Dead Monarchy is an open world, turn-based tactical RPG inspired by games such as Battle Brothers, XCOM and Jagged Alliance. Equip your warriors with historically inspired equipment and attempt to survive in a dying world overrun by all manner of monsters.
All Reviews:
Very Positive (51) - 84% of the 51 user reviews for this game are positive.
Release Date:
Jun 18, 2019

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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?

“Short Version: I am primarily looking for feedback on the initial turn-based, tactical combat and base management layers that are currently implemented in the game. In turn, the feedback I receive from the community will undoubtedly help shape the game and also impact upon the implementation of the world map layer.

Long Version: Dead Monarchy is an ambitious, complex and hardcore turn-based tactical game with multiple layers that come together in an attempt to create a world that you could lose yourself in. It is also my first game, a game designed by one guy. That may have already put you off, but ever since I started this development journey, I told myself that I wanted to be as transparent as possible. I know what it feels like to be burned by unsuccessful early access games, I'm a gamer too. If I screw this up, I'll be there too with torch and pitchfork in hand.

When Dead Monarchy leaves Early Access, I plan to have a total of 3 layers. "Overworld", "town" and "combat". "Overworld" is the world map that the player explores, "town" being the player owned base and "combat" being the turn-based tactical combat. Before that happens though, I need to build a strong community around the game so that I can improve the game based on community feedback.”

Approximately how long will this game be in Early Access?

“To be completely honest, I need at least 2 years and it could be longer than that depending on community feedback and if any new major features are added. I’ll say it now though, just to be clear, regardless of how well this game does I will continue to support Dead Monarchy after the full release with new updates. Early Access is a gift to the developers, regardless of how long that development takes, I still feel a game should also receive adequate support after its full release.”

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

“NOTE: I am currently using assets from the Unity store for things like monsters, animations, environments, sound and user interface elements. Things like monsters and UI are placeholder and I would like to eventually phase them out.

The biggest addition would be the world map, which has only just recently been implemented as of 27/11/19. In the future, the world map will lead to different mission types and interaction with towns and dungeons on the map. Aside from that, there would be more weapons and armor in the full release along with the player perk system which is currently still under heavy development. Spear weapon types are not implemented yet either, so a whole batch of new abilities would be tied to those weapons too. Legendary equipment has also not been implemented yet along with the unique traits and models tied to those pieces.

Aside from the world map, the second biggest feature would be the formation system and AI. I plan to implement a host of human NPC factions that will take full advantage of the formation system and AI, fighting in formations to grant special buffs instead of just wildly charging. The AI would take advantage of placing spears/bows in the back with shields in the front. The player would also be able to make use of some of these formation abilities. These are just some examples of what I hope to implement in the formation system.

Monsters would also be overhauled, as I am currently using a lot of placeholders from the Unity Asset store. They don’t look out of place, but there are some limitations when it comes to the animation system. I would like to be able to transition some of the current monster skeletons into humanoid skeletons which would give me more flexibility with the animation system.

The visceral nature of combat would also be overhauled with better decapitations, more weapon animations and blood pools that form from corpses. As mentioned, human enemy types are also not fully implemented yet which naturally comes with improvements to the combat AI. Fighting human opponents should be different to monsters which is why the human AI will have formation AI that encourages them to fight in formation instead of wildly charging.

With a vast world map to explore and humans to populate the settlements, comes character variety. I feel like too many indie RPG games skip out on a real equipment system, so I wanted to do justice to that. The armor in Dead Monarchy is also more grounded and takes inspiration from historical armor as opposed to typical fantasy armor. Armor covers a vast amount of cultural groups such as the Romans, Greeks, Chinese, Scandinavians, Japanese, Rus, Polish, English, French, Germans and Persians. I’ve also taken some artistic liberties to ensure that the armor doesn’t look too wildly out of place considering I am taking inspiration from a vast period of time. There are also plans to further expand the current weapons that are currently available and again will be historically inspired just like the armor.

I plan to further enhance character customization. Females, new hair styles, faces and different races will be added. Currently only the default body is available as I wanted to get the armors in first as reworking armor to fit multiple different body types is very time consuming.

Such a huge amount of 3D assets will take some time to implement as they need to be optimized, but I believe they will flesh out the world of Dead Monarchy like never before and demonstrate to the players the true scope and ambition of this game.”

