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A timber and thatch Town Hall with small blue pennants, villagers, trees and forage in the native game.

A medieval strategy game, in development

Until We War

Build a realm. Trade with your neighbours. Sign a truce with the one you can't beat yet. When you break it, everyone on the map gets thirty seconds of warning.

Windows and macOS on Steam, with Linux later. No date and no store page yet. The docs describe exactly what the build does today.

In the current build

  • Four culture groups
  • Four ages
  • Treaties and the ledger
  • Caravans and towns
  • AI rulers
  • Local matches

How a war starts

Thirty seconds of warning.

A truce here isn't a promise. It's a rule. While it stands, your archers can't hit their villagers and their trebuchets can't touch your walls, whatever anyone clicks.

Either side can end it. But ending it is announced to every ruler on the map, and the truce keeps holding for thirty more seconds. Thirty seconds to pull your caravans off the road. Thirty seconds to get the cavalry to the gate. Thirty seconds to write a very short letter to your other neighbour.

Try it. The seal on the right is a working one.

Truce

In force

  • You
  • The ruler across the river

While it holds, neither side can harm the other: not with a sword, an arrow or a stone thrown from a trebuchet. An attack order will not break it.

Either of you may end it at any time, but never quietly.

The part you already know

Villagers, four resources, walls and a trebuchet.

Villagers chop, farm and mine. Food, wood, gold and stone. Houses raise the cap, palisades come before stone, and you scout because the map is dark until you do. If you've played a historical RTS, the first ten minutes will feel like home.

Then a caravan rolls past your gate carrying somebody else's gold, and it stops feeling like anything you've played.

  • Town HallTown Hall
  • HouseHouse
  • FarmFarm
  • TreeTree
  • VillagerVillager
  • SpearmanSpearman
  • ArcherArcher
  • Heavy cavalryHeavy cavalry
  • TrebuchetTrebuchet
Pieces from the current atlas, at one scale. Culture groups have their own buildings and special units; these are neutral-colour examples.
A growing Founding Age village with a Town Hall, houses, a barracks and villagers.

Armies you can read from across the map.

Spears, bows, horses and engines, each with its own silhouette. Every ruler has a colour and a heraldic mark, so you never lose a battle to a colour you can't tell apart.

A settlement in the native development build. Formations, morale and routs are implemented; art and balance review continues.

Diplomacy

Every deal is written down. Everyone can read it.

Negotiate in private. Sign in public. Press L in a match and the ledger opens: every treaty in force, every payment made or missed, who owes what to whom.

There's no back channel and no fine print. If your ally is paying tribute to the ruler you're about to attack, you'll know before you march.

Seven kinds of clause. Bundle them however you like. A bundle ends together, so nobody is left holding half a deal.

Kept in every match

The public ledger

  1. ITruceNo damage between signatories, projectiles and area effects included. Ending it is a public act with a 30-second notice.
  2. IIExchangeResources change hands at once, in full, or not at all.
  3. IIITrade accessYour caravans may use their markets. Theirs may use yours.
  4. IVShared visionWhat their scouts see, you see, for as long as the treaty holds.
  5. VRecurring paymentTribute on a schedule. Pay each installment in full, or default and the bundle ends.
  6. VIGate passageTheir soldiers may walk through your gates. Choose carefully who.
  7. VIICoalitionAn agreement to win together. Coalitions decide who shares a victory, not who scores points.

Trade

Wars start on the road.

  1. I

    Caravans carry the gold

    A caravan earns when it comes home from a foreign market, and the farther that market, the bigger the purse. It is a unit on the map like any other. It can be followed, escorted, ambushed and robbed.

  2. II

    Towns are the prize

    Trading towns sit where the roads cross. Anyone can trade there. Anyone can garrison them. There are always fewer towns than rulers, which is usually how the trouble starts.

  3. III

    Nobody wins in secret

    Hold most of the towns and a countdown begins that every ruler can see. Your neighbours then have to decide whether your peace is still worth keeping.

A timber and thatch Town Hall with blue pennants, villagers, trees and forage in the native game.
The current native build: a Founding Age settlement before its villagers set out to gather, trade and build.

700 to 1350

Four ways to rule. None of them is the villain.

Each group brings its own architecture, one special command, two special units and a Great Work. Subcultures share their group’s rules; their full art and audio set is still in production.

Meet the cultures
I

Latin Kingdoms

Hold and smash

Fortification, heavy warfare and shock. Slow to move, hard to move off a position.

Command
Lance Charge
Great Work
Grand Cathedral
More on the Latin Kingdoms
II

Eastern Realms

Form and endure

Discipline, combined arms and position. Armies that hold their shape under pressure.

Command
Shield Wall
Great Work
Imperial Sanctuary
More on the Eastern Realms
III

Sultanate Realms

Trade and maneuver

Trade, maneuver and knowledge. Rich caravans and armies that fight on the move.

Command
Harass
Great Work
Grand Foundation
More on the Sultanate Realms
IV

Steppe Confederacies

Raid and outmaneuver

Mobility, pillage and manipulation. The weakest at static defence and the hardest to pin down.

Command
Feigned Retreat
Great Work
Great Ordu
More on the Steppe Confederacies

Six centuries

From a timber hall to a stone city.

Four ages, each a step up in political scale. There is no gunpowder anywhere in the game. A trebuchet is the biggest thing you will ever point at a wall.

  1. I

    Founding Age

    c. 700–850

    Small settlements, timber, basic infantry, scouts and palisades.

  2. II

    Territorial Age

    c. 850–1000

    Organized domains, mounted warfare, markets and roads, early stone defenses.

  3. III

    Kingdom Age

    c. 1000–1175

    Castles, heavy infantry and cavalry, serious siege, trade networks.

  4. IV

    High Medieval Age

    c. 1175–1350

    Stone cities, sophisticated siege, mature formations and the Great Works.

Ways to play

One friend, two bots, one evening.

Four rulers and three trading towns is the whole game. Fill the other seats with people or with AI rulers; the map does not care which.

Local matches, co-op operations and a private LAN lobby with rejoining are implemented. Live network release checks remain open.

  • Realm

    The flagship: four rulers, three trading towns. Play locally against AI rulers, or invite friends through private LAN play.

  • Conquest

    Four rulers, each fighting for themselves. Leave no rival standing.

  • Duel

    One against one, the same rules, nowhere to hide.

  • Locked 2v2

    Two teams with a permanent truce, shared vision and open gates between allies.

  • Co-op Defense

    An allied team holds a settlement against declared waves. Every advantage the attacker has is written in the briefing.

  • Co-op Siege

    Starve, raid and breach a fortress fed by real roads and real caravans.

From the workshop

Development notes

All news

Nothing published yet. The first note will be about what the build does and what it doesn't, and it will show up here.

The Great Hall

Pull up a chair.

Argue about a treaty, report a bug, found a clan, or ask us why the Steppe keeps winning. One account covers the forum, clans and support, and it's free.