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 (72) - 79% of the 72 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (712) - 79% of the 712 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 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 majority of the campaign features working, as well as the second skirmish game mode with solo/coop/pvp options.

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 (42)

April 5

Update 52 - Massive Update & Price Change

Hey Everyone,

After two busy weeks its time to present another massive update # 52... and for the lack of any better ideas we called it just that - a Massive Update. With over a dozen major new features and additions it`s one of the biggest updates we had so far: Over 50 new starting Lords (increased from 14), population happiness with lots of gameplay effects, first round of interface updates, renown implemented, cheats enabled and so much more.

And seeing how far MKW has come since Early Access launch earlier in 2017, we feel that the time is right for a price increase, to represent all the additional value. This is also fair to our early adopters and these who supported the game during the Pre-Alpha period. So... after careful consideration, we have decided to set the new price of the game to 30 USD (or your regional equivalent). If you have any questions or concerns about this - please let us know.

And as the Spring continues, we have several truly exciting updates on the way. In the next update 53 we`ll be presenting the long awaited multiple armies feature. Next up in 54 we`ll be wrapping up Diplomacy and reworking campaign AI. And finally in 55 we`ll implement first of campaign CoOp features. Around this time we should also see the first installment of the long-awaited DirectX 11 update, as well as four new major towns, and new terrain sets (desert, forests e.t.c)

Best wishes for the weekend ahead, and for now, presenting Update #52:

New Starting Lords
-Campaign Creation screen now has entirely new layout
-Over 50 different starting scenarios now for each Lord on the world map
-Each Lord comes with its own starting settlements, renown, standing and so on
-Player will get to play as that particular Lord, and not a generic minor Lord

Other Major Changes
-Towns and Hamlets should gain +6 combat strength for each level
-Constructing each layer of palisade wall will add +4 combat strength to hamlet/town, +8 for each stone wall
-New way to limit RTS city management - as it decreases population happiness on entering the city, and on continuously staying there
-Hamlets and cities produces a lot less trade goods every month (only effects new campaigns)
-Kingdom that has been defeated is now properly disabled, but for now remains in the Chancellor list

Population Happiness
-Enabled population Happiness
-Adjusted relation between happiness and taxes - system now properly works
-Happiness value changed to % instead of descriptive words
-Added a positive/negative indicators for Citizen Mood and which way it`s progressing
-Very Happy cities (+75) produce 2x trade goods
-Unhappy cities (-25) don't produce trade items
-Very Unhappy citizens (-50) deny entry to town (view/manage)
-Rebellious cities (-75) stop producing taxes the month after they become rebellious
-Constructing Church, Academy, Market, Hospital improve Happiness
-Constructing Barn, Storehouse, Blacksmith, Stone Mine, Iron Mine, Armorer decreases happiness
-Military Units add to the happiness in the city

GUI Updates
-GUI Updates - changed how much windows fade out the screen when opened - easier to see the screen behind them
-GUI Updates - completely redesigned black transparent window for all GUI windows

Renown Enabled
-Enabled Renown system
-Starting renown for players Lord
-Renown is gained or lost through battles: +/-1 for Army vs Army
-Renown is gained or lost through controlling or loosing town assets +/-City Strength/Level of the town/hamlet gained or lost

Cheats Enabled
-Added Cheat Commands, can be used in the campaign or skirmish in chat:
/merchant - gives 10 of each trade item (only on the world map)
/silver - gives 5000 silver (only on the world map)
/food - gives 1000 food (only in RTS mode)
/wood - gives 1000 wood (only in RTS mode)
/stone - gives 1000 stone (only in RTS mode)
/iron - gives 1000 iron (only in RTS mode)
-Campaign menu will permanently display a white♥♥♥♥♥by the campaign where cheats were used
-Campaigns that have been cheated in can't gain Achievements

Other Fixes and Changes
-Greatly increased the cost of some buildings: market, blacksmith, armory, church, hospital, academy
-Pre-made unit groups show better - increased transparency for unused groups, overlay only shown on active groups
-Significantly reduced healing cost, about 40% less now and healing makes a lot more sense
-Fixed major bug constantly disconnecting some players from the game
-On server lost connection offline mode activated without kicking the player out
-Fixed bug with units walking through walls in Calais and some other hamlets
-City name shows in View/Battle over Day/Night clock
38 comments Read more

March 22

Update 51 - Attack Window and Weeklong Sale

Hey Everyone,

It`s amazing to see that so many of you are enjoying MKW, especially now that we have hundreds of players online at once. We want to take a moment to thank All of You for all the support and encouragement. Your feedback, reviews and suggestions mean a world to us, and really do inspire us to pull more and more overtime as we work on new features.

This and next week we have really great updates for you...

This week - introducing the long overdue attack window, which was sorely missed and really adds to the game. We also added a good way to capture these large strong AI towns - without 2 hour long battles - by using multiple attack auto-resolve, as garrisons now take damage. Same time we included several highly requested bug fixes and improvements.

Also next week (around April 3rd) - is a monumental step forward, as we plan to increase the number of playable factions to ~50. Instead of selecting a Kingdom - player will be able to choose to play as any of the Lords on the world map. Each Lord comes with very different starting conditions - from 1 hamlet to several hamlets, some even start with couple of large towns. Aside from different starting position, we are working to add as much difference as possible to these play-through, through starting resources, ranking with the king, and relations with other nations. Personally can`t wait to try it our next week:)

Best wishes for the weekend! And for now, presenting Update 51:

-New attack window layout
-Lords, army and other details added for the attack window
-Auto-resolve attacks on AI towns will result in AI garrison taking damage
-A way to capture large town through auto-resolve with several armies
-Fixed major issue with hamlets sometimes appearing empty
-Fixed major out of sync problem in multiplayer games with pressing Space
-Fixed bug with healing units in armies resulting in red health
-Re-balanced how much damage AI garrison takes in auto-resolve
-Fixed issue with renamed armies/towns not showing in Transfer units dialogue
-Fixed common error with Steward crafting window
32 comments Read more
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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 a single player grand campaign and solo/co-op multi-player modes

A grand campaign that puts the player in charge of a lordship entangled by domestic and international politics

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 support to be added prior to full release)

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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