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 (24) - 79% of the 24 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (970) - 79% of the 970 user reviews for this game are positive.
Release Date:
Jun 9, 2017

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Early Access Game

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

Note: This Early Access game is 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?

“Medieval Kingdom Wars is the game we always dreamed of creating. And doing it right! With the game of this magnitude and complexity we don`t want to be rushed by time or budget constraints, and Early Access allows us to take our time and truly perfect the game.

MKW is our 4th major release, and having successfully released an early access title before - we found Early Access to be amazing when it comes to involving our players in development, to truly make this a community project.

Please keep in mind, that Medieval Kingdom Wars is a work in progress. And while we did our best to eradicate most bugs prior to Early Access launch, it is far from perfect. In addition – as we are adding new player requested features we expect new bugs, and issues to arise.”

Approximately how long will this game be in Early Access?

“We plan to stay in Early Access for around 18 months, with release late Fall 2018 or early winter 2019.”

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

“With the title of this scope and epic scale the difference a year can make is huge. And while on the surface - at least as far as graphics and overall feeling goes - the game will not change much, the underlying gameplay mechanics of the grand strategy portion of the game are to be added, and skirmish balancing will be completely reworked.

In addition a lot more bonus features will be added to the game allowing players to do a lot more with the open ended game world.

And finally our level designers will complete all of the work re-creating 30+ castles and cities of the medieval Europe. This huge workload - never attempted by any RTS game before takes thousands upon thousands of hours.”

What is the current state of the Early Access version?

“With Alpha complete, Medieval Kingdom Wars has a solid foundation in place, and the game is already a lot of fun and stable.

We currently have majority of the campaign features working, as well as the second skirmish game mode with solo/coop/pvp options.

The game is almost asset complete - with majority of art and audio assets in place

Over the next month we`ll be concentrating on adding the last of the world map grand campaign features, working on completing all of the 30+ town levels and putting especial attention to balancing this huge and complex strategy title.”

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

“We plan to gradually increase the price through the early access - as more and more features are added and the game is nearing the completion price point.”

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

“Our team will do everything in our power to open up the development and commit to weekly updates. We plan to talk with our players directly in-game, and read and reply to almost every forum suggestion and reports. Players will be asked to vote on features proposed by other players, and our team will do our best to add most desired ideas, and features in-game.”
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Recent updates View all (66)

November 30

Update 67 - Victory or Death



Hey Everyone,

With January release fast approaching, we are pushing hard to wrap up all the features and fix remaining bugs. And today`s update is a big step in that direction...

Update 67 finally gives campaign some meaning - with numerous victory and defeat conditions. We also start implementing adviser quests, campaign cinematics and notifications that help a great deal to emerge players into the game world. In addition a lot of work went into improving performance, as well as implementing a number of player requests. And of-course - dozens of other fixes and improvements across the board.

Next week we are continuing with adding more diplomacy options and unveiling reworked pathfinding and much better unit behavior in combat.

Thanks for your continuous support, and hope you enjoy this update!

And so presenting Update 67:

BIG CHANGES
-Adjusted all LOD settings to improve performance and visuals
-Major visual performance boost across all systems and specs
-Manor has been added to the world map buildings menu
-World Map buildings menu acts as a map – showing building distance away from Manor
-Reworked all building positions in town – note that current towns will be effected
-Silver and town Happiness now shown in the city view
-Added Gift Land feature diplomacy feature – increases relations and standing
-Added "European Union" victory for uniting all nations under your rule
-Added "Emperor" victory to eliminating 7 nations
-Added “Rivals” victory to eliminate historically rival nation
-Added “Usurper” victory to take over the throne
-Added cinematics with text for all four new victory conditions
-Added cinematics with text for a player getting wiped off from the campaign map
-Added cinematics with text for the player or other lords becoming King
-Added cinematic with text for the 14 nations getting destroyed on the world map
-Added new quest window for player becoming an outlaw and being forgiven
-Added new quest window for civil war in a Kingdom, and end of the civil war
-When player King his Lords can start a civil war if relations drop through player actions
-The player can regain lords trust and end a civil war through defeating armies or gifts
-Deleting campaign on a player loss
-When a player becomes King, if effects diplomatic relations with other nations
-AI will no longer use suicide attacks, and will look for weaker towns
-Fixed major bug with AI attacking player towns that recently been captured by player


FIXES AND ADDITIONS
-Standing/diplomacy after battles now updates without opening chancellor window
-Gifting land to own nation lord increases standing
-Gifting land to other nation lord improves diplomatic relations
-Victory conditions added to Marshal window
-Player can now raze his own town by clicking on Manor on the World Map town GUI
-Campaign now remembers unit position much better, even from building spawn
-Fixed various bugs with the first quest dialogue in the grand campaign
-New multiple branching quest dialogue when starting a new Campaign
-New branching campaign intro Dialogue
-On loading a level, scroll chat down
-Using renown instead of standing to choose a new king
-Minor adjustments to Camera distances
-Fixed market building buying resources
-Fixed campaigns now showing the current date
- Fixed HRE bowman having price in iron as well as wood
-Improved the look of the fog FX in game
-Added level up button to the Market building
-Removed the tooltip about building tents
-GUI improvement - Multiline centered names in unit GUI
-GUI improvement - Fixed building HP and text positioning
-GUI improvement - Adjusted world map region banners to fix the text
-GUI improvement - Large world map region banners to fix the text
-GUI improvement - Show a silver counter in all battles, town management, etc.


