Raise a fortified Slavic stronghold, keep its people fed and warm, then lead your warband where ambushes, supply lines, fire, winter and plague matter more than numbers. Real-time strategy with late-'90s pixel art and a deep, modern simulation underneath.

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Planned Release Date: Nov 5, 2026

This game plans to unlock in approximately 5 weeks

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About This Game

Wars are won before the first arrow flies


Slavlands: Tribes at War is a real-time strategy game set among the forests, rivers and marshes of 10th-century Slavic lands. Raise a fortified settlement, keep its people fed and warm through the winter, train your warband — and choose the ground where the enemy will bleed.

A stronghold that lives and works


  • Assign villagers to trades: woodcutters, farmers, hunters, fishermen, herders, bowyers, carpenters and smelters working bog iron.
  • Families live in houses and need food, water, firewood and a roof over their heads.
  • Sow and reap fields strip by strip, fell the forest and watch it grow back.
  • Day turns to night and the seasons change: snow settles, rivers freeze over, and winter reshapes both your economy and the paths your army can take.

Terrain is a weapon


  • Hide warriors in thickets and deep forest, then strike a column strung out along the road.
  • Hold fords, footbridges and narrow passes, where numbers count for little.
  • Raise palisades and gates, man the watchtowers, dig ditches and pile up earthworks.

Warriors with names and scars


  • Every warrior has a name, earns experience and unlocks skills — among them the charge, the shield wall and the volley of arrows.
  • Drill them on the training ground and arm them at the smithy.
  • Lead them with your prince. His presence steadies the ranks — lose him, and the whole stronghold feels it.

Supply wins wars


There is no magic stockpile. Every log, sack of grain and bundle of arrows lies in a real building and has to be carried where it is needed.

  • Decide what each storehouse should hold. Porters and carts plan the runs themselves.
  • Archers carry a limited quiver. Resupply them from towers, carts and hidden caches, and gather spent arrows from the battlefield.
  • An army marches on its stomach. Send food by cart, or hunger turns into disobedience and desertion.
  • Knit wool sweaters before a winter campaign, or your warriors will freeze.
  • Hide supply caches along your route and hunt down the enemy's. Dropped goods are loot for whoever gets there first.
  • Send scouts ahead and see the enemy before he sees you.

Every battle leaves a mark


  • The wounded stay on the field. Carry them to the herbalist before it is too late.
  • Unburied dead breed plague. Bury them with honour or burn them on pyres before sickness reaches your homes.
  • Fire leaps from roof to roof and across bridges. Set the enemy's village ablaze — and keep an eye on your own.

Many roads to victory


Take prisoners, seize sacred groves and shrines, and win the way you choose: destroy your rival, slay their leader or hold the sacred ground. Fight skirmishes against an AI that builds its own stronghold and sends raiders against yours, on maps inspired by the landscapes of southern Poland.

Looks like 1997. Plays like today.


Hand-crafted pixel art, a limited palette, crisp silhouettes and chunky wooden menus — the look of classic late-'90s PC strategy, on purpose. Underneath runs a detailed modern simulation, displayed at your native resolution with smooth zoom.

AI Generated Content Disclosure

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

Gród is designed, built and tested by a solo developer. Every rule, system and pixel of the game follows my own vision.

AI tools helped with parts of the production: the voice lines, the music and some store artwork were created with generative AI, then selected, edited and fitted into the game by me. The in-game pixel art is drawn by the game's own code, with no AI image generators.

Screenshots and GIFs show real gameplay. The game does not use generative AI while you play.

System Requirements

    Minimum:
    • Memory: 4 GB RAM
    • DirectX: Version 11
    • Storage: 1 GB available space
    Recommended:
    • Memory: 8 GB RAM
    • DirectX: Version 11
    • Storage: 1 GB available space
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