Rewrite medieval history through bloody siege combat in a fusion of RTS and Grand Strategy genres. Rule, build, and serve your King as a minor lord in medieval Europe. Experience siege, field and naval combat with an unseen degree of brutality.
Recent Reviews:
Mostly Positive (62) - 79% of the 62 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,370) - 78% of the 1,370 user reviews for this game are positive.
Release Date:
Jan 3, 2019

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Recent updates View all (87)

March 13

Update 1.11 - The Game Changer



Hey Everyone,

The massive update 11 is finally here! This update adds a number of large new features and also redefines the gameplay - addressing main player complaints of the past month. So let's see for this Game Changing update has to offer:

The # 1 player voted feature has been completed - battalion flags and information overlays. Combat is now a much better experience, and RTS portion of the game feels quite different from what our players are used to.

Next up we worked on addressing the main player complaint - too much grinding and time building up towns. To this end - we have greatly sped up everything in RTS game mode, from economy to combat. In fact, higher speed controls are no longer necessary -which in turn greatly helps with performance.

Please keep in mind - that we listen to our community closely - and if the changes won`t be popular we are completely open to reworking this again. With the update of this magnitude, there`s a potential for new bugs. We`ll be correcting and improving things based on your feedback over the next couple of days

The update comes complete with over half a hundred other changes big and small affecting every area of the game. We hope you`ll enjoy the experience as we continue to work. Thanks for your continuing support, a lot more amazing updates on the horizon!

New Poll & Upcoming Sale
And we`ll be starting a new poll later this week - with an important choice between CoOp, trade, and controlling AI lords.

Also - we`ll be starting our first post-release sale next weekend - so if you're waiting for a discount, it`ll be a good time to join us!

And so presenting Update 1.11

MAJOR CHANGES AND ADDITIONS
  • Added detailed overlays for all unit battalions with a unique flag for each unit type
  • Added useful information to unit flags including hitpoints, stamina, level
  • Retreating battalion is clearly marked with ripped up white flag
  • Fixed the last combat crash, the only rare crash left is on the loading screen
  • Completely reworked how melee units attack buildings and gates
  • Added hitpoints bars to siege equipment, buildings, walls, gates - only shown when damaged
  • Added ability to select and task units by their flags instead of units - simplifies battle controls
  • Added silver reward for completing grand campaign objectives - from 8000 to 90k silver
  • Improved random terrain - more variation and less closed off areas
  • Removed grinding from building up towns in campaign mode - much faster, streamlined experience
  • Reworked RTS gameplay flow - much faster resources income and build times
  • Skirmish rebalanced for much faster gameplay experience, with faster AI progression
  • Build and Destroy gameplay plays a higher role in battles now - allowing both the player and AI to build up faster
  • Removed high game speed option in RTS gameplay - no longer needed with faster gameplay
  • Player will now get kicked out of town management, once happiness drops below -50
  • Reworked how world map objectives are shown in the tutorial
  • Fixed major issue with cavalry being useless in melee combat



FIXES AND ADDITIONS
  • Retreating units are now removed from unit type numbered groups
  • Reworked unit routing - only some will route, and some will die - freeing up pop for build and destroy gameplay
  • Can no longer target mill or village houses
  • Larger battalion tasking arrow
  • Fixed selecting units from multiple unit selection only working half the time
  • Fixed game breaking bug when resuming a saved Hamlet battle in Skirmish menu
  • Allied player AI is now dark blue color instead of grey
  • Reworked the look of the town and battle minimaps
  • Greatly reduced number of spike walls on all siege camps - easier to form up armies and navigate
  • Ballista bolt now has a visible attack trail
  • Tutorial 2 polished and improved – the English now properly retreat, less total defense time
  • Tutorial 2 and 4 minimaps fixed
  • Chapter 2 tutorial removed a confusing front walls control point
  • Tutorial chapter 7 fixed the bugs with stone and iron mine confusion
  • Fixed a lot of level design issues in the town of Caen level
  • Corrected some hamlets using old round towers
  • Chat is now always closed when starting the game
  • Ranged siege weapons have a larger line of sight
  • Ranged siege weapons will only fire at targets within their line of sight
  • Fixed exploit with Army Tent destroy button
  • Fixed issue with campaign cinematics playing with other background voices
  • Faster screen scrolling speed in battle on minimum zoom out
  • Slightly higher min zoom in the camera



