In Warsim: The Realm of Aslona your only goal is to keep the Kingdom of Aslona from destruction, how you do it is entirely up to you, be you a harsh dictator, a great explorer, a blood-thirsty warlord, or a charistmatic diplomat.
All Reviews:
Very Positive (113) - 96% of the 113 user reviews for this game are positive.
Release Date:
Jun 28, 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?

“The goal of having Warsim on early access is growth, the game has already grown beyond my imagination thanks to the suggestions of the players and there are rarely bad ideas, while in early access the game will grow much more!”

Approximately how long will this game be in Early Access?

“It is hard to say how long Warsim will be in early access as there are some big plans for the games development that may take a while to fully implement, the plans are to add a full magic system with special rules and laws of magic unique to each world, a fully working dynamic economy system, parties of adventurers that will travel the world completing quests and pushing their agendas, random religions gods and cults which will have a huge influence on the world and further development of the diplomacy system.”

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

“The finished game will be huge and will contain a great deal of randomization, customization and player modability, the game will eventually have the ability to spawn 100s of kingdoms at once and offer much more varied playthroughs and will allow more options for moddability from the players.

The game will include a much more in depth diplomacy system with deeper and more meaningful alliances and actions, free a bunch of slaves, that slaver-hating kingdom will remember that and like you, wipe out a minor tribe of goblins, the grand goblin empire will hold that against you!

The game will also include much more advanced economy features such as resource trading and different currency values, perhaps the orcish kingdom is desperate for food following a draught but is absolutely booming with well made swords, your surplus grain and bread leads to you having a well geared army.

The game will also include randomly generated adventurer parties, they will spawn as time goes on and each have their own motives, they may spawn within your kingdom or from others, a group of adventurers from the goblin kingdom might set out with the tasks of fighting goblin hunters and destroying your goblin slavery ring, perhaps groups set out to hunt bandits, defeat famed villains, explore the lands, find treasure or famed artifacts, you can even send for and summon them, if they accept you can send them to quest for you.

There will also be a focus on randomly generated exploration, at the moment we have the north, east, south and west but the plan is to develop the exploration aspect of the game so that there will be an infinite amount of regions each with several randomly generated locations relevant to the generated region, for example 'Dolburn Woodlands' a dangerous goblin woodland will spawn with several locations relevant to woodlands and goblins and will almost always be something dangerous, so you will find it littered with goblin traps, little tribal camps and even a goblin fort or two, and once you've cleared the region you can travel on and explore the next region, be it an undead desert, abandoned mountain or murky swamp, there will be plenty to do.”

What is the current state of the Early Access version?

“The currently early access version contains the vast majority of the core features of the game, including,

  • The Arena which you can own, watch and bet on fights in and arrange tournaments
  • Quadrillions of randomly generated faces
  • 1000s of randomly generated races and kingdoms you can interact with
  • A throne room with 100s of encounters
  • Tons of random events in the game world
  • Full exploration of over 50 locations
  • tons of randomly generated musicians and music
  • randomly generated mercenary groups
  • 20+ readable books and song lyrics
  • 13 upgradable buildings
  • procedurally generated court staff
  • And tons more!

There are still many things to be implemented on the horizon including magic systems, gods, religion, adventurer parties, economy and much more!”

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

“The price will rise a little bit once early access is finished”

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

“The community will be involved every step of the way, mostly through reddit discussions though I am happy to answer any questions and take on board any feedback players may have, we have many platforms for discussion but all comments are welcomed”
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Recent updates View all (63)

May 18

Warsim (26 Billion More Masks, New Encounters, Better Kingdom Names)

Another little update here and probably the last before I'm away for a week, this one has a few main things and then lots of smaller stuff like bugfixes and new reactions in the throne room.


Now there are 26 billion masks and kingdoms can have new names, so instead of 'Kingdom of Krugg' or 'The New Nocturnal Land of Ngmek' you can find places just called Krugg or Ngmek, just single named entities, because why not!

