- Features -
Deep economy and equipment simulation, allowing for many different considerations and approaches to any challenge you might face.
Randomized secondary objectives, where each mission can grant you wildly different secondary objectives, on your path to the primary one.
World map with different regions, each impacting the mission you're on in different ways, making mission selection an important aspect of your campaign.
Indulge in a little voyeurism, by following your favorite heroes, getting to know their names and achievements, seeing them grow from weakling to legend, to fall in battle or live to serve another day.
Randomized maps and terrain, giving you freshly generated map each time you play a mission, where the terrain can either be with you or against you.
Modular building upgrades, where upgrading your buildings means choosing one module and excluding another, forcing you to asses the circumstances of your current scenario.
Bounties and spells, let you entice greedy heroes to assist in your objectives, and let you put your finger on the scale when it matters the most.
Heavy D&D feel, where dice rolls are used for everything in the game, changing the game in a purely cosmetic but soulful way.
We are still early in development and are currently working on a vertical slice.
"You are the ruler of a kingdom, but you don’t rule your subjects. Your influence is indirect, and you must build an ecosystem of shops and services for them to flourish in,or the entire realm will perish"
...that's the premise for King's Realm, our real-time strategy game that does away with controlling units directly, and instead focuses on all the ways you can use decision-making to alter the outcome indirectly.
Located in Aalborg, Denmark, we're a small strategy game startup, though our ambitions are anything but.
Our aim is to compete with the biggest and brightest in the industry...not on budget, but on design and vision.
Concepts like integrity, transparency and freedom of ideas are important to us, and we want to be a contrast to the cynical stories you hear from the industry, about horrible working conditions and corporate greed.
- Team -
CEO & Game Director
Programmer & AI Specialist
- Values -
// GAME //
“We don’t chase trends, we chase timeless ideas”
We want our games to still be enjoyable and relevant in 20 years. That isn’t likely to happen if the purpose of our games are just to be popular at a certain period in time.
“Make choices difficult, the harder the better”
Easy choices breed indifference, either due to obvious best choices or due to insignificant choices. Either way, indifference indicates a forgettable and boring game.
“Slugs, not birdshot”
All of our products, big or small, should be cohesive and impactful quality content, rather than an ocean of tiny pieces. We want to avoid the image of conveyor belt spam.
“A moddable game is a long-lasting game”
Modifications can vastly extend a game’s lifespan. Not only does it make the game more modular to make content for, it also draws in the community and encourages creativity.
// BUSINESS //
“With great trust comes
We trust that each teammate is the resident expert in their field, and give them the responsibility of making sure that their solution is the best one out there.
“Too much feedback is
better than too little”
Leaders can’t know or see everything, so take the initiative of giving feedback when you feel something isn’t right. Not all feedback is acted upon, but all of it is thought about.
“Skill, passion and personality above anything else”
What matters is that you are good at your job, care about your job and is easy to work with. Not how you look or identify.
// TEAM //
We are looking for more people to work on the game, across most disciplines. We are however all still working on a volunteer basis.
We are currently looking for a publisher to partner up with.
With that said, we always want to talk to anyone interested in the game, regardless of their background.