

Bug fixes

  • Fixed swings doing damage when an opponent is behind.
  • Fixed arrows not showing when hitting a head.
  • Fixed arrows not showing when hitting a shield.
  • Fixed wrong bow models.
  • Fixed main menu UI scaling.

19 comments Read more

April 11 - Improvements and tweaks

Main changes
Conquest flags

In order to have battles occur much quicker while playing on the Conquest mode maps, the initial capturing mechanic was slightly changed. Instead of being forced to run to the closest flags and take control over them without any fight, all flags but the central one are automatically captured and reinforced by the teams, leading to instant big combat situations around the main objective.
  • Changed initial flag ownership; Teams own all flags from the beginning except the central one.

First Win of the Day

To encourage everyone to do their best while fighting for territory control on the Conquest game mode, a feature called First Win of the Day was added. Every first win every day on any Conquest map will now give a thousand experience points more and two coins!
  • Added First Win of the Day.

Combat changes
Health tweak

Previous balancing patch brought many changes to the character stats and the way combat feels. We've been gathering your feedback, and now start changing some numbers a little bit. The first change, brought up as an issue with naked players taking too many hits, is lowering the overall health stat. It won't make a big difference for those who prefer to invest into health, but better avoid being hit if you're focusing on speed instead of survivability! 

  • Reduced the overall health stat by 10.

Stun time

Increased attack speed led to more dynamic combat and made speed focused builds viable on the battlefield, but created some issues like the ability to constantly hit, making an opponent stunned indefinitely. Blocking stun time from all hits is now reduced to compensate for fast attacks, and will potentially be balanced further in the future.

  • Reduced a time a player cannot block after being stunned by 0.1s.

Shield breaking

If you've ever noticed shielders being knocked back very far after you break their shield, allowing them to avoid further hits, we encourage you to try that now! The knock back distance was heavily reduced, but your feedback will be very helpful to tweak it later on.
  • Reduced the shield breaking knock back distance.

Small improvements
Quick base return

Many of you mentioned that using the respawn feature to kill a character is very abusable, and is often used to reset health or teleport through the map. Respawn feature is valuable in case of being stuck somewhere, so removing it completely wasn't an option. Instead, it is now a quick return to your base without suiciding.
  • Added a quick return to a base feature.

Bots' difficulty

Since all players have different combat experience, the same bots' difficulty could be either too hard or too easy. Now all bots are divided into three groups - Easy bots, Normal bots, and Hard bots. The higher the difficulty, the better techniques they use, so be careful not to underestimate them! Also, higher difficulty bots give more XP for killing them if you're under level 30, encouraging everyone to try their luck with strong opponents.

  • Added bots with different difficulty.

Bots' classes

To make sure everyone always has a desired training bot, whether it's a shielder, a spearman, or any other warrior, special bots' classes were introduced. From now on, there are always at least two bots of every class.
  • Added classes for bots in the Duel mode.

Team wounding

In response to suggestion to increase awareness about specific hits on the battlefield, a message about team wounding is now displayed for both players instead of just the one who's inflicting damage. Try to improve your aim and pay attention!
  • Added a message for both players about team wounds.

Vile bushes

Giant's Bowl and Pale Lake maps have been out for a week, and we've been gathering your feedback about their performance, gameplay aspect, and visuals. We'll be responding to your suggestions, and at first, we're making the central flag of the Pale Lake more accessible by allowing to go through all the bushes without being stuck in them.

  • Removed collision from bushes on Pale Lake map.

Shooting improved

Being able to see where arrows and bolts go after being shot is extremely important for precise aiming, therefore a feature to hold your ranged weapon in first person view after shooting it was added. Simply hold Right Mouse Button to stay in first person view after shooting.

  • Added a First Person View feature after shooting a ranged weapon.

Camera settings

Continuing with small improvements for ranged players in order to make sure shooting experience is fun, a separate camera sensitivity slider was added to the settings menu that allows adjusting sensitivity while aiming a bow or a crossbow.
  • Added a specific camera sensitivity setting for aiming a ranged weapon.

Bind them all

Customizability of key binding might be more important than you think. Setting keys close to movement keys would mean you can use those actions much quicker in a heat of a battle, and setting keys that are useless for you far from those keys would mean you won't accidentally use them. Archers and crossbowmen now can set any key for any projectile they want to use, and everyone is free to change Voice Commands keys and Emotes keys as well.

  • Added rebindable Voice Commands, Emotes, and projectile types change buttons.

Bug fixes
  • Fixed wrong amount of players showing on the scoreboard on Duel servers.
  • Fixed bolts floating when hit someone.
  • Fixed animations being stuck when switching a weapon while attacking.
  • Fixed full movement speed applying while jumping.
  • Fixed spawning on the old Duel map.
  • Fixed falling underground on Giant's Bowl.

35 comments Read more
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About This Game

Notes On Early Access:

Of Kings And Men is coming to Steam's Early Access program. This means the game is still in active development, and will be subject to change. You can find our roadmap below.

Persistent Medieval War

Of Kings And Men allows you to experience huge, player-driven battles like no other. Engage in massive combat with more than 200 players, capture territories, or practice your fighting skills in competitive matches with intuitive melee combat.

Throughout Early Access, Of Kings And Men will introduce strategic elements, allowing players to conquer and control the land by political, economic or military means. Send armies to protect your cities and invade enemy territories. Lead your troops into decisive orchestrated sieges against player-built fortifications that are fought with hundreds of friends and foes simultaneously. Every victory or defeat shapes history forever.

Key Features in the Early Access launch:

  • Battles. Over 200 players can battle it out in large, skirmish regions
  • Factions. Team up and wage war against enemy kingdoms
  • Skills. Train your character and practice your personal skills
  • Progression. Unlock Swords, Polearms, Spears, Bows, Crossbows, and other authentic 13th Century weapons and armors to customize your look and play style
  • Dynamic Combat. Fight with a fast-paced and intuitive combat system, based on the experience of Historical European Martial Arts (HEMA) fighters and medieval manuscripts
  • Custom Engine. Donkey Crew’s custom engine is tailored specifically to the game.

System Requirements

    • OS: 64-bit Windows 7, 64-bit Windows 8 (8.1) or 64-bit Windows 10
    • Processor: Intel CPU Core i5-2500K 3.3GHz / AMD CPU Phenom II X4 940
    • Memory: 8 GB RAM
    • Graphics: Nvidia GPU GeForce GTX 660 / AMD GPU Radeon HD 7870
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • OS: 64-bit Windows 7, 64-bit Windows 8 (8.1) or 64-bit Windows 10
    • Processor: Intel CPU Core i7 3770 3.4 GHz / AMD CPU AMD FX-8350 4 GHz
    • Memory: 16 GB RAM
    • Graphics: Nvidia GPU GeForce GTX 780 / AMD GPU Radeon R9 290
    • Storage: 10 GB available space
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