* Expanded the random mask system (was 72.6 million, now 26.4 billion)
* Added new system for kingdom names


A couple of new throne room encounters to keep things fresh.

* Added 'No good little bastards' throne room encounter (1 gold per head peasants)
* Added 'Too many kids' throne room encounter
* Added 'Smart man and sons' throne room encounter (competetive priced peasants)
* Added 'Strongest lads in the village' throne room encounter
* Added 'hand out' throne room encounter
* Added 'Coinnnn' throne room encounter


Now bluetrii fruit being bought has it's own graphic!

* Added new screens for robbing bluetrii seller
* Added ability for bluetrii robbed to be fake
* Added bluetrii graphic when bought/stolen in throne room


Still expanding the sound system but there's way more work to do!

* Added new laugh to the laughing sound effect pool
* Added new sound 'nervous man'
* Added new sound 'Deep groan'
* Added new sound 'gain item'
* Added new gulp sound on witches curse encounter


A heap more reactions to being robbed and to children saying thanks!

* Added 'Ironic' Robbery reaction
* Added 'Eyes of Morality' Robbery reaction
* Added 'Nervous' Robbery reaction
* Added 'Fine' Robbery reaction
* Added 'Growly Groan' Robbery reaction
* Added 'leader person' child thank you reaction
* Added 'falls over' child thank you reaction
* Added 'hugs' child thank you reaction
* Added 'red face' child thank you reaction
* Added 'chuckle child' child thank you reaction


* Added new dynamic public opinion system for gold given encounters
* Added new varying cost for sons in the sons throne room encounter
* Made robbery public opinion drop a little bit lighter
* Increased odds of public opinion gain when giving young boy throne room 10 gold
* Made public opinion always rise when giving 100 gold to young boy throne room
* Added public opinion increase chance on freeing prisoner encounter
* Changed cost of -10 and -5 public opinion with silver tongue from 1k to 800 and 600 to 500 resepctively
* Made man and sons encounters slightly more common


The main one here is I've been trying to get the throne room to be more uniform, so now the goal is on any encounter where gold is spent, it will show -x gold coins.

* Fixed missing gold coin loss indicator from silver tongue
* Fixed missing prisoner loss indicator on free man encounter
* Fixed missing gold coin loss indicator on hired unit encounter (bandit and soldier)
* Fixed colour issue with text in throne room entertainment
* Fixed unwothy text bug (credit u/Vylcount)
* Fixed missing gold coin loss indicator on witches curse encounter
* Fixed spacing issues with text on social laws screen
* Fixed missing gold coin loss indicator on young boy wants gold encounter
* Fixed missing gold coin loss indicator on old man wants coin encounter
* Fixed missing gold coin loss indicator on farmer compensation encounter
* Fixed infinite loop trap door bug with advice giver
* Fixed text wrap with farmer encounter
* Fixed guard killer text wrap throne room bug
* Fixed grammar issues on goblin wants coin encounter
* Fixed missing gold coin loss indicator from goblin wants coin encounter
* Fixed missing gold change indicators on young boy coin encounter
* Fixed missing gold change indicators on golden telescope encounter
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May 16

Warsim (Masks, Three-Headed Everything, New Reactions And Aardwolves)

So another quick burst update, the main drive of this update was to continue developing the reaction system and testing the throne room, but it spiralled into a bit of spring cleaning my old warsim to-do list, I cleared it down from 1200 things to 1000 by a mix of (adding stuff from the list, merging ideas that were similar, removing things that are now in the game etc) As a result there are some interesting new things as well as some ideas that were suggested a while ago but are now finally in.


The major new features here are that now, any races that are Masked, ie Masked Dwarves, Masked Goblins, Masked Demons, will not have visible faces but instead use masks from a pool of 72 million procedurally generated ones.