BALANCING
- AI now first trains melee units and only then archers, making it a lot more effective when attacking.
- Fix to AI armies attacking after diplomacy change says they shouldn't
- The player starts with renown of their chosen lord divided by Campaign Difficulty
- Adjusted AI lords renown values
-Renown increased faster through victories and decreased through defeats
- Adjusted Standing/Relations of gifting towns
-Gifted Town forms its own garrison instead of using player one
-Player defeat if no city and no army above 20 strength
-Adjusted world map time to be a bit slower
-Higher price on militia and hunter units
-Greatly reduced unit upkeep with just 10%-15% difference for some units
-Building level reduced level cost only by 5% per level instead of 10%
-Selling trade resources at steward gives significantly more silver
-Cavalry trample does 30% more damage both to the enemies and to self
-Increased passive food income from cow and chicken by 3x
-Improved Voulgier and Billman to be much better vs archers
-Increase food cost to train majority of military units
-Slighter lowered wood and animal gathering rate for workers
-Battering Rams 20% less resistance to pierce, and 20% less hit points
9 comments Read more

November 21

Update 66 - Release Date Anounced



Hey Everyone,

After spending last week working on reworked video trailers (to be released soon) and improving MKW`s store page, we are back into action. It`s time for another epic update that yet again changes the way you play the game. But before we get into the details, we have an announcement to make...

After nearly 3 years in development, we are almost ready to make the big move and graduate from Early Access. And the date is... Nth of January 2019. We`ll reveal the exact date soon.

There are two more months of work ahead, and we are confident MKW will be released in a solid shape. However, the official release is only a beginning... We already have 2019 all planned out - providing a constant stream of big updates post-release.

Also - if you own our previous game - KW2B - some good news. We`ll be releasing a definitive edition - a free update - that changes the game engine to DirectX 11, greatly improves many areas of the game and fixes the majority of leftover bugs in KW2B. We`ll have a full announcement and preview in December.

Now back to today`s update - the main feature is updated pathfinding and the new Epic camera mode. Let us know how it plays out...

And so presenting Update 66:

BIG CHANGES
-New Epic and Performance camera in the options
-New Epic camera is well - Epic - with extremely high zoom out
-Completely reworked world map camera, for a much closer view
-Adjusted the minimal zoom in a good way to play the game, and not just zoom in for details
-Pathfinding update - Battalions stay together in formation, without some units breaking formation
-Pathfinding update - tasking units - battalion now goes exactly to where it was tasked
-Pathfinding update - various fixes and improvement when tasking battalion to walk or to run to a location
-Visual update - greatly reduced bloom and blurring on all levels
-Performance boost of about 3-6 FPS on all graphics cards
-On town capture, reduce happiness by 70 if the same nation, by 150 if a different nation
-On town looted, reduce happiness by -150
-On town razed, diplomatic relations with all nations reduced by -5
-On town razed, razing player standing with his King drops by -5
-Building upkeep cost now increases with building level, instead of decreasing
-Raising now gives very high silver loot - a game changer
-World map game time goes by 50% faster
-Entering to manage towns deducts a lot more happiness, the longer you stay


FIXES AND ADDITIONS
-Game view now starts at max zoom in, instead of max zoom out
-Improved visual performance on high and highest game settings through LODs
-Update all infantry formations to be more evenly spread out
-First game run language prompt - now has a title, not to confuse new players
-Much quieter sounds of peasants chopping trees and dropping off resources
-Fixed major bug preventing cavalry passing through stone gates
-Fixed piked infantry unable to destroy Mantlets
-Fixed "Heal All" showing different cost depending on what unit was selected
-Less brightness in the campaign map
-When launching scenarios from the editor, it now uses the DX11 engine, and not 9
-Added world map borders to tutorial scenarios
-Fixed odd shadow on the ship in the skirmish screen
-Regular and fire arrows are a lot better visible
-Fixed naval combat level spawning units within range of enemy bowman
-After capturing the town the action screen shows up right away and not a few seconds later
-When the game is action paused the music is not as quiet as before
-Fixed odd shadow on the ship in the Skirmish screen


BALANCING
-Combat AI trains more rams and less siege of other types
-Combat AI creates new units significantly slower
-AI gets a lot less time to conquer player hamlet or town, making these battles go by a lot faster
-Ballista now consumes iron when firing
-Siege weapons now consume 0.2 stone/iron when firing instead of 1
-Destroying buildings on the world map gives more of their cost back
-Buildings that generate income, have their income significantly increase with high levels
-Buildings that generate happiness, generate more at higher levels
-The market now sells and buys resources by 100, and not 700
-Looting gives a little bit more silver for low-end hamlets and more overall
-Silver drain when attacking significantly reduced
-Increased the price of Serfs by 30%
-Reduced Serfs animal slaughter income by 25%
-Stone and Iron Mines level up cost increases 50%
-Stone and Iron camp 50% more cost, but 50% more productive
-Piked infantry now a lot more effective vs siege weapons
-All infantry is much better at killing mantlets
-Increased unit upkeep by 30%
-Increased building upkeep by 15%
-Blacksmith and Armoury now provide a lot less income
-Academy comes with an upkeep
-Price of all RTS mode techs increased 2X
16 comments Read more
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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.

System Requirements

    Minimum:
    • OS: Windows Vista
    • Processor: 2.4 GHz Dual Core
    • Memory: 3 GB RAM
    • Graphics: NVIDIA GeForce GT 530 / ATI Radeon HD 6570
    • 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 550 Ti / Radeon HD 6790
    • 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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