BALANCING
  • Rebalanced unit strength values - militia and hunter less, elite units more
  • Hamlet upgrade cost increases by 40% of the base cost per city level
  • Greatly increased starting resources for build up
  • Increased happiness drain and silver drain - was necessary as gameplay is much faster now
  • Greatly increased all buildings hitpoints - harder to destroy with siege and fire arrows
  • The cost of leveling up building is greatly increased both in towns and on the World Map
  • Leveled up buildings are about 30% more effective now in battles and production
  • Units have a higher chance of fighting until death without retreating
  • Looting and Raising low-level towns bring 200-400 more silver
  • A bit of a boost to ranged units - were nerfed too much before
  • Major boost to cavalry in all stats for the best field unit
  • Destroying building on the world map gives fewer resources
  • Siege units consume 1 resource of stone or iron for each shot
  • Storehouse add 100 additional storage Base storage increased by 100
  • Increased peasant carry capacity by 50%
  • significantly increased price of walls in Iron
14 comments Read more

February 15

Update 1.10 - Fixes, Taxes and Happiness



Hey Everyone,

We have a small, but important update today. There have been a lot of complaints about two core gameplay elements play out - collecting taxes, and grindy build up in the town mode. It`s time to address this.

Taxes now generate faster and towns can store more tax income, but collecting taxes now comes with a big -15 happiness penalty. This really changes up how players approach taxes - immediate needs vs happiness penalty.

The happiness penalty for managing towns directly has also been greatly increased 2 times. Together with more silver from taxes, and less overall town happiness - gameplay shifts a lot towards managing towns on the world map. It`s now critical to figure out how to build up towns using less time - adding some core buildings and serfs on the world map before entering a town. This also addresses the exploit of entering to build up town garrison right before AI army is due to attack it.

Some of you might find these major gameplay changes to be odd at first, but we ask you to take your time before passing judgment - gameplay is quite different now, but it does make the game more challenging and faster. But of course - if you really don`t like the changes - let us know, we are open to revisiting this balancing.

We expect the next large update towards the middle of next week - finally adding combat units GUI overlay.

Thanks for supporting MKW - we are just getting started - a lot more amazing updates to come!

And so presenting Update 1.10.

MAJOR CHANGES
  • Collecting taxes now imposes -15 happiness penalty on a town taxes are collected from
  • Re-balanced collecting taxes - makes sense to let them accumulate and not click to collect all the time
  • Happiness while building up towns goes does significantly faster - twice as fast
  • World map gameplay re-balanced to be less long grind buildup oriented

FIXES AND ADDITIONS
  • Re-positioned world map army GUI to be centered
  • Fixed Social window where none of the buttons would work
  • Aligned recruit units world map window - no longer overlaps the chat
  • Aligned and re-scaled transfer units world map window - no longer overlaps chat and smaller
  • Fixed adviser tooltip covering adviser buttons
  • Corrected Swordsman description
  • Taxes generate 30% faster
  • Maximum tax storage per town increases by 100%
15 comments Read more

About This Game


Medieval Kingdom Wars brings a fresh perspective to the grand strategy genre, combining world map kingdom management with a full-on real time approach. It`s 1336, the time of the Hundred Years' War

Grand Campaign Awaits

You start the game as a minor noble, in service to your King. With over a dozen nations and over 50 Lords to choose from, each playthrough is truly unique and tells it`s own story.

There are many ways to play the game. The Grand Campaign. Classical RTS skirmish with solo, coop and multiplayer options. And a story driven introductory campaign that introduced the player to the the time period through 9 crafted scenarios.

Redefining the Genre

Everything takes place in real-time, with rogue like game progression - everything you do is constantly saved, even during the battle. There are no second chances, no turns, or multiple reloads.
This is a first game to fuse Fixed Force and RTS gameplay. As you bring your army to battle, you can also set up your siege camp or town, collect resources and train new troops as the battle unfolds.

Brutal Epic Battles

Battles are truly epic - with up to 120 battalions per battle. Bloody sieges, pitched field battles, and naval warfare unfolds with brutal historical realism and survival elements. Includes looting corpses, or taking apart towns for resources.

Manage Towns Up-close

You have the freedom to manage everything up-close and personal by entering towns in RTS mode. Task your peasants, construct buildings and walls, and position your troops. Same time you can also manage everything on the world map.

Complex Tech Tree

Late Middle ages was a time of many technological breakthroughs. The game represents this with complex historical tech tree - with over 240 innovations and local technologies - from religious matters to military and innovative siege tactics.

