How it plays

Until We War starts from the historical RTS you know: villagers, four resources, ages, walls and siege, fog of war. The difference is political. Every other ruler is a trading partner, a threat, or both.

In development
This page describes the game we are building. Today's development build is smaller: two cultures, three ages, local matches against AI rulers, treaties and trade. Features arrive in the build before they are advertised on a store page.

Diplomacy is gameplay

Treaties are not chat promises. The simulation executes them: it moves the resources, opens the gates, shares the vision and stops the arrows.

  • Offers are private to the rulers negotiating them. Signed terms are public.
  • Offers expire in game time. One pending offer per pair of rulers.
  • Muting a ruler hides their new offers, never your obligations.
  • A bundle of clauses ends together. There is no hidden debt.
Truce
No damage between signatories, projectiles and area effects included. Ending it is a public act with a 30-second notice.
Exchange
Resources change hands at once, in full, or not at all.
Trade access
Your caravans may use their markets. Theirs may use yours.
Shared vision
What their scouts see, you see, for as long as the treaty holds.
Recurring payment
Tribute on a schedule. Pay each installment in full, or default and the bundle ends.
Gate passage
Their soldiers may walk through your gates. Choose carefully who.
Coalition
An agreement to win together. Coalitions decide who shares a victory, not who scores points.

Battles with an emotional shape

Depth comes from interaction, not from a longer list of numbers. Combat is explained in words and symbols; the arithmetic stays inside the simulation.

Formations

Line, Loose and March Column for every army, plus one special per culture group: Lance Charge, Shield Wall, Harass or Feigned Retreat.

Morale

Pressure, flanks and losses wear an army down until it routs. Pursuit decides how much of it gets home.

Terrain

Roads, open ground, forest, hills, difficult ground, water and bridges. Forest hides, hills command, rivers funnel.

Pillage

Burn farms, seize loot and cut the caravans that pay for your enemy's army.

Three ways to win

Victory is always public, and coalitions decide who shares it. There is no aggregate score.

Dominion
Hold a strict majority of the trading towns through a public countdown.
Conquest
Leave no rival standing.
Prestige
Complete a Great Work in the High Medieval Age and keep it standing until its public timer runs out.

Modes

Every mode uses the same rules. Co-op has no second game underneath it.

  • Realm

    The flagship: four rulers, three trading towns. A quiet evening with one friend and two AI rulers is a complete match.

  • 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

    Two to four players hold 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.

Built to be finished

Readable

Units read by silhouette and equipment. Player identity is a colour and a heraldic symbol, so colour vision never decides a battle.

Resumable

Save, reload and reconnect. If the host drops, the match resumes with a new host from the last common checkpoint.

Replayable

Every match can be recorded and watched back with a timeline, so arguments about what happened can be settled.

Fair

No purchasable advantage. Handicaps are labelled in the lobby and recorded with the result.