A medieval kingdom-builder focused on meaningful decision-making and long-term strategy. Rule your lands, manage resources, plan your expansion, and guide your settlement from humble beginnings to a thriving realm as the seasons turn.

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: Games in Early Access are 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?

“I'm a solo developer working on an ambitious kingdom‑builder that merges city‑building, resource management, RTS battles and story‑driven campaigns. I want players to be able to construct walls brick‑by‑brick, build geared machinery, modify terrain elevation and create their own politics and religions.
Early Access allows me to involve the community early so I can balance these systems, tune the AI and improve the interface based on real feedback. Playtesters are already helping me find bugs and refine mechanics and I want to continue that open dialogue so the final game reflects what players enjoy most.”

Approximately how long will this game be in Early Access?

“When I think about the timeline, I prefer to keep things flexible.
I'm not interested in rushing a complex project just to meet a date. Instead, I intend to keep the game in Early Access for as long as it takes to make it stable and enjoyable. If those features need more time, I'll happily extend the process, and I'll use the community's feedback to guide when it feels ready to graduate to a full release.”

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

“In the Early Access build I'm giving players a vertical slice of the game to try out the core mechanics. The finished version will expand on every front:

Game modes: Early Access offers a random mission mode and a basic creative mode for experimenting with building and combat. For 1.0 I plan to add full campaigns with branching stories and more robust creative tools so you can tweak world parameters, generate unique maps and jump between "god‑mode" building and play

Content: I'm starting with one civilization and a limited set of missions and props. The full release will add more civilizations, new buildings, props, behaviours and scripted missions, along with additional biomes and architectural styles.
I want players to have a wide palette of materials and decorative pieces to craft unique towns and castles.

Systems and mechanics: Early Access includes the foundations of the economy, construction and combat systems, but some mechanics like law, tax and religion are still missing. By 1.0 I aim to layer in these deeper systems, expand unit types and AI behaviours and flesh out technology and production chains.

The overarching goal for the final version is to offer complete gameplay loops from founding a settlement to defending it and steering its culture with enough content and replayability to keep players engaged for plenty of hours.”

What is the current state of the Early Access version?

“You can play missions with the first civilization. The mission mode lets you pick a scenario and seed to unlock more challenges. The building tools have been overhauled: you can drag out roads and walls, use a mini grid for fine placement and reshape terrain with a landscaping tool. Resource management is functional. You handle production chains, craft goods, set up road and trade.
Citizens and props have auras that influence their surrounding.
There's a dashboard that displays lists and charts about your kingdom.
Combat features is working with infantry and archers.

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

“When 1.0 launches the price might be adjusted to reflect the new campaign and additional systems. Anyone who buys during Early Access will get all updates and the final game at no extra cost.”

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

“Community feedback drives my roadmap. Backers have been beta testing since January 2024 and can submit bug reports through an in‑game tool. I post detailed dev logs on the Steam page listing what's changed and what I’m working on.
I invite players to join the official Discord where they can discuss the game, vote in polls and chat directly with me.
I also share progress videos on YouTube and quick previews on X/Twitter, Instagram and TikTok.
Early feedback has already led to major UI and gameplay improvements.
I plan to keep iterating on features like missions, civ balance and localisation based on player input.”
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About This Game

Earth of Oryn is an Early Access game.

Buy now if you enjoy early-stage city builders, want to be part of shaping a game as it evolves and support its development.

If you are looking for a polished, feature-complete experience, it is strongly recommended to wait.

This is not a finished or content-rich experience yet. While the core city-building and survival systems are playable, many mechanics are still incomplete, experimental, or missing entirely. Features like campaigns, combat, multiple biomes, advanced buildings, deep progression systems, and sandbox modes are not available at this stage.

Early Access exists so the game can grow with player feedback, at a realistic and sustainable pace. Expect rough edges, iteration, balance changes, and systems that evolve over time.

BUILD A SETTLEMENT FROM THE GROUND UP

Start a new town in the land of Brandford and shape it one piece at a time.

  • Place houses, farms, workshops, roads, and markets to form a living village

  • Expand from a handful of settlers into a functioning community

  • Research new technologies to enhance your villages

DESIGN WITH MODULAR BUILDING

Create towns that feel planned, personal, and shaped by your hand.

  • Assemble buildings using a modular construction system

  • Place walls, fences, roads, and decorations to shape your town

  • Modify the terrain and adapt your layout to the land

MANAGE PEOPLE AND DAILY LIFE

Guide your settlers by assigning tasks and organizing how work gets done.

  • Control units and assign jobs like building, farming, mining, and hauling

  • Define zones to organize production and movement

  • Influence mood, trust, and comfort through nearby structures and auras

PRODUCE, TRANSFORM, AND SURVIVE

Turn raw resources into a working settlement.

  • Gather food, wood, and stone to sustain your people

  • Build production chains that transform materials into useful goods

  • Defend your land by commanding basic melee and ranged units

🚧 EARLY ACCESS INFORMATION

Earth of Oryn is in Early Access to grow with player feedback.

  • Core gameplay is playable

  • Many systems are incomplete or experimental

  • Development stays focused, realistic, and transparent

🌱 CURRENT STATE
This is an early, limited version of the game.

  • Playable city-building and population management core

  • Sandbox experience focused on survival and growth

  • Several hours of gameplay, depending on playstyle

  • Not yet content-rich, systems will evolve

⛔ NOT AVAILABLE YET

Many major features are planned but missing.

  • Available in English only

  • Only one biome

  • Only one civilization

🧭 WHO SHOULD BUY NOW
This version is for players who enjoy early development.

  • You like early-stage city builders

  • You enjoy long-term systemic growth

  • You are comfortable with rough edges and change

  • If you want a polished, feature-complete game, it is best to wait.

🧪 DEMO & EARLY ACCESS
The demo is an early technical preview.

  • Early Access builds on the demo

  • Scope remains limited

  • The demo is not representative of the final game

🛠 DEVELOPMENT PHILOSOPHY
The game is built with a long-term mindset.

  • Improve clarity and usability

  • Create meaningful choices and consequences

  • Refine core systems before adding new ones

👤 A NOTE FROM THE DEVELOPER
Earth of Oryn is made by a single developer.

  • Early Access is a chance to shape the game together

  • The goal is steady growth at a sustainable pace

System Requirements

Windows
macOS
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows® 10, Windows® 11
    • Processor: Quad Core Processor
    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 1060
    • Storage: 3 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows® 10, Windows® 11
    • Processor: Quad Core Processor
    • Memory: 16 GB RAM
    • Graphics: Geforce RTX 2070
    • Storage: 3 GB available space
    Minimum:
    • OS: macOS 10.13 or newer
    • Processor: Quad Core Processor or Apple m1
    • Memory: 8 GB RAM
    • Graphics: AMD GPUs or Apple M1
    • Storage: 3 GB available space
    Recommended:
    • OS: macOS 10.13 or newer
    • Processor: Quad Core Processor or Apple m1
    • Memory: 16 GB RAM
    • Graphics: AMD GPUs or Apple M1
    • Storage: 3 GB available space

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