Rewrite medieval history through bloody siege combat and grand strategy. Rule, build, and wage war as one of the minor lords of medieval Europe… Medieval Kingdom Wars redefines Medieval Grand Strategy.
Recent Reviews:
Very Positive (44) - 81% of the 44 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (916) - 79% of the 916 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 12 months, with release late Fall 2018”

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 (55)

July 23

Summer Roadmap, Upcoming Updates and our Biggest Sale

Hey Everyone,

To promote MKW and to celebrate the progress we are running our biggest sale this week at 55% off. And the work continues full steam ahead as we near the Beta milestone. With nearly 60 updates since launch a year ago, things are about to get very interesting as we nearing completion on several huge projects that`s been in the making for months. And as soon as we get through this, it`ll be time to rework and polish, including long overdue work on interface and combat.

So without further introduction lets take a look into production plans for the next four months. Bellow list only includes the biggest features of each update.

And if you have any questions or need clarifications - please don`t hesitate to ask:)

And so - off to work, to make this beautiful 4 months plan happen. Thanks for all your continuous support, and here`s to the Beta milestone.


Update # 59
ETA: Late August
-Various new diplomacy features
-Final round of fixes and balancing across the board
-New town: Lisbon
-New terrain set: Forest
-New terrain set: Southern Plains
-New terrain set: Farmland

Update # 60
ETA: Early September
-New way to create armies with Lord or Adviser
-Building city walls on the worldmap
-Updated diplomacy features for minor lords
-Becoming the King, ruling as a King and hiring lords
-New diplomatic features as a King
-Direct X 11 - Part 1 - same visuals but improved performance
-Fixed various Direct X 9 related bugs

Update # 61
ETA: Mid September
-Direct X 11 - Part 2 - changing resolution in-game, windowed mode
-Major updates to World Map AI, friendly lord assistance, lords working together in attacks
-Major updates to World Map AI: no suicide attacks, looking for weaker points, ambushes
-CoOp battles with inviting another player or friends army
-New town: Cagliari

Update # 62
ETA: Late September
-Direct X 11 - Part 3 - Various visual filters and visual improvements enabled
-Each nation get a roaster of unique troops, completely different from each nation
-Major updates to World Map AI, friendly lord assistance, lords working together in attacks
-PvP campaign battles, with another player or friend replacing AI in a battle
-New Advisers menu: Court Chaplain, introducing of Cards advantages on the world map and battle
-New town: Dublin

Update # 63
ETA: Early October
-New Tutorial Campaign added with nearly 10 missions and a lot of world map gameplay. Fully voice acted
-Direct X 11 - Part 4 - Final visual improvements
-New Advisers menu: Merchant, introducing various trade features
-Final CoOp campaign features like sending resources
-Selecting color and banner for your troops

Update # 64
ETA: Mid October
-Major polishing update, with 50+ fixes across the board
-First polishing update to the interface
-Major update to pathfinding - battalions sticking together
-First of the quests added, various historical events
-Skirmish Menu redesigned

Update # 65
ETA: Late October
-Various player requested fixed and updates
-Work on balancing, improving starts
-Additional quests added, various historical events
30 comments Read more

July 18

Update 58 - Part II - Ye Shall Not Crash (much) - Beta Build Only

Hey Everyone,

And we are back, with a massive update 58 Part II. This is a good one! To start things off we have finally fixed the last crash issues in-game. And while only time will tell if there`s still an extremely rare crash bug or two left in-game, everyone should have a solid stable experience with MKW now.

In addition you will notice that we increased the limit of troops under your control at once to 16 - please let us know how`s that working out for everyone, should we keep this change?

And of-course nearly 70 other changes and improvements, including some major steps forward when it comes to town defense AI and game`s performance.

And while we are slicing through remaining bugs, as well fine-tuning and balancing; It`s a good time to drop by our forums, and let us know if you have discovered a new bug or want something changed or improved.

