Begin as a chieftain with a few tents and a borrowed oath. Grow a clan into a march, a march into a realm — on a living map where lords scheme, caravans trade and armies march without you, and every choice you make is written into a chronicle the world remembers.

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About This Game

Koruzan's map is not a menu. Caravans, war bands, tax collectors and envoys are already moving across it toward their own goals. Settlements trade, grow and starve on their own schedule. Noble houses pursue ambitions that have nothing to do with you — and keep pursuing them whether you intervene or not.

Speed time up and watch it happen. Nothing on this map is waiting for a player to arrive.

You begin with a handful of felt tents on the edge of someone else's kingdom, sworn to a liege you did not choose. Feed your people through the winter, win your first real battle, earn a writ — and the camp becomes a march. Plant your banner, share border villages with rival lords, blockade a town until it opens its gates, and win the recognition of foreign crowns until the march becomes a realm of its own.

And all the while, tears are opening at the edges of the world. Things come through them. Seal them, bargain with them — or let them fall on your enemies. The story has six endings, and the world decides which one you have earned.

Events arrive as decisions, not as fights. Who you help, who you rob, who you refuse — the world keeps a chronicle of it. Rumours travel out of that chronicle: people in the next region have heard about you before you get there, and they treat you accordingly. Lords keep a ledger of every slight and every favour, swear oaths, hold grudges and call in debts.

Kings decide wars by their temperament and their council. Vassals bargain over their contracts, refuse your summons, or swear to a new liege. Spymasters uncover the schemes aimed at you; you can expose them, turn them, or run your own. Declare war on a real claim — or fabricate one and live with the price — and negotiate the peace afterwards.

Character creation asks who you were before the game started — race, background, temperament — and that history decides who will speak with you and which roads are open. Skills grow through use, not a level-up screen. Choose a life path and earn its perks. Injuries linger, stress builds, illness spreads, and age comes for everyone. Marry, raise an heir, train them — because when you die, the game continues only through your line.

Faiths and cultures shape who trusts whom. Tournaments make names. Caravans and workshops make coin — or lose it when the roads turn bad. Bounty hunters come for the wanted. Famine, plague and war begin without you and spread on their own schedule.

Features

  • A living world map — parties travel, trade, raid and intercept each other without you

  • A main story from nomad camp to march to realm, with six endings

  • Choice-driven events whose consequences the world writes down

  • A chronicle and rumour system: your reputation arrives before you do

  • Lords with memory: opinions, grudges, friendships, oaths and favours owed

  • Kingdom decisions, vassal contracts, war declarations and peace treaties

  • Intrigue: detect, expose and run schemes; secrets as leverage

  • Sieges and blockades, tribute and protection, raids on villages

  • Faiths, cultures, tournaments, caravans, workshops and bounty hunters

  • Background-driven character creation, life paths and perks

  • Injuries, stress, illness and old age — and a dynasty that outlives you

  • Adjustable time speed — watch the world move

  • Full English and Turkish support

At launch

Humans are playable at launch. The other peoples of the world — orcs, elves, dwarves and more — already live, trade and fight on the map, and will become playable in later updates.

What this game is not

No tactical combat — battles resolve based on who you brought and what shape they are in. No multiplayer. No voice acting. This is a reading game about decisions and consequences, built for players who want a world with a memory.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some of the game's visual assets — UI textures, illustrations, icons and marketing artwork — were created with the assistance of generative AI tools, then manually curated, edited and integrated by the developer. All game design, writing, code and systems are human-made. No AI content is generated at runtime.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1050 Ti / AMD RX 570
    • DirectX: Version 12
    • Storage: 15 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5-12400 / AMD Ryzen 5 5600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA RTX 2060 / AMD RX 6600
    • DirectX: Version 12
    • Storage: 15 GB available space