Weave your own unique tales in a challenging single player or cooperative RPG adventure that spans across the realms. Trek across the perilous badlands, trudge through poisonous swamps, and brave the high seas in uniquely generated maps.
User reviews:
Mostly Positive (51 reviews) - 72% of the 51 user reviews in the last 30 days are positive.
Very Positive (560 reviews) - 84% of the 560 user reviews for this game are positive.
Release Date: Feb 28, 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?

“For the King has been in development for over 2 years during which time we’ve had a successful Kickstarter campaign along with an extended closed beta for our backers. This has produced a fun game with a high degree of variety, polish, and stability. We now feel that the game is ready to be played by the public, especially those willing to help shape the game through their feedback and suggestions. If you’re willing to put up with the occasional bug or balancing issue in trade for being a part of the development process, then Early Access is for you. If you would prefer a perfectly balanced bug free experience then we suggest waiting until the final version.”

Approximately how long will this game be in Early Access?

“The goal is to be in Early Access for roughly 6 months (give or take a few months). The length of time will largely depend on community feedback and requested features.”

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

“The full version will add support for a balanced 2 player adventure (currently only the single player and 3 player coop adventures have been balanced). New loot and equipment, including the majority of Kickstarter Backer items will be slowly introduced throughout Early Access. The final version will also contain the Frost Realm and Jungle Realm, along with new enemies and encounters. We’ll also be unlocking several Points of Interest like the Warrior’s Arena, The Mage Dungeon, The Water Temple, and more.
In addition, we'll also be adding support for Steam Trading Cards, Steam Achievements, Cloud Saves and language support for French, Spanish, German, Italian, and possibly Russian.”

What is the current state of the Early Access version?

“The core adventure is complete from beginning to end and the first couple Acts have received significant polish and balancing. Currently only the single player and 3 player coop adventures have been tuned. All cooperative modes can be played both locally and online. There are still some rough edges which we’ll be polishing based on your feedback and we’ll be adding new content up to and beyond our full release. The Lore Store (which contains persistent unlockables) is functioning but will grow significantly in size prior to full release.”

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

“The game will be full price after Early Access so gather your party and take advantage of our EARLY ACCESS DISCOUNT!

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

“IronOak Games has been working with it’s community since we Kickstarted For The King over a year and a half ago. We value feedback and suggestions more than anything else and will be in constant communication with players on our forums, on the discussion boards and various other outlets. We’ve already implemented many great ideas from our backers and can’t wait to hear more from our extended family. You might even have an adventure or two together with us online!”
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Recent updates View all (14)

June 21

Patch Notes 1.1.0

Hello Adventurers! JayNic here-

"Update! Tell us about the update!"

Ok... JoePlayer, I know it's been a while since our last major update, but with good reason! 

We've got huge changes including a total re-work of Chaos, the removal of quest time limits, Localization (still ongoing) in 8 languages, and a tonne of fixes. 

As you may, or may not know: we had an experimental branch (XBRANCH) where these changes have been largely available. This required some deep level alterations in both design mechanics, and structural architecture that necessitated more time to create, test, refine, and deploy. All with the help of our great impassioned community here, and in discord.

"Foolish JayNic. You have forgotten that many have not BEEN on the xbranch! How will you accommodate BOTH types of readers?!"

If you want to know the skinny on these core changes: I won't repeat the explanation here. There is an article from a few days ago about the XBRANCH. The specifics will be in point form down below with the rest of the fixes/features/changes.

"Enough banter. Give us a high level overview of this update"

This update is focused on giving players control. As with many features in our updates, we've been working on quality of life improvements. This one at it's core takes away the feeling of being yanked along the questline, and instead throws you in the world you're dying (sometimes literally lol) to explore and tells you to deal with problems as you see fit. From a development perspective, it gives us a great foundation from which to expand and add gameplay features in the future. Things like Free Adventure Mode couldn't have really existed with the previous system because the quest line was baked in with the push mechanic. In addition, we can now support future potential features like say - variable main quest lines so you're not always guaranteed the same story, or new random encounters that could raise or lower Chaos in unexpected ways.

"It's list time, JayNic... Fire away."

I have been dreading having to compose this list... *sigh* here goes...

