Browser-first real-time strategy

A living feudal realm, played directly as an RTS.

The people visible farming, trading, and building are the population that supports the kingdom—and ultimately fights its wars.

Enter the marches

Coming SoonIn development

One world.
Every consequence.

Settlement life, armies, raids, battles, occupations, and sieges unfold in the same continuous RTS world. Geography, physical presence, logistics, obligations, uncertain information, and remembered events produce power.

01

People are the realm

Commoners are workforce, tax base, militia, levies, migrants, refugees, and casualties. Communities change through birth, work, migration, safety, war, and loss.

02

Power has a place

Control emerges from settlements, castles, routes, patrols, garrisons, loyalty, and presence—not painted ownership of empty tiles.

03

Information travels

What you know can be observed, remembered, stale, or uncertain. Strategic actions may depend on couriers and prepared networks.

04

War has an objective

Wars pursue concrete political aims. Armies depend on real stores and routes that can be escorted, raided, or severed.

Build / Contest / Influence

Tactical skill emphasizes decisions rather than click rate. Political strength grows from people, land, wealth, routes, force, legitimacy, knowledge, and ties.

I

Build

Begin with a functioning domain. Settlements grow from population, infrastructure, commerce, and institutions—not a paid upgrade button.

II

Contest

Muster levies, professionals, noble contingents, mercenaries, and clan bands. Terrain, fatigue, morale, cohesion, supply, and position shape every fight.

III

Influence

Rulers do not automatically own or command a realm. Allegiance is layered; obligations, recognition, loyalty, memory, and presence matter.

The banners are not yet raised.

Coming Soon

The Marches is in development. This first public outpost offers a glimpse of the realm while work continues.