They look like this

And this

Also the arena (if unowned by you) can still be upgraded and grow over time depending on who owns it and how big it is, and there is a new special encounter where mercenary companies will visit you and offer a varied discount!

* Added new system for masked races (now instead of their default faces, they get a mask from one of 72.6 million possible masks)
* Added dynamic system for the arena to be upgraded when not owned by you
* Added new encounter 'Mercenary company visit' (4 different kinds of visit)
* Added ability for mistreatment of merc company leader to get you banned from hiring them forever
* Added certain crimes result in higher relation change when fugutive of other kingdom is accepted/killed/arrested etc (ie killing the rulers pet, treason etc) (credit Defender)
* Added ability to skip some or all guest introductions in celebration ceremony (with chance of relation drop)


With these four suffixes there are now 5872 new races that can be found in your world, the three headed idea was on my to do list from a suggestion by Bookrage from, the recently updated system for two-headed races made it surprisingly easy to make a three-headed face work properly. After getting the three-headed system in I tested to see if it worked with masks and to my surprise it did, so now there are Two-headed and Three-headed races that wear masks, also Stout folk.

* Added new race suffix 'Three-Headed' (half population, three heads graphic, +50 battlescore) (credit Bookrage)
* Added new race suffix 'Stout' (much lower population, slightly stronger)
* Added new race suffix 'Three-Headed Masked' (half population, three heads graphic, Wears masks, +52 battlescore)
* Added new race suffix 'Two-Headed Masked' (two heads graphic, Wears masks, +12 battlescore)

Three headed race

Three headed race with masks


A couple of tweaks to things in the throne room!

* Added some no gold reactions significantly or slightly increase the odds of public opinion change
* Slightly increased the odds of public opinion loss for having no gold when agreeing to pay
* Merged knight questing reaction system


Some smaller but still noteworthy features, a hilarious suggestion from /u/chronoligcal, when in the scorpion fighting pit now there's a small chance the 'scorpion' that comes out is actually a goblin in disguise. Now the goblinstone in Wildwood can be captured and colonised by savages (only if there are enough savages elsewhere). Free slaves is now do-able from the laws screen too and the whole free slaves process has had a little facelift, and you can generate masks in the extras menu because why not!

* Added chance that scorpion in scorp fighting pit is actually a goblin holding sharp claws (questionable scorpion) (credit u/Chronoligcal)
* Made goblinstone in wildwood colonisable by savages (rare)
* Added seperate introduction text to celebration from throne room (so the single use festival you pay for from entertainment is a little different from the one every x years you declared)
* Reworked screens for freeing slaves and slave soldiers (+new graphic)
* Added ability to free slaves in social laws screen too (credit 71)
* Added random mask generator to extras menu


Not a huge sound increase but a few little ones, I've got a big folder full of new sounds I plan to add to the game when I can, just trying to find the right places for them.

* Added new Ahem sound effect (now when used the game picks one at random)
* Added new Yeah sound effect
* Added new chain break sound effect to freeing slaves


As with the last update a good focus on expanding the reactions system, I want to ensure it really does feel fresh and different and that you couldn't predict what would happen, any suggestions for reactions in the throne room are always welcome!

* Added 'I shall find glory in your name' knight reaction to questing
* Added 'Sword be guided' knight reaction to questing
* Added 'sweet throne' no gold reaction
* Added 'sorry sigh' no gold reaction
* Added dynamic sigh no gold reaction
* Added 'angry at himself' no gold reaction
* Added 'Sell the story to the paper' no gold reaction
* Added 'unexpected' no gold reaction
* Added 'awkward' no gold reaction
* Added 'YEAH' Deep voice shout reaction to thank you
* Added 'Nervous humble man' reaction to thank you
* Added 'Exaggerated power' reaction to thank you
* Added 'Feinting man' reaction to thank you


Aardwolves are in the game now, a small foxlike creature from africa, Aard being afrikaans for earth, so really they are earthwolves!