What is the current state of the Early Access version?

“NOTE: Features are all subject to change, there could be things that just don’t end up working or are confusing. I went through three iterations on just how to calculate hit chance alone. If you played my old demos, quite a lot has changed.

  • I’d say there is 5-10 hours of gameplay but it can grow exponentially if you like a challenge. It took me 30 hours to complete the last build, but I’m a bit of a masochist.

  • There is currently only one mission type, which is extermination or “kill them all”. The player’s goal is to hunt down and kill 5 Monarchs. As time passes in game, the enemy grows stronger and the player’s town can come under siege with building upgrades potentially being destroyed. This then becomes a delicate race against time as the player decides whether to go on the defensive or offensive.

  • Early version of the perks system and 45 abilities divided into 9 weapon types. Sword, axe, mace, greatsword, greataxe, warhammer and rapier. There are then 2 ranged weapon types, longbow and crossbow.

  • 9 placeholder weapon models and 1 shield. A lot more weapons and shields are planned. The current models are placeholder and I plan to replace them once the weapon and shield models are finished.

  • 50 unique armor sets currently implemented which make up the 20 tiers of standard armor and 30 rare cultural armor that the player finds out in the world. Standard armors have 6 color variations, cultural armor has 3 color variations. An armor set consists of the helmet and the body armor (torso to legs). Armor is historically inspired and grounded in reality. Plenty of armor sets to come in the future.

  • Recruits come from 10 different backgrounds, with each background having its own written biography. Starting stats and stat growth are influenced by the backgrounds and randomly assigned traits. There is also 150 portraits divided into 10 groups, 1 group for each background. Portraits are randomly assigned. Currently, you cannot rename characters but there is a vast list of names that are randomly assigned.

  • Combat currently supports up to 18 player units and is phased based, rather than “initiative” based. Meaning all player units go and then all enemy units go. Elevation system that influences hit chance and ability availability has also been implemented. Flanking and directional bonuses that influence hit chance, counter attacks, attacks of opportunity, action point system and ranged combat are in too.

  • Partial random map generation system has been implemented. What I mean by that is that maps have certain static elements that don’t change such as certain elevation clusters to ensure that they don’t break elevation rules. Aside from those static elements, additional elevation tiles, blocked tiles such as trees and rocks and terrain hazards are randomly generated.

  • 5 biome types have been implemented. Each biome has a unique look and feel with unique terrain hazards. The biomes are forest, plains, desert, swamp and tundra.

  • 65 monsters have been implemented, with 60 of them having unique monster models. Each monster has its own ability that plays into the overall theme of each faction the monster belongs to. Not all the monster animations are implemented though, so some abilities may initially be confusing to convey and diminish interface feedback. It is quite awkward to look at. The amount of monsters may shrink as I attempt to polish the monster abilities and the models may also change.

  • The initial crafting system has been implemented, which you can utilise to craft helmets, armor and weapons. The names of the weapons and armor are not set in stone yet.

  • 6 buildings to upgrade. Each building has its own benefits to help provide a gameplay path to victory.

Lastly, the majority of the sound effects have been added to the user interface elements, combat animations for humans and ambient sounds within environments are in too. Not all the sounds for monster abilities have been implemented though.”

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

“The price will increase slightly when the "overworld" map is fully implemented and then again, when the game is fully released. The initial lower price point is to reward those early adopters who risked their money for an uncompleted product.

The only way this would change is if significant features beyond the initial scope are also implemented during Early Access. However, even if that was to happen it would still be lower than the price when fully released.”

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

“Seeing as I’m a solo developer, I will heavily rely on the feedback from the community when balancing existing features and when adding new features. I’m sure there will be things that I miss or solutions to problems that I didn’t even consider.

Prior to Steam, I released a few demos on IndieDB and my game was first discovered by Rpgcodex, which I will be forever grateful for. From that point on, I slowly branched over into other forums like Rpgwatch. I will still continue to post updates there, but I would really like to gather all the community in one place. I figure the best place to do that would be the Steam forums.

So please feel free to give any feedback, whether it is good or bad as it will all go towards the improvement of Dead Monarchy. Hope to see you soon.

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Content Forecast

About This Game

Please Read Before Buying!

