Rewrite medieval history through bloody siege combat and grand strategy. Rule, build, and wage war as one of the minor lords of medieval Europe… Medieval Kingdom Wars redefines Medieval Grand Strategy.
Recent Reviews:
Mostly Positive (34) - 76% of the 34 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (375) - 77% of the 375 user reviews for this game are positive.
Release Date:
Jun 9, 2017

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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?

“Medieval Kingdom Wars is the game we always dreamed of creating. And doing it right! With the game of this magnitude and complexity we don`t want to be rushed by time or budget constraints, and Early Access allows us to take our time and truly perfect the game.

MKW is our 4th major release, and having successfully released an early access title before - we found Early Access to be amazing when it comes to involving our players in development, to truly make this a community project.

Please keep in mind, that Medieval Kingdom Wars is a work in progress. And while we did our best to eradicate most bugs prior to Early Access launch, it is far from perfect. In addition – as we are adding new player requested features we expect new bugs, and issues to arise.”

Approximately how long will this game be in Early Access?

“We plan to stay in Early Access for around 12 months, with release in mid 2018”

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

“With the title of this scope and epic scale the difference a year can make is huge. And while on the surface - at least as far as graphics and overall feeling goes - the game will not change much, the underlying gameplay mechanics of the grand strategy portion of the game are to be added, and skirmish balancing will be completely reworked.

In addition a lot more bonus features will be added to the game allowing players to do a lot more with the open ended game world.

And finally our level designers will complete all of the work re-creating 30+ castles and cities of the medieval Europe. This huge workload - never attempted by any RTS game before takes thousands upon thousands of hours.”

What is the current state of the Early Access version?

“With pre-Alpha complete, Medieval Kingdom Wars has a solid foundation in place, and the game is already a lot of fun and stable.

We currently have both the singleplayer and multiplayer RTS skirmish game modes working with all the basic functionality. The singleplayer grand strategy is in it`s infancy - only prologue tutorial and world map browse mode is available at this point.

The game is almost asset complete - with majority of art and audio assets in place

Over the next month we`ll be concentrating on adding the last of the world map grand campaign features, working on completing all of the 30+ town levels and putting especial attention to balancing this huge and complex strategy title.”

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

“We plan to gradually increase the price through the early access - as more and more features are added and the game is nearing the completion price point.”

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

“Our team will do everything in our power to open up the development and commit to weekly updates. We plan to talk with our players directly in-game, and read and reply to almost every forum suggestion and reports. Players will be asked to vote on features proposed by other players, and our team will do our best to add most desired ideas, and features in-game.”
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Recent updates View all (24)

November 22

Update 36 - Balancing and Fall Sale - 33% off

Hello Everyone,

As we near completion of the first Diplomatic features, we wanted to spend a bit of time balancing out the middle and late game. Today`s update 36 is a small one, but each change will be very noticeable and greatly effect how you play the game.

Moving forward elite units will become just that - elite units, and player will not be able to field a full army of elite units, having to rely on more high level base units. Upkeep cost will come a lot more into play when it comes to unit composition. Same time town management loopholes are gone, and only variety of economy buildings will generate enough income. The big new feature of this update is the world map collision. With Armies unable to climb mountains or to cross rivers without a bridge, choke-points and strong-points really come into play when positioning your armies.

Also with Steam Fall sale starting today, Medieval Kingdom Wars is now 33% off, biggest discount that we had so far, and a great time to grab the game.

As always - Thanks for your support!

And so - presenting Update # 36:

New Features
-World Map Armies now can`t climb mountains or cross rivers without a bridge
-Income generating building of the same type generate a lot less income, promotes variety

Balance Changes
-Strong Units like Swordsman and Crossbowman price and upkeep increased
-Elite Units price and upkeep greatly increased
-Auto-Resolving battles can deal a lot more damage, especially when loosing
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November 20

November & December Roadmap and Upcoming Updates

Hey Everyone,

Thank You for supporting our early access production and giving Medieval Kingdom Wars a chance. We have a long journey ahead of us - and as of now, the game is in early pre-alpha state with many months away from completion.

With that said - even now MKW has quite a lot to offer, and we are committed to releasing big weekly updates. With over 35 updates since the EA launch this summer, we are just gaining the momentum.

Now lets look into production plans for the rest of the end of November and December. The key project for this period is a complex Diplomacy and Feudal Hierarchy system.


Updated # 36

Late Game Balancing Update - as we are putting finishing touches on the first draft of diplomacy, we are doing massive balancing changes to make mid and late game a lot more challenging, to avoid player steamrolling over AI in later game.
ETA: Late November

World Map collision and Choke Points - World Map is getting collision and choke points, where armies would not be able to scale mountains, or cross river unless there`s a bridge or a major ford.
ETA: Late November

Updated # 37

Diplomacy Part I - 52 AI Lords
In preparation for Diplomacy we are populating the worldmap with 52 AI Lords, that are vassals ,or are otherwise dependents to their King. Each AI lord will be holding from one to several towns and hamlets, and will have: historically appropriate name and unique portrait; renown value; standing with their Liege Lord (usually the King), friends and enemies. Players will be able to browse the Chancellor menu to view these Lords, or view individual lord from clicking on his controlled army or town.
ETA: Late November

Diplomacy Part II - Kingdom Starting Relations
Second part of the diplomatic model is adding historically accurate relations between Kingdoms, and lords within these kingdoms. This starts with standard relations like at war/peace/cease fire/various alliances, as well include a value of relations, all the way to the more advanced parameters like vassal relations, and claims against territory.
ETA: Late November