* Added New Race 'Aardwolf Folk'
* Added New Race 'Aardwolfmen'
* Added New Race 'Were-Aardwolfs'
* Added New Race 'Evolved Aardwolfs'
* Added New Race 'Half-Aardwolfs'
* Added New Race 'Shapeshifting Aardwolfs'
* Added New Race 'Aardwolflings'
* Added new kingdom type 'Aardwolfdom'
* Added new creature 'Aardwolf'


Not too many bugs this time around but I imagine there are still tons unfound!

* Fixed missing 'an' in intro for old ruined village in wildwood
* Fixed mercenary groups 4 and 5 not being accessible if the first merc groups land was taken
* Fixed celebration text grammar
* Fixed celebration commedian text colour bug
* Fixed jester introduction line break bug
* Fixed typo in sudden death encounter 'for instead of force'
* Fixed sudden death robbery reaction not giving correct name to the man
* Fixed one of the 6 laughing sound effects not working


* Made demonic dialogue text match exactly what the overlord voice actually says
* Reworded killing a guard independent refugee encounter text
* Increased cost of Demon Shield by 100k (credit Defender)

And that's it, let me know what you thought guys!

Also here's a chart for the arena upgrades system for anyone who's interested

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“okay, I must say this is one the most enjoyable games I have played in a looong time! the fact that you have managed to create such an amazing in-depth gaming experience just blows my mind:D! I enjoyed this more than I enjoyed Rome II total war and Warhammer total war combined.”

“10/10 would force everyone to wear hats again”
10/10 – Virtually Aesthetic

“there are already so many options that I have no idea what to do first in a game! You are one of my favourite devs due to your work ethic and how you respond to customers, so keep up the amazing work!”

About This Game

In 'Warsim: The Realm of Aslona' your only goal is to keep the Kingdom of Aslona from destruction and carry it to glory, how you do it is entirely up to you, you may be a harsh dictator charging people for walking and breathing air, or a blood-hungry warlord commanding armies and mercenary bands on invasions and raids of enemy lands, or perhaps a charismatic diplomat who arranges trade routes with everyone from goblin tribes to orcish Chiefdoms.

The goal of the game since early development has been to allow the player to rule and do what they want, with the relevant consequences and perhaps we've gone too far in this aspect.


  • Scores of places to explore including, a giant blackmarket filled with mystery and wonder, hidden cities (that's right multiple of them), Two schools where you can take lessons, one in music and one in history, a procedurally generated newspaper, and tons more, there has been an excessive amount of time spent fleshing out the world, exploration is heavily rewarded.
  • An arena which you can takeover and grow, or watch and bet on, holding giant tournaments and rooting for champions as they climb the ranks and get remembered for eternity.
  • A unique facial procedural generation system that can produce well over 100 quadrillion different faces for a variety of different races from Humans and orcs, to kobolds and treemen.
  • Deal with the throne room, a complex place with thousands of possible encounters and visitors, how will you manage the realm and treat your people?
  • Listen to some procedurally generated music, be it the drum solo of a nervous travelling goblin bard, or the proud music prowess of a well trained vampire showing off with his vampyric lute (or find the music guild and try your own hand at playing these instruments)
  • Tons of random events, no game will be the same, with the kingdoms, rulers and events always being different and hard to predict.
  • Procedurally generated kingdoms, bandit gangs and mercenary groups, never get the same group twice, be they Seafaring Goblins, Fire Orcs, Eyeless Elves or the Famed Half-Turtles of the Western Turtledom, all these races possible and a million more.
  • Countless mini-games played in taverns, your throne room, or around in the world to keep you entertained.
  • And so much more...

System Requirements

    • OS: Windows XP
    • Processor: 1.0 GHz
    • Memory: 512 MB RAM
    • Graphics: Integrated Graphics
    • Storage: 160 MB available space
    • Sound Card: Integrated Audio
    • Additional Notes: Can run on almost all PCs

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