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:
Mostly Positive (60) - 75% of the 60 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (846) - 79% of the 846 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 in mid 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 (50)

June 21

Update 56 - Major Step Forward



Hey Everyone,

With this weeks update we are taking a break from major features and instead working on polishing, fixing and balancing every area of the game. However, you will find plenty of new content as well - from new town levels to the first of the UI tooltips.

Every area of the game, especially the economy and auto-resolve aspect has been completely re-balanced. You will also notice the new approach to the game camera, as well as beautiful new town of Norwich. All in all this massive update comes with over 60 changes big and small.

Meanwhile work on DirectX 11 update continue, though already couple of weeks behind schedule we are confident we will release this update later this July.

Also the summer sale is upon us, so we would like to welcome anyone picking MKW on a 50% off sale now. Welcome and hope to see you in-game.

Please keep in mind - we had multiple patches this week, so we unified the updates notes bellow into one big update.

And so, presenting Update # 56:

Included in the second part of the update
-Complete redesign of the Steward tech tree - now techs consume logical trade goods
-Zoom in out is now smoother and a bit slower
-Small reduction to max zoom out on the battle map
-Fix problem with jumping shadows on max zoom in
-Serfs now has a bit more hit points and attack, and adds 1 strength to the armies and towns
-Stopped Serfs, horse carts e.t.c from gaining levels, always level 0
-Changed healing inside near towns - much slower, and less difference due to game difficulty
-Similar healing changes for AI, but reversed.
-Increased the damage to the armies for flawless victories, especially with two armies
-New darker background for tool-tips, much easier to read
-Fixed issues with palisade walls from the previous update
-Fixed issues with stone walls not saving from the previous update
-Added tool-tips for all the town and army buttons - upkeep, strength, happiness e.t.c
-Added tool-tips to the top left buttons on the world map
-Fixed some location on the Norwich level where units would go into rocks
-Templar Knight is now weaker than Hospitaller
-Knight Hospitaller rebalanced to be the strongest infantry

Fixes and Additions
-Tooltips support for World map GUI
-Added tooltips to most of the world map GUI buttons and options
-New Skirmish level: Castle of Norwich
-Several smaller world map towns now use Norwich as base level
-2nd defending army in large city battles now spawns on walls
-Supporting army in army vs army and hamlet battles is a lot more aggressive now
-Fixed bug with supporting AI army building your army camp walls
-Fixed issue with player units taking no damage when auto-resolving AI Army vs 2 player Armies
-When winning Auto-Resolve vs AI Town do not give starting garrison - just Level 0 (2 chickens and 2 peasants) (Same as player would get for wining in battle)
-Corrections to the tech tree to mark tech that are implemented globally, and these that just unlock stuff
-Fixed town Viterbo not showing on the world map
-Fixed major issue with weird triangles appearing on screen when destroying buildings - stone mine was the problem
-Fixed issue with certain bridges or tight passes not letting the army pass on the world map
-Reworked the world map camera controls - higher zoom out, but limited zoom in
-Reworked the battle camera controls - higher zoom out, but limited zoom in
-Disabled camera tilting, camera now auto-tilts on zoom

New Technologies
-Pax Europa reduces cost of diplomatic gifts/insults by 30%
-Unigenitus Dei Filius slows discontentment changes of citizens
-Bendictus Deus hastens contentment changes of citizens
-Trade Fairs increases trade item production slightly
-Trade Partnerships increases trade item production slightly
-Exaction increases silver reward from battle by 30%
-Field Scouts gives player max population cap if in AvA or attacker in AvT without having to build tents
-Watch Towers increases view range of armies and towns on world map
-Caisson Storehouse increases storage capacity from Storehouses
-Merchant Warehouse further increases storage capacity from Storehouses