Campaign Welcome Quest
With basic diplomacy in, we are finally removing the current campaign intro about the lack of features, and instead adding a mini orientation tutorial, and few starting quests to help get new players into the game.
ETA: Late November

Updated # 38

Diplomacy Part III - Players starting Relations
As we continue to expand the diplomacy system, we`ll be adding starting conditions for the player. In most cases player holds one or two Hamlets, or a town within holdings of another AI Lord, who has bad relations with players King, and could be attacked by the player to take over this starting region (of up to 5 different hamlets). Same time player starting relations with other Kingdoms mirrors that of his King, so player will only get attacked and be able to freely wage war against factions that his King doesn`t consider as friends.
ETA: Early December

Diplomacy Part IV - Simple Treaties
Finally we get to the dynamic diplomacy. Player will be able to change his treaties with other Lords (both withing his Kingdom and other Kingdoms). We`ll start with simple Peace, War and Gifts. Same time AI will also start utilizing basic diplomacy.
ETA: Early December

Updated # 39

Diplomacy Part V - Position within Kingdom
Next we`ll focus on players position within his kingdom. Action that pleases the King and other lords, and action that can drive them to declare you an outlaw in the Kingdom, all the way to your kingdom outright declaring you enemy # 1, or you defecting to another Kingdom, or starting your own.
ETA: Early December

More Hamlet Designers - We are continuing work on a lot more hamlet designs, and this project is nearly complete. These will include dozens of new types (just 4 in-game right now): fishing villages, small harbors, mountain villages, hills and so much more.
ETA: Early December

Updated # 40

Bug Fixes and Improvements - we`ll take a small break mid months to fix various known bugs, as well as whatever new diplomacy might bring.
ETA: Mid December

Diplomacy Part V - Simple Treaties
Finally we get to the dynamic diplomacy. Player will be able to change his treaties with other Lords (both withing his Kingdom and other Kingdoms). We`ll start with simple Peace, War and Gifts
ETA: Mid December

Expanding the Random Map - right now most levels for Army vs Army or Hamlet attack look the same - just some Oaks, maybe a lake and a river there. in July we are greatly updating this system to include a lot of new terrain - from dense forests, to swamps.
ETA: Mid December

Updated # 41

Diplomacy Part VI - AI Utilizing Diplomacy
Next up is getting AI to use the simple treaties, and for both Kingdom and various lords to conduct diplomatic actions.
ETA: Mid December

New Town Levels - We plan to add two large towns later in December. These will be smaller castle like towns - similar to Dover in size and having just one entrance.
ETA: Mid to Late December

Updated # 42

Diplomacy Part V - Complex Treaties
And finally the complex treaties are to be added as we conclude the system. These will include complicated offers like vassalage, various forms of alliances, casus belli requirements e.t.c
ETA: Late December

Core Resources Persistence - it`s about time to connect the RTS view and world map resources together. Now all the resources, including army resources will be persistent, they will continue to slowly gather while player is on the world map, and player could also exchange silver to purchase RTS resources for a particular town or army. In addition we will add a Silver Mine that will slowly produce silver while in RTS view.
ETA: Late December

Reworked Tutorial Campaign - This is a BIG one. We are completely redesigning and greatly expanding our prologue learning tutorial campaign. It will become a lot more entertaining and cinematic, and cover 8 scenarios instead of 3. New tutorial will cover majority of the world map features as well as plenty of combat features.
ETA: Late December
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About This Game

Medieval Kingdom Wars brings a fresh perspective to the grand strategy genre, combining it with a full-on real time approach, and daring to go where few strategy games have ventured before…Redefining Medieval Grand Strategy, by combining historical accuracy, a huge living and changing world, and historical quests, all in a real-time environment. Build your cities, wage your wars, serve your king, and experience siege combat with a degree of brutality never seen before

Innovative Real-Time Strategy with solo/co-op multiplayer mode, and soon to be added single player grand campaign

The bloody siege combat of the period, with numerous survival elements and brutal historical realism. Includes looting corpses and hunting rats to feed your starving garrison

Realistic, medieval siege combat with intricate stronghold construction, and over 30 siege weapons and units

Featuring the most detailed and beautiful maps seen in this genre. The world map covers all of Western Europe

  • Beautiful and Dynamic World Map
  • Incredible Historical Accuracy
  • Complex Economic Survival Model
  • Control Enormous Cities
  • Weather and Seasons Change
  • Powerful World Editor &Workshop

And so much more awaits you...

System Requirements

    • OS: Windows Vista
    • Processor: 2.4 GHz Dual Core
    • Memory: 3 GB RAM
    • Graphics: NVIDIA GeForce GT 530 / ATI Radeon HD 6570
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Sound Card: DirectX Compatible
    • Additional Notes: Software installations required (included with the game) include Steam Client, Visual C++ 2008 Redistributable, DirectX and Microsoft .NET 4. Internet connection required to play the multiplayer porition of the game.
    • OS: Windows 7+
    • Processor: 2.4 GHz Quad Core
    • Memory: 5 GB RAM
    • Graphics: NVIDIA GeForce GTX 550 Ti / Radeon HD 6790
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 7 GB available space
    • Sound Card: DirectX Compatible
    • Additional Notes: Software installations required (included with the game) include Steam Client, Visual C++ 2008 Redistributable, DirectX and Microsoft .NET 4. Internet connection required to play the multiplayer porition of the game.
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