An online RPG with skill-based combat and player-run kingdoms. Designed around the idea that different kinds of players make the world work. Competitively playable even from bed.

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Tentang Permainan Ini

Different Lives, Same World

You can't build a good online world if every player is the same type of player. That's the idea this whole game is built on.

We wanted players whose reasons for being in the world differ, and systems that make them need each other anyway. No single place, group, or way of playing was ever meant to dominate here.

Few Abilities, All of Them Useful

You start with all your abilities on day one. No skill trees, no rotations, no waiting a hundred hours to matter. Three character classes are playable now, and several more are planned.

Combat is about aim, timing, and reading the moment. A quick learning newcomer has a chance against a veteran without a spreadsheet or a wiki.

Friendly fire is always on so everything hurts, even your own abilities.

Form a party and it gets kinder: friendly fire damage drops for everyone in your group, and extra buffs kick in depending on which classes you bring together.

Nothing Runs Itself

There's no auction house, and no instant fast travel. You can trade directly with another player, or list something at a town's market booth for a cut. Getting somewhere faster means catching a wagon, but only if a town has built the route for it. Even the wagon can be attacked and broken, and someone has to go and fix it before it runs again.

None of that is convenience we forgot to add. Every shortcut we skip is a reason for two players to actually run into each other.

A World That Remembers

Every character keeps a Chronicle: a record of what they've done. Some of those entries merge to become Fame.

When you arrive somewhere, the place reacts. Towns can reward you or punish you based on your Chronicle for whatever you do in the town. Sometimes the answer is yes, sometimes it's pay double, sometimes it's get lost. It's all up to the town's leadership.

Crimes need witnesses or they never happened.

A Full Life, No Throne Required

Most players will never rule anything, and that's fine. There's a full life here without one: build your Chronicle, make friends, climb the arena ladder through ranked duels and team matches, or go looking for what's hidden in this world. A lot of it is never handed to you, you have to find it.

Every corner of the world can be someone's whole story. The protector everyone trusts on the road. The trader known in every town's market. The outlaw who's feared everywhere. The backstabber nobody parties with twice. The vote that brings down a throne.

Much of this might not be new to online games. What's different is how much of it runs through real people instead of a checklist, how fun it is, and how much room there is to just hang out and still matter.

Kingdoms and Towns

Enthroned is shaped in two layers. Kingdoms set the broad laws of the region: what counts as a crime, who gets punished for it, and whether the rules change depending on where you're from. Inside each kingdom, towns set their own rules on the things they control.

Kingdoms and towns are both overthrowable. When players feel things are mismanaged, they can attempt to take power and do it better.

A town's leadership decides what gets built or upgraded in the town and the land around it, what can be crafted there, and who defends it when challenged. Their job is to make sure everything in their region runs as they think it should.

Find a town in a kingdom that fits you and become a citizen. Citizens get housing with storage and access to special areas in that region. What you pay for things on their land is theirs to decide. You can only represent one kingdom at a time, so the choice matters.

Anyone Could Wear a Crown

Rulers rise and rulers fall. You can never be sure who gets crowned before it happens as the vote takes place between everyone participating in the overthrow once it's successful.

The game is called Enthroned because that's the moment everything changes. Someone new takes the throne. Much of what the last ruler built toward resets, leaving the new one real decisions of their own to make. The outlaw who couldn't enter the capital last week could walk in clean this week.

Smaller Groups, More Meaning

The world is built for small groups everywhere, even overthrow. It happens in stages, but every stage still comes down to a small group.

Whatever Else Changes, Your Familiar Stays

Every player has a small, loyal Familiar, always close by. They gather resources and carry your bag, doing what they can to protect its contents. They always reach for you when you fall and you can ask them to help anyone else as well. They can't die, but they can run out of resources which can leave you in an awkward spot.

Play It Anywhere

Built for controller from the ground up, but conveniently playable on a keyboard. No mouse, no desk, no problem. You can play in your favorite pose on a couch, in bed, or on the toilet. It doesn't care where you are: the experience is the same.

What We're Building Toward

Four principles.

  • Skill-based: What you can do is decided by you, not your gear or your hours played. The surface is friendly, the depth is real, and how far you take it is your call.

  • Social: We choose player interaction over convenience whenever they conflict.

  • Player-controlled: Players shape politics, economy, and reputation themselves. Nobody scripts it for them.

  • Lightweight: Progress doesn't decay, there's no streak to protect, and quests don't pile up while you're gone. The game waits for you. It's only a job if you want it to be.

Together, they add up to one idea: whoever's playing decides how the game runs. We just build the world it runs in.

We're not chasing more content to burn through. Enthroned isn't built to be finished: it's built so what you do keeps mattering, in a world that goes on whether you're logged in or not.

Enthroned is buy-to-play. No pay-to-win. A cosmetic store lets you spend more if you want to, but nothing in it changes how you play.

Keperluan Sistem

Windows
macOS
    Minimum:
    • Memerlukan pemproses 64-bit dan sistem pengendalian
    • OS: Windows 10 (64-bit) or later
    • Pemproses: Intel Core i3 (8th gen) or AMD equivalent
    • Memori: 4 GB RAM
    • Grafik: Intel UHD Graphics 620 or equivalent
    • DirectX: Versi 11
    • Rangkaian: Sambungan Internet jalur lebar
    • Storan: 2 GB ruang tersedia
    • Nota Tambahan: Controller recommended. Fully playable with keyboard.
    Dicadangkan:
    • Memerlukan pemproses 64-bit dan sistem pengendalian
    Minimum:
    • OS: macOS 12.0 or later
    • Pemproses: Apple M1 or later
    • Memori: 4 GB RAM
    • Grafik: Apple Silicon integrated GPU or better
    • Rangkaian: Sambungan Internet jalur lebar
    • Storan: 2 GB ruang tersedia
    • Nota Tambahan: Controller recommended. Fully playable with keyboard.
    Dicadangkan:
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