Feudal Diplomacy

As you improve your lordship, you will engage in complex feudal system within your Kingdom. Serving your King and maintaining relations with your fellow lords, as well as influencing larger European politics.
Eventually you can rebel, and overthrow your King. This opens entire new level of gameplay. As you hire new Lords, divide the land between them, and engage in a complex diplomatic system of European politics.

Beautiful Game World

Beautiful, living and ever changing game world awaits you. The map of Western Europe is complete with nearly 200 towns and hamlets. The towns are enormous and hand-crafted historical reproduction of actual medieval towns.


And last, but not least, you can also expect…

  • Dynamic weather and season changes effecting the gameplay
  • Social component to the grand campaign – with chat and other social features
  • Over 30 units and siege weapons, unique for each nation
  • Wonderful music, using real musical instruments
  • Powerful World Editor and other modding tools
  • Free updates for months after launch
  • Rare indie production value, with the game created by only 3 developers
  • Real time in-game help from volunteer Mods and Developers
…and so much more awaits you.

Free Post Release Content

We want to do a lot more with MKW, and release is just the beginning. Bellow is the planned content for 2019. These expansions are not in any order, as our players get to vote on what they think the team should work in – right from inside the game`s main menu. And please keep in mind - this only lists big projects. There are nearly 200 other smaller things and improvements across the board that are still planned.


  • Adding CoOp to the campaign - including attacking friends or random players towns, armies, or inviting friend or random player to attack AI in your campaign
  • Workshop support, opening up all game files for modders
  • Religion - Chaplain Adviser that oversees religion, elections of Pope, various religious actions that benefit the player`s campaign
  • Complex Trade System - Merchant Adviser that oversees trade - conclude trade agreements, setup trade routes between towns and nations, earn silver, trade goods and reputation
  • Updated victory and information screens - showing all the changes in diplomacy, standing and reward
  • Being able to recruit Lords into your Kingdom
  • Customization of player colours and nation colours
  • Overlay on all unit battalions - that show their portrait, health, status and much more, optional can be turned on and off
  • Several new Diplomatic actions - trade agreements, various alliances, claims
  • Some of the starting lords become female Ladies instead, option to choose Male or Female character
  • New random map terrain sets (fir forests, rural areas, dry lands, desert and more)
  • Expanding tech tree to add another 25 technologies
  • Several new Large town levels (Lisbon, Cagliari, Rome, Florence, Milan)
  • Being able to issue orders to AI Lords during battle, depending on their relations and allegiance
  • Being able to issue orders to AI lords on the world map


If release goes very well, to be added later in 2019

  • Creating unique unit art for each nations unit roaster
  • Creating new town building and wall styles for different nations (including Muslim style, Italian style e.t.c)
  • Expanding world map to feature North Africa, Asia Minor
  • Adding 12 new nations to the game, complete with 50 new lords
  • Expanding tech tree to feature gunpowder advances - allowing recruiting cannons and musketeers in the late game
  • Zombie Mode - a secondary campaign mode, where dead do not stay dead - and armies of undead roam the world map, forcing rules to unite against the Undead plague
  • World Map quests - various random quests to complete on the world map for rewards
  • Town Development Quests - various optional random quests to complete while building up your town
  • Loans - take loans from different factions and characters, or become a banker yourself. Be warned - they will come to collect the debts.
  • Major events during campaign - including Black Death

System Requirements

    Minimum:
    • OS: Windows Vista
    • Processor: 2.4 GHz Dual Core
    • Memory: 3 GB RAM
    • Graphics: NVIDIA GeForce 670 / Radeon R9 280X
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Sound Card: DirectX Compatible
    • Additional Notes: Software installations required (included with the game) include Steam Client, Visual C++ 2008 Redistributable, DirectX and Microsoft .NET 4. Internet connection required to play the multiplayer porition of the game.
    Recommended:
    • OS: Windows 7+
    • Processor: 2.4 GHz Quad Core
    • Memory: 5 GB RAM
    • Graphics: NVIDIA GeForce GTX 970 / Radeon RX 480
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 7 GB available space
    • Sound Card: DirectX Compatible
    • Additional Notes: Software installations required (included with the game) include Steam Client, Visual C++ 2008 Redistributable, DirectX and Microsoft .NET 4. Internet connection required to play the multiplayer porition of the game.

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