Plan a medieval town from above, then step into it as its lord in third person, in the same world, without a loading screen. Walk the streets you built, ride your lands, hold court and watch a living town of 1403 Central Europe rise stone by stone.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Wolfsbanner is a large, story-driven game made by a very small team. Early Access lets players walk and rule their town now, while their feedback shapes the story campaign, the balance and the systems still to come.”

Approximately how long will this game be in Early Access?

“We expect Early Access to last approximately 12 to 18 months, depending on player feedback and the scope of each update.”

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

“We plan to add the story campaign (Prologue and Acts I-IV), castle and city stages with walls and keep, the wider open world of Varnhold, diplomacy, the Church, espionage, family life, sieges and large battles, together with more buildings, petitions, events and overall polish.”

What is the current state of the Early Access version?

“The town-building sandbox is fully playable: town building, the living town and its economy, mines, roads and markets, morning court with petitions, the reputation and memory system, the clerk's council (daily plan, goals, caravans, events), talking with villagers, armour and inventory, and third-person directional combat. Expect bugs and balance changes.”

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

“We plan to raise the price gradually as new acts and major systems are added. Everyone who buys during Early Access receives every future update at no extra cost.”

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

“Through the Steam forums and regular development updates on Steam. We read every bug report and suggestion, share our roadmap openly and will let players vote on priorities.”
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This game is not yet available on Steam

Planned Release Date: Nov 19, 2026

This game plans to unlock in approximately 2 weeks

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About This Game


WOLFSBANNER is a medieval kingdom builder and RPG set in 1403 Central Europe, built around one idea: the town you plan from above is the town you walk through as its lord. Switch in an instant between a top-down city builder and third-person life on the streets, in the same world and the same moment, with no separate maps and no loading screens.

BUILD FROM ABOVE, LIVE ON THE GROUND

  • From above: a full city-builder view. Place buildings, draw roads and walls, put workers to their jobs and watch the whole valley at work.
  • On the ground: press one key and you are standing in the street you just laid out, as its lord in third person. Walk, ride, talk and judge, and see every decision up close.
  • Back and forth at will: spot a problem in the street, rise up and fix it, then walk back down and see the result with your own eyes.

A LORD, NOT A CURSOR

  • Walk your streets and fields in third person. Citizens stop, turn and greet you, and remember how you treated them.
  • Whistle for your horse and ride across your lands, with your retinue at your side: your clerk Matthias by day, a guard with a torch when night falls.
  • Talk to villagers, sit down on a bench in the square, visit the tavern and the blacksmith's shop, with your sword at your belt.
  • Walk every floor of your palace, from the gate and courtyard to the throne hall where you hold court each morning.

BUILD IT STONE BY STONE

  • Free placement: no grid and no fixed plots. Preview each building, rotate it and set it down anywhere; drag out fields, kitchen gardens, pastures and market squares.
  • Your own roads: lay dirt or stone roads point by point and build wooden or stone bridges; townsfolk and ox carts travel the roads you make.
  • Real construction: more than 80 buildings rise plank by plank and course by course. Scaffolds and ladders go up, carpenters, masons and haulers work from shrinking piles of timber and stone, and the scaffolding comes down when the roof is on.
  • Upgrades: grow a building where it stands: hay barn to stone granary to royal granary, tent to cottage to stone house to town house, roadside tavern to inn, guard hut to barracks. The old building keeps working while the new one rises around it.


  • Walls and gates: drag to draw palisades or stone walls; towers and gates fit into the line on their own.
  • A town that grows itself: as families settle in, they add gardens, fences and coops behind their homes.

A LIVING ECONOMY

  • Households: every home has its own purse, debts and pantry. Villagers sell their eggs, cheese, honey, home brew, wool and candles at the market, at prices set by supply and demand.
  • Production chains: grain to bread and beer, wood to charcoal, iron and charcoal to tools, silver to coin at the mint; weavers and tanners make cloth and leather, and your workshops make weapons and armor to order.
  • Taxes you tune: head, land, market and toll taxes, each in five steps. Collectors and your clerk raise the yield; heavy taxes cost goodwill and close market stalls.
  • Farming through the year: draw fields and kitchen gardens, sow in spring, harvest in autumn and manure the stubble for a richer next crop. Shepherds lead oxen, sheep and goats to the pastures you draw.


  • Markets and caravans: lay out a market that grows from village market to town square; stalls fill from your stores, criers call out the news and lanterns burn at dusk. Caravans from five regions come to trade, with daily prices, haggling, trade orders, tolls and the risk of robbery on the road.
  • Mines: repair the iron and silver mines and house miners beside them.
  • Work and people: decide how many work in each building and on each construction site; idle hands go where they are needed. Content people and empty homes draw new families; hunger and misery drive them away.
  • Difficulty: four levels from Easy to Realistic scale income, upkeep, prices and raids.

A TOWN THAT LIVES

Every citizen has a home, a trade and a day of their own. Merchants fill the square, lamps glow in the windows at dusk, the tavern sings at night, and snow settles on the roofs in winter. Walk among them and they stop, turn and greet their lord.



RULE AS KING

Hold court every morning: over 150 written petitions, trials, envoys and council reports, and every judgment is remembered. Your commander drills and inspects your guard, your clerk brings the daily report, and your town's loyalty rises and falls with your choices.

FROM HAMLET TO THRONE

Stone roads, market squares, palisades, then stone walls, a keep and a throne hall. Grow a ruined hamlet into the heart of a kingdom.

ALSO IN WOLFSBANNER

  • Day and night, four seasons, rain and snow that change how the town lives
  • A town that remembers who you helped, who you wronged and whose petition you postponed
  • No magic, no prophecies: debts, politics, faith and steel
  • Coming during Early Access: the story of Aldric von Rabenau across a Prologue and four acts, diplomacy, sieges and large battles

Trailer music (CC0): "Medieval: The Bard's Tale" by RandomMind, "A Legend Will Rise" by CodeManu, "A Long Winter at Home" by FAINOD. Earlier trailer music: "Teller of the Tales" by Kevin MacLeod , licensed under Creative Commons: By Attribution 4.0 .

AI Generated Content Disclosure

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

Character animations are generated with an AI motion model (Kimodo) and then cleaned up and retargeted by our team. Character voice-overs are created with AI text-to-speech and directed and edited by our team. All 3D models, buildings, textures and writing are made by us. No AI content is generated live during gameplay.

Mature Content Description

The developers describe the content like this:

Medieval sword combat with realistic blood and killing. The story includes a public execution scene. Characters drink alcohol in taverns, and players can take part in criminal acts such as banditry.

System Requirements

    Minimum:
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 1660 Super / AMD Radeon RX 5600 XT (6 GB VRAM)
    • DirectX: Version 12
    • Storage: 40 GB available space
    • Additional Notes: SSD recommended. Early Access: requirements may change during development.
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Intel Core i7-10700 / AMD Ryzen 7 3700X
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 3060 / AMD Radeon RX 6700 XT
    • DirectX: Version 12
    • Storage: 40 GB available space
    • Additional Notes: SSD required. Supports NVIDIA DLSS.