Character Selection
  • In multiplayer: anyone can take any slot in any order! Giving you complete control over who gets how many characters in a game of uneven number of players/characters
  • Works for resuming a game too :)
Localization (ongoing)
  • The system now fully supports localization! While not everything has been translated by our external service: it's just a matter of them completing it, and us flicking a switch
  • Quest time limits no longer apply, and thus do not raise Chaos
  • Chaos trickles in over time. The higher the difficulty, the less time between Chaos events
  • Chaos in the Chaos meter increments enemy health by 10% (on Journeyman) each time (it's less on Apprentice)
  • Chaos in the Chaos meter increments the number of spawning Chaos Hexes in the world adding navigation challenges
  • Dying no longer increases Chaos
Chaos Reduction
  • Chaos can be removed via story quests, sidequests, and hidden Chaos Generators in each realm
  • There is one Chaos Generator in each realm (this includes the first act where the Generator is already made visible)
Chaos Generators
  • Each realm has one hidden Generator (except in the first act, where the generator is made visible in the story quest)
  • These can be consumed and used once to choose between: Knocking back Chaos, getting another life, cancelling an incoming Scourge
Dying/Sanctums/Life Pool
  • Dying no longer increases Chaos
  • The life pool decreases when a character is revived
  • If a character has a Sanctum, the Sanctum crumbles instead of taking a life
  • The life pool can currently only be refilled by finding a hidden Chaos Generator
  • A Sanctum will keep you from death in combat, and provide you some immediate healing
  • You can keep collecting lives beyond the number you start with
  • Scourges are not connected to Chaos, they appear on the timeline and activate over time
  • Scourges can be knocked off the timeline by finding a hidden Chaos Generator
  • Scourges no longer knock back Chaos
  • Mummy bosses now have elemental powers
  • Curse puke fx polished
  • Tier 2 cultist models added
  • Cultist weapons and attacks tuned
  • Cultist leader now has Chaos attack
  • Backup band now single slow instead of group slow
  • Jelly Cube’s AOE attack now only poisons (no hp damage) and does correct amount of poison
  • Lowered evasion for skelly mages
  • 50% increase in rewards for act 2 and 3 mini encounters
  • Increase in XP and gold rewards for side quests
  • Added +1 weapons and special armor as possible side quest rewards
  • Gold and XP enemy drops reduced by 25% (to account for increased time/exploration)
  • Improved elemental weapon visuals
  • Fixed duplicate reflection fx
  • Small visual upgrades across all characters
  • Dead adventurer visual variants and drop refinement
  • Depth of field values tuned to proper amount resulting in a shallower depth of field on the dioramas
  • Scourge hats slightly nerfed across the board (to encourage more equipment variation in later game)
  • Added +7 speed to Baelyn’s Embrace
  • All ethereal weapons +1 damage
  • Lutes do slightly less damage across the board
  • Lightning weapons do slightly less damage
  • Tier 2 and 3 glass weapons now have small accuracy penalties
Other changes
  • Belt items are paginated. If you have more than 10 items in your belt: you can scroll through them with a next arrow
  • Character Immunities are now displayed beside each character hud
  • Main HUD update and new Timeline
  • Main quests and side quests that give XP now distribute the XP to all party members
  • Majority of spells and special attacks now guaranteed to afflict target on perfect roll. This results in more buffs and debuffs for players and enemies
  • Expanded player portrait area to accommodate for crazy hats
  • General ui visual upgrade
  • Damage numbers in combat are colour coded to match the damage type
  • Various handles that used to force end your turn even if Auto End Turn was off have been re-worked to respect the Auto-End-Turn setting
  • Some balance adjustments to the prices of End Game artifacts
  • Graphical adjustments to enemy portraits
  • Find Herbs can no longer happen more than once per round (prevents exploiting via trading hats)
  • Non-combat events in dungeons can be skipped
Bug Fixes
  • Players who do not own a character can no longer use the belt items of that character
  • Fixed a sound issue where a 2handed staff was not playing a sound effect
  • On MinSpec: the target hex underlay now displays correctly
  • Fixed an issue where multiple effects on a character were not being displayed correctly
  • "Lightning Storm" attack now correctly respects resistance
  • Synchronization issues resolved between bleeding/burning/fire effects across the network
  • Button Outlines for Elite Ambush were not visible
  • Various Grammatical updates
  • Fixed a bug where the Option menu used in combat could result in a hang
  • The Sanctum tooltip on the Character Inventory menu now displays correctly
  • Some buttons in a dungeon were not pressable with a controller
  • Pickup Party no longer takes characters out of balloons
  • Fixed an incorrect tooltip on the Boat port screen
  • Fixed an issue where an enemy who flees could still take damage in an AOE attack
  • The Mage Hat now respects confuse immunity
  • Character portraits above buttons when attacking a scourge did not take in to consideration Combat Support Range
  • The pipesmith mini encounter was not correctly rendering despite having the needed gold
  • Party Heal worked in a dungeon even if the party healer was dead
  • Fixed an issue where an incorrect character HUD would be selected when completing an encounter without loot
  • Game would lock if a remote client engaged in an encounter while the host was in the option menu
  • Fixed an exploit where you could buy a pipesmith upgrade for 0 gold
  • Fixed an exploit that allowed characters to use a teleport scroll multiple times by passing it off
  • Statues claiming to grant "+3 party health" would only grant +2 to non-tributing members
  • Poison graphical effect would disappear between dungeon rooms
  • Syncing damage from a Chaos Generator across the network
  • You can no longer Randomize a character that has been "readied"
  • Fixed an issue where in a rare occurrence: a party wipe at the end of a dungeon could result in a hang
  • Dying in a sea cave with a sanctum could cause a hang after revival
  • Fixed various instances where the "click to continue" text would show "waiting for remote player"
  • Glass weapons that break in MP now propagate the effects across the network
  • Various minor animation tweaks
  • Fixed timing issue on most bard attacks
  • Fixed fx on ethereal weapons
Known Issues
Well, we can't get to everything, and sometimes creating new things introduces new problems... So here are some issue we know we need to get to:
  • Localization in non-english languages. Some things haven't been supplied to us yet from our third party contractor, it just takes time. So you may see missing string here and here
  • There is a bug we're trying to nail down where in some dungeons: the geometry will disappear. If you encounter this, we'd love to hear from you and get the output_log.txt to help us
  • Overall Chaos balance. We have a solid foundation now to expand upon. We'll be working to add new gameplay involving the new Chaos system to keep things fresh, and keep the adventure agile.
Final Thoughts
If you're used to playing on Apprentice, consider upgrading to Journeyman. The game is still difficult, but less punishing. We think you'll be ready for it, and still feel rewarded.

