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.

A medieval strategy game, in development
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
How a war starts
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.
In force
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 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 Hall
House
Farm
Tree
Villager
Spearman
Archer
Heavy cavalry
Trebuchet
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
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
Trade
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.
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.
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.

700 to 1350
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.
Hold and smash
Fortification, heavy warfare and shock. Slow to move, hard to move off a position.
Form and endure
Discipline, combined arms and position. Armies that hold their shape under pressure.
Trade and maneuver
Trade, maneuver and knowledge. Rich caravans and armies that fight on the move.
Raid and outmaneuver
Mobility, pillage and manipulation. The weakest at static defence and the hardest to pin down.
Six centuries
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.
I
c. 700–850
Small settlements, timber, basic infantry, scouts and palisades.
II
c. 850–1000
Organized domains, mounted warfare, markets and roads, early stone defenses.
III
c. 1000–1175
Castles, heavy infantry and cavalry, serious siege, trade networks.
IV
c. 1175–1350
Stone cities, sophisticated siege, mature formations and the Great Works.
Ways to play
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.
The flagship: four rulers, three trading towns. Play locally against AI rulers, or invite friends through private LAN play.
Four rulers, each fighting for themselves. Leave no rival standing.
One against one, the same rules, nowhere to hide.
Two teams with a permanent truce, shared vision and open gates between allies.
An allied team holds a settlement against declared waves. Every advantage the attacker has is written in the briefing.
Starve, raid and breach a fortress fed by real roads and real caravans.
From the workshop
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
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.