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:
Very Positive (77) - 84% of the 77 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,386) - 78% of the 1,386 user reviews for this game are positive.
Release Date:
3 Jan, 2019

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Recent updates View all (88)

23 March

Update 1.12 - Massive update and 30% off sale!



Hey Everyone,

Another massive update today - as the team is working in overdrive ready for our next milestone.


It`s time for a sale!
To celebrate this milestone, we think the time is right to start a big two week-long sale, and show the game off to new players! We - the developers will also be extra active in-game chat during this sale - any questions or feedback - just open the game chat, and talk to us:)


Update 1.12
Now lets talk about this awesome update 1.12 - it comes with nearly half a hundred changes and new features. And every area of the game got some loving and polishing.

Especially the world map AI and pathfinding. It`s a joy to see your units nicely lined up on walls and ships now. Mid to late game has also been greatly re-balanced, together with a new approach to Kings diplomacy.

And we are aware that some of our players might not dig the new changes with making the game harder, especially happiness and silver drain. For these we have added a new campaign mode - Chill Mode, that basically removes these limiters.



Looking ahead we are planning to solve last performance issue during large battles, as well as the last rare crash happening at the loading screen. The new poll will also go live shortly - as it`s time to start work on some big new projects - like commanding AI lords, new terrain, perhaps CoOp.

As always - forever grateful for your support!

And so presenting Update 1.12

MAJOR CHANGES AND ADDITIONS
  • Greatly improved visual performance when many units are on screen
  • Added Chill Mode to the campaign - greatly reduces silver and happiness drain for a calm and easy gameplay
  • Major pathfinding update - units appear on walls correctly now, without units dropping to the ground
  • Fixed a lot of additional problems with pathfinding on walls
  • Livestock now has an overlay icon to make them easy to select or task peasants on
  • Fixed major issue - archer units can attack buildings now
  • Fixed units falling through ships in naval combat and all other naval combat pathfinding issues
  • Reworked diplomacy peace making - it`s now much harder and expensive to conclude and maintain peace
  • Fighting enemy armies increases diplomatic relations and greatly helps with peace negotiations
  • Fixed major lagspikes when sieging large towns and AI opens gates to ride out
  • Battle rewards now scale depending on the battle size.

WORLD MAP AI REWRITE
  • Major rework and improvement to world map AI - armies will no longer attack same targets but spread out to look for weaknesses
  • World Map AI will often now attack in the first couple of months of the campaign, instead of letting player build up for a year
  • Fixed major issue with world map AI sending armies to attack player - will seem like a brand new experience. Effected all mid to late game campaigns
  • World Map AI will now send armies to attack player from far away towns and nations
  • World Map AI will complete it`s attacks on other AI towns faster without waiting around for months
  • World Map AI will never take long year long break from attacking player


FIXES AND ADDITIONS
  • Fixed Options menu appearing behind quest windows and being unusable
  • Changes to Tutorial and Campaign where sound volume for voices will no longer jump up an down
  • Fixed voices narration volume in campaign and tutorial being too quite
  • Added new Voice Volume setting to the Options - controls voiced over narrations volume
  • Fixed unit groups at the top overlapping with building banners
  • Fixed weird sound popping when skipping to the next dialogue conversation in tutorial
  • No longer applying large happiness penalty for entering town, only usual drain over time
  • Looted town is no longer auto-invited to join battle
  • Fixed game hanging when auto-resolving battle with a looted town
  • It`s now possible to select buildings by clicking the building banner
  • Building banners now show in multiplayer games
  • Fixed issue with world map army selecting when clicking on the ground near it
  • Greatly reduced lag that sometimes would happen when capturing the enemy flag
  • Fixed various issues with units on walls or on ships at the start of the game
  • AI will rush out from walled city to counter only if it has a strong chance of winning
  • Very rarely will AI now rush out from town just to surprise player
  • Large ship in naval combat can now be fully walked on
  • Fixed issue where AI army half across the screen would still protect it`s city
  • Arrows and ballista will no longer always hit village houses and set them ablaze
  • Ships no longer disappear during naval combat intro and outro cinematic


BALANCING
  • Diplomacy Gift and insult cost greatly increased, especially when the player is King
  • Trade Agreement cost increased when the player is King
  • Declaring War on a nation sets relations to -50, instead of 0
  • Increase the silver cost of Suing for Terms by 10x
  • Reduce diplomatic cost of Suing for Terms from -10 to -5
  • White Peace available at -10 relations instead of -30 relations
  • Only armies directly on top of cities will be auto invited to defend them
  • Range where armies can be invited is reduced by 30%
  • Can capture more units during battles, from up to 5 increased to 8
  • Mounted hobelar nerfed around 20%
  • Livestock max food is half of what it used to be. Same on start and grow quicker
  • Raising towns now has less diplomatic relations penalty, -3 for hamlets and -6 for towns
  • Reduced battering ram attack by 30% - to make Belfry and Escalade more attractive options
  • Reduced archer fire arrows damage by 25%
  • AI gets 5 minutes less (25 total) to conquer large player town
  • Silver drain increased- half an hour long battle now costs around 600 silver on medium
  • Units a 20% more likely to stay and fight until death instead of retreating
  • Price of trade goods increased 2x, makes it more important to produce trade goods in cities or through combat
  • Selling trade goods is 2x more profitable now

19 comments Read more

13 March

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

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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