Balancing Changes
-Building level up cost increases much less with each level
-Building level up cost completely re-balanced, moderately reduced for most buildings
-Economic building level up cost greatly reduced for economic buildings
-Second army controlling AI will no longer create really advanced units
-Armies will always loose at least 1 unit when two armies are used at once
-Winning army units sustain a lot more damage, but battalions always survive
-Diplomacy - bribe to boost relations 30% cheaper, to damage relations 60% cheaper
-Happiness - on Default +50 points happier.
-Happiness - city garrison increases happiness 100% more
-Hamlet and City Tax income increased by 50%
-Silver income from buildings increased by 200%
-Silver income from units increased 100%
-Mounted Hobelar, 30% cheaper, and 25% boost to stats
-Archery Range building stone cost greatly reduced, wood cost increased
-First two starting techs in each category are significantly cheaper and available early game
4 comments Read more

June 20

Rolling out Update 56 Part I



Hey Everyone,

This week we are unrolling the big update 56 in two installments. And today it`s time for the first part of this big update (second part will follow tomorrow or Friday)

Every area of the game, especially the economy and auto-resolve aspect has been completely re-balanced. You will also notice the new approach to the game camera, as well as beautiful new town of Norwich. All in all this massive update comes with nearly 50 changes big and small.

Meanwhile work on DirectX 11 update continue, though already couple of weeks behind schedule we are confident we will release this update later this July.

The second part of the update will include additional tooltips, world map changes and auto-resolve balancing later this week.

And so, presenting Update # 56 Part I:


Fixes and Additions
-Tooltips support for World map GUI
-Added tooltips to most of the world map GUI buttons and options
-New Skirmish level: Castle of Norwich
-Several smaller world map towns now use Norwich as base level
-2nd defending army in large city battles now spawns on walls
-Supporting army in army vs army and hamlet battles is a lot more aggressive now
-Fixed bug with supporting AI army building your army camp walls
-Fixed issue with player units taking no damage when auto-resolving AI Army vs 2 player Armies
-When winning Auto-Resolve vs AI Town do not give starting garrison - just Level 0 (2 chickens and 2 peasants) (Same as player would get for wining in battle)
-Corrections to the tech tree to mark tech that are implemented globally, and these that just unlock stuff
-Fixed town Viterbo not showing on the world map
-Fixed major issue with weird triangles appearing on screen when destroying buildings - stone mine was the problem
-Fixed issue with certain bridges or tight passes not letting the army pass on the world map
-Reworked the world map camera controls - higher zoom out, but limited zoom in
-Reworked the battle camera controls - higher zoom out, but limited zoom in
-Disabled camera tilting, camera now auto-tilts on zoom

New Technologies
-Pax Europa reduces cost of diplomatic gifts/insults by 30%
-Unigenitus Dei Filius slows discontentment changes of citizens
-Bendictus Deus hastens contentment changes of citizens
-Trade Fairs increases trade item production slightly
-Trade Partnerships increases trade item production slightly
-Exaction increases silver reward from battle by 30%
-Field Scouts gives player max population cap if in AvA or attacker in AvT without having to build tents
-Watch Towers increases view range of armies and towns on world map
-Caisson Storehouse increases storage capacity from Storehouses
-Merchant Warehouse further increases storage capacity from Storehouses

Balancing Changes
-Building level up cost increases much less with each level
-Building level up cost completely re-balanced, moderately reduced for most buildings
-Economic building level up cost greatly reduced for economic buildings
-Second army controlling AI will no longer create really advanced units
-Armies will always loose at least 1 unit when two armies are used at once
-Winning army units sustain a lot more damage, but battalions always survive
-Diplomacy - bribe to boost relations 30% cheaper, to damage relations 60% cheaper
-Happiness - on Default +50 points happier.
-Happiness - city garrison increases happiness 100% more
-Hamlet and City Tax income increased by 50%
-Silver income from buildings increased by 200%
-Silver income from units increased 100%
-Palisade no longer requires Iron cost upfront, only wood
-Mounted Hobelar, 30% cheaper, and 25% boost to stats
-Archery Range building stone cost greatly reduced, wood cost increased
-First two starting techs in each category are significantly cheaper and available early game
2 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

    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 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.
    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 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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