A turn-based strategy game about a medieval war, played on a board that sits on the floor of a room. You gather wood and food, put up farms and barracks, raise an army and go after the enemy castle. Every unit you own eats every turn, so your farms decide how fast you can grow.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

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 one person making this, and I've got the game to the point where the core works and I need people other than me playing it. You build up a kingdom, keep your army fed and try to take the enemy castle before they take yours, and that whole loop is in and playable. What I can't do alone is balance it. Unit costs, how much food things eat, how aggressive the AI should be, how long a match should go. That needs a lot of matches played by a lot of different people, and Early Access is the way to get them. It also means the people playing get a say in what comes next.”

Approximately how long will this game be in Early Access?

“I'm aiming for around 18 months. That could move depending on how the bigger roadmap items go, and if it does I'll say so in an announcement rather than quietly changing the date.”

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

“The Early Access version is the complete single player game. What I'm planning to add, during Early Access and after it, is multiplayer, more maps, terrain, naval warfare, procedural map generation, a level editor and Steam Workshop support. I'm not going to promise which of those land before 1.0 and which come after, because some of them are big jobs for one developer, but the roadmap on the store page will show where each one is up to.”

What is the current state of the Early Access version?

“The core game is done and you can play a full match from start to finish. Early Access launches with three maps (the 1v1 map from the demo, plus two four player maps where you're up against three AI kingdoms), five resources, seven building types, six unit types plus catapults, four kingdom-wide upgrades, fog of war, a day and night cycle, weather, saving and loading mid-match, Steam Cloud and Steam Achievements. A match takes one to two hours, sometimes more. The AI is the part that will change the most during Early Access. It runs on a goal-oriented planning system and I expect to keep adjusting it once I can see how people actually play against it.”

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

“The price stays the same for the whole of Early Access and goes up at full release. Anyone who buys during Early Access gets every update through to 1.0 without paying again.”

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

“Updates and roadmap changes go out as Steam announcements. For feedback I read the discussion boards here and the Crownfront Discord, and those are the best places to reach me. I also post progress on X and Bluesky, and there's a Patreon with longer development write-ups for anyone who wants more detail than the announcements give. The AI and the balance in particular are going to be shaped by what people report, so if something feels off or unfair, say so.”
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This game is not yet available on Steam

Planned Release Date: January 2027

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About This Game

Crownfront is a turn-based strategy game played on a board that sits on the floor of a room. Your castles, farms, forests and armies are pieces on that board, and you can see the whole kingdom from one end to the other, including the enemy's side.

It plays like a classic RTS in structure. You gather resources, put up buildings, expand across the map and eventually attack. The difference is that it all happens in turns. There are no build orders to execute against a clock and nobody wins because they clicked faster. You get as much time as you want to think about each move, and most of them will cost you something.

Food

The mechanic I built the whole game around is that every unit you own eats. Workers eat, soldiers eat, and they eat every turn. Farms take several turns to build and only start producing when they are finished, so if you recruit an army before the farms can support it, the army starts taking damage and units die. If you play it safe and build up the economy first, the enemy shows up with a bigger army while you are still farming. Most matches are decided by how well you manage that gap.

How a match goes

You start with a castle and some workers, with forest nearby. Wood is the first bottleneck because nearly everything early costs it, and almost straight away you have to choose whether the next building is a farm or a barracks.

From there you branch out. Stone deposits and iron ore deposits are on the map, and sending workers to mine them means pulling them off wood and food. A Blacksmith converts ore into ingots and unlocks Iron Working, which is what gets you Soldiers and Archers. Those are a tier above the Warriors and Scouts you start with and they make a real difference in a fight.

The University opens up three kingdom-wide upgrades. Engineering lets you build a Workshop and, through it, catapults. Military Theory means every military unit comes out already at Level 1. Civil Service makes workers build 50% faster and 10% cheaper. Around the same time you will be weighing up whether to upgrade your castle (each level adds storage, worker output and health) or build a second one, which costs iron.

Catapults deserve a mention because they work differently from anything else. They are buildings, not units, so they cannot move. An Engineer builds one, it takes a turn to prepare, and then it fires in one of two stances. Volley hits units in an area but does nothing to buildings. Bombardment does the opposite. Changing stance costs a turn, so you have to decide what it is for before you place it.

The match ends when one side's castle is destroyed. A full match takes around one to two hours, sometimes longer.

Combat details

Melee units that flank an enemy deal extra damage and take less retaliation. If they flank a ranged unit, the ranged unit cannot retaliate at all. Ranged units get their own bonus for hitting from behind. Every unit has separate Offense and Defense stats, and both are used to work out how much damage a defender deals back, so a bad attack can hurt you more than it hurts them.

Units gain levels over the course of a match. You can put up to 30 units in a group and move the group as one thing rather than moving each piece separately.

What is in the Early Access release

  • Three maps: the 1v1 map from the demo with the full economy added, a square four-player map, and a four-player map laid out like four-player chess. You pick Red, Blue, Green or Yellow, which sets where you spawn.

  • Five resources: Wood, Food, Stone, Iron Ore and Iron Ingots.

  • Seven building types: Castle, Farm, Barracks, Blacksmith, Workshop, University and Catapult. Castles go up to Level 3 and you can build more than one.

  • Six unit types: Worker, Engineer, Warrior, Scout, Soldier and Archer, plus catapults.

  • Four kingdom-wide upgrades: Iron Working, Engineering, Military Theory and Civil Service.

  • Fog of war, a day and night cycle, and weather.

  • Save and load mid-match, Steam Cloud saves and Steam Achievements.

The demo

The Next Fest demo is the first map with the basic version of the economy: one castle, farms and barracks, workers and two military unit types, and Wood and Food as the only resources. It is a full match from start to finish. Everything listed above is what the Early Access build adds to it.

Roadmap

During and after Early Access I am planning to add multiplayer, more maps, terrain, naval warfare, procedural map generation, a level editor and Steam Workshop support. I keep the roadmap on this page and update it with each release. Crownfront is developed by one person, so the order things arrive in depends partly on what people playing it ask for.

Mature Content Description

The developers describe the content like this:

Simple, cartoonish violence where characters (units) are commanded by the player and engage in combat with one another. Simple animations for combat and basic blood VFX when units take damage. When destroyed, units play death animations.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-4570 / AMD FX-8350
    • Memory: 4 GB RAM
    • Graphics: GTX 750 Ti 2 GB / R7 370 2 GB
    • DirectX: Version 11
    • Storage: 3 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i5-8400 / Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1660 SUPER (6 GB) / AMD RX 5600 XT (6 GB)
    • DirectX: Version 11
    • Storage: 3 GB available space
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