We hope you enjoy this update! And so, presenting Update # 58 Part II:

Big Changes
-Fixed the last crash issue during combat
-Increased number of selected units to 16
-Eliminated lag when attacking large towns
-Eliminated lag when tasking 8 battalions on a busy battle field (still a bit with 16)
-Greatly increased performance with Highest Model quality visual option
-Tasking multiple battalions now take up to 1.5 seconds for group of 8
-Units will no longer be able to sneak in through closed gates if tasked before closing
-Fixed potential crash when changing game language
-Scaled up majority of buildings especially economy buildings

Fixes and Improvements
-Fixed various issues with gates, like double gates, or no gates
-When friendly AI attacks a city that recently has changed hands to a friendly or player, AI will not attack this city but move on
-Added a cap of max 5 prisoners to be captured when besieging a city
-Reduced memory load from various language files by good 500 mbs
-Increased amount of resources given in Skirmish on default
-Low, Medium, High resources in Skirmish now actually work
-Fixed issue with Storehouse not increasing resources on town reload or even deducting resources
-Better position for buildings banners, less chance to click it and not select the building
-Chinese localization - fixed additional errors in Chinese fonts, incorrect symbols for ( ) and !
-Chinese localization - fixed text objectives in tutorial being very small
-Fixed hamlet banners being on screen when going to Skirmish after playing Campaign
-Region banners are more transparent and look more different from town banners, not to confuse the two
-New Campaign window portraits don't flicker when changing nation or lords
-Steward portrait doesn't flicker in tech window when buying something
-In Steward Tech window, can select any tech with pop-up staying open allowing to examine the tech
-Fixed odd flashing and pause about 20 minutes into managing towns
-Building plots now look normal on lowest settings
-Adjusted campaign intro cinematic not to zoom in on irrelevant town but continue fly by

Balancing Changes
-Trees no longer grow until level is reloaded
-AI gets less time to conquer player hamlet and town, 20 and 35, from 25 and 40
-Default town storage capacity reduced to 3000
-Catapult removed two other shot abilities
-Catapult fixed the firing FX for normal and flamed Projectile
-Catapult nerfed and fixed over powering damage and rate of fire
-Catapult flaming project now has a much less change to start a fire
-Ballista and Trebuchet fire projectile now have a strong chance to start a fire
-Economy changes - Peasants are 50% more expensive, but also 50% more productive
-Economy changes - livestock max food amount increased by 50%
-Economy changes - chicken and cow over time passive food income increased by 60%
-Economy Changes - Iron and Stone mines 30% more productive, mine level upgrade adds 50%
-Re-balanced movement speed - Heavy armored units and heavy siege units significantly slower
-Re-balanced movement speed - Medium armored units are a little bit slower
-Rebalanced movement speed - Light units regain same speed or a bit faster
6 comments Read more
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About This Game

Medieval Kingdom Wars brings a fresh perspective to the grand strategy genre, combining it with a full-on real time approach, and daring to go where few strategy games have ventured before… Redefining Medieval Grand Strategy, by combining historical accuracy, a huge living and changing world, and historical quests, all in a real-time environment. Build your cities, wage your wars, serve your king, and experience siege combat with a degree of brutality never seen before

Innovative Real-Time Strategy with a single player grand campaign and solo/co-op multi-player modes

A grand campaign that puts the player in charge of a lordship entangled by domestic and international politics

The bloody siege combat of the period, with numerous survival elements and brutal historical realism. Includes looting corpses and hunting rats to feed your starving garrison

Realistic, medieval siege combat with intricate stronghold construction, and over 30 siege weapons and units

Featuring the most detailed and beautiful maps seen in this genre. The world map covers all of Western Europe

  • Beautiful and Dynamic World Map
  • Incredible Historical Accuracy
  • Complex Economic Survival Model
  • Control Enormous Cities
  • Weather and Seasons Change
  • Powerful World Editor (Workshop support to be added prior to full release)

And so much more awaits you...

System Requirements

    • OS: Windows Vista
    • Processor: 2.4 GHz Dual Core
    • Memory: 3 GB RAM
    • Graphics: NVIDIA GeForce GT 530 / ATI Radeon HD 6570
    • DirectX: Version 9.0
    • 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.
    • OS: Windows 7+
    • Processor: 2.4 GHz Quad Core
    • Memory: 5 GB RAM
    • Graphics: NVIDIA GeForce GTX 550 Ti / Radeon HD 6790
    • DirectX: Version 9.0
    • 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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