Dead Monarchy is now going through a rebuilding process so updates won't be as frequent. If you feel the game is not ready yet based on what I've mentioned below, it would be best to hold out and not buy the game yet. For those that do buy the game to provide me with feedback and to help support ongoing development, you have my utmost gratitude.

Dead Monarchy is an open world, turn-based tactical RPG inspired by games such as Battle Brothers, XCOM and Jagged Alliance. Equip your warriors with historically inspired equipment and attempt to survive in a dying world overrun by all manner of monsters.

There are three layers to the game. The "town" layer where you manage the player base, the "map" layer where you traverse the world and take on contracts and the "combat" layer where you engage enemies in turn-based tactical combat. Currently in Early Access, the goal of the game is to hunt down and defeat the 5 Monarchs whilst simultaneously building up your company and upgrading/defending your base.

  • [NEW] A multi-region open world map free for the player to traverse. There are 5 large maps, each map is a unique biome and has multiple settlements. This is still currently in active development.

  • [NEW] There is now a perks system which completely reworks character progression. You can optionally carry up to two weapons which allows you to mix and match abilities at the expense of not fully mastering a specific weapon type. There are now also perks for boosting stats. Still in active development.

  • [NEW] A manual save/load system has now been implemented as well as an optional ironman mode which is enabled during the start of a new game. Previously there was only an autosave system. That has changed, there are now 3 save slots for non ironman playthroughs and only 1 save slot for the ironman playthrough. Starting a new ironman playthrough will delete the current ironman playthrough. Not new but as an additional note, character death is permanent unless you reload a save file.

  • Turn-based, tactical combat where the player can control up to 18 warriors at once. No longer do you have to justify to yourself for playing with a small party of 6 poor souls against the world. Combat is phase based, meaning all units within a faction act before the next faction goes however movement is based on action points allowing movement multiple times in a turn.

  • Counter attacks and attacks of opportunity, ranged combat, synergistic abilities, flanking, action point system, positional bonuses and elevation tiles that influence hit chance.

  • 45 active abilities divided into 9 weapon types. Sword, axe, mace, greatsword, greataxe, warhammer and rapier. There are then 2 ranged weapon types, longbow and crossbow.

  • A boatload of armor sets to collect with heaps more to come in the future.

  • 5 unique biomes to fight in, with each biome containing its own environmental hazards. Combat maps also have partial random map generation. Rocks, trees, environmental hazards and singular elevation tiles are all randomly generated using an algorithm.

  • 65 monsters of which 60 have unique monster models. Not all unique monster abilities are animated yet, so there could be some confusion when it comes to "feedback" during combat.

  • Assume leadership over a town. Take on contracts to gather resources. Use those resources to upgrade your town buildings to prepare your warriors against the eventual town assaults and to give them the necessary support to hunt down the Monarchs.

Dead Monarchy Studios is me, one guy named Kevin Zhang. I'm a solo developer and a gamer who's been chasing a lifelong dream of creating a RPG that I could live in. I was born and raised in Australia and I spent my childhood playing games. Dead Monarchy is my passion project and it has been influenced by games such as Battle Brothers, XCOM and Jagged Alliance. I plan to develop Dead Monarchy for several years, even after release. If I don't, then I'll see you at the stake.


Mature Content Description

The developers describe the content like this:

There are ways to trigger decapitations and explode heads during combat. The story isn't established enough to really contain anything let alone mature content except for character biographies. There is also minor "nudity", one enemy unit the "Mutant Scout" has a topless variant that sometimes appears.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7
    • Processor: Intel Core2 Quad Q9400 2.66 GHz
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 660
    • DirectX: Version 11
    • Storage: 6 GB available space
    • Sound Card: Sound Card Compatible With DirectX.
    • Additional Notes: 64-Bit Only, storage will increase as the game is updated. Requirements are subject to change as development continues.
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel Core i7 3.4GHz
    • Memory: 12 GB RAM
    • Graphics: Nvidia GTX 770
    • DirectX: Version 11
    • Storage: 6 GB available space
    • Sound Card: Sound Card Compatible With DirectX.
    • Additional Notes: 64-Bit Only, storage will increase as the game is updated. Memory requirements are only for the "Experimental" settings, I recommend playing on "High" for now, which only requires 4GB RAM. Requirements are subject to change as development continues.

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