We're really proud of this update, and we hope you enjoy it. We thank all of your for your continued support, and feedback. This helps drive us forward.

Look out for XBRANCH updates in the future if you want to be on the bleeding edge of FTK development.

Thank you and enjoy.

28 comments Read more

June 20

Update incoming tomorrow - Save games incompatible

Hey everyone,
Tomorrow late afternoon (Pacific Time) we will be performing an update to push the xbranch to the main branch. This will render your save games in the current main branch as unplayable.

We're sorry, but we've made some core changes to the system that do not permit old save games to work.

4 comments Read more
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Early Access is Now Live

Adventure Awaits! For The King is now available for Early Access. Check back often for updates, new content, and other related news. Please visit the Official Forums for more details on build notes, feedback, tips and tactics. Happy Adventuring!

About This Game

The King is dead, murdered by an unknown assailant. Now the once peaceful kingdom of Fahrul is in chaos.

With nowhere left to turn and stretched beyond her means, the queen has put out a desperate plea to the citizens of the land to rise up and help stem the tide of impending doom. Set off with your make-shift party, either single player, local, or online co-op. Choose to split your party up and cover more ground, or stick together for protection. A sound strategy can mean the difference between life and death.

For The King is a challenging blend of Strategy, JRPG Combat, and Roguelike elements. Each play through is made unique with procedural maps, quests, and events. Brave the relentless elements, fight the wicked creatures, sail the seas and delve into the dark underworld. None before you have returned from their journey. Will you be the one to put an end to the Chaos?

Fight and die as a party in fast paced and brutal turn-based combat using a unique slot system for attacks and special abilities. Find and gather herbs for your trusty pipe to heal your wounds and cure your maladies. Set up safe camps or brave the horrors that nightfall brings.

Just remember adventurer, you do this not for the riches or fame but for your village, for your realm, For The King!

System Requirements

Mac OS X
    • OS: Windows 7
    • Processor: 1.4 GHZ dual core CPU
    • Memory: 4 GB RAM
    • Graphics: 256 MB GeForce 8800, Radeon 3850, or Intel HD 3000
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • OS: Windows 7, 8, or 10
    • Processor: 2 GHZ quad core CPU
    • Memory: 8 GB RAM
    • Graphics: 1 GB
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • OS: Mac OS X
    • Processor: 1.4 GHZ dual core CPU
    • Memory: 4 GB RAM
    • Graphics: 512 MB Discrete GPU
    • Storage: 2 GB available space
    • OS: Mac OS X
    • Processor: 2 GHZ quad core CPU
    • Memory: 8 GB RAM
    • Graphics: 1 GB Discrete GPU
    • Storage: 2 GB available space
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