Turn-based 4x strategy. Develop the war and economic potential of your settlement. Build cities and war units, capture enemy. The game has several modes: hot seat (playing with several players on one device), single mode against bots and network game. The game has an advanced economic model, wide interaction between units and neutral creatures that will hinder or allow you to win.

In the game, you move all the necessary units and buildings once, then pass the turn to the enemy. After all opponents have made their move, all your units and buildings can move again. What to do in the game? Exploration. Build scouts and explore the map, look for enemy cities, pick up carts and set up torches for a better view. Economy. Build farms, graze pigs on them. Build sawmills and quarries. Hire settlers and build new cities. Defense. Build defensive towers and walls. Watch out for skeletons, but do not touch bears. Keep at least one defensive unit near each city. Attack. Clear out neutral shelters near the base. Build barracks and produce troops to attack other players. Destroy all enemy kings, and he will be defeated. You also lose if you lose all your kings.

StatusReleased
PlatformsHTML5
Release date Oct 05, 2025
Rating
Rated 3.5 out of 5 stars
(2 total ratings)
Authornerd220
GenreStrategy
Tags4X, Indie, Isometric, Medieval, Multiplayer, Turn-based Strategy
Average sessionAbout an hour
LanguagesEnglish
InputsMouse, Touchscreen
AccessibilityInteractive tutorial
MultiplayerLocal multiplayer, Server-based networked multiplayer
Player count1 - 6

Development log

Comments

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(+1)

Pretty nice.  Needs some QOL fixes, like Next Unit; movements are *very* slow.  Economy a little weird -- charging two turns of income to replant mushrooms is very expensive.  More goblin babies than I could use -- be nice to turn off a hatchery for some income.

(+2)

Thanks for the feedback! In the next update, we've added a "Next Unit" button, which will also display building actions (for example, the ability to fire from a tower). We've also added a long-range movement function for each unit (you can set a target, and the unit will move to it). Additionally, factions will have ground transport that can hold up to 8 units (however, they will receive a debuff from long travel in transport). Furthermore, the ability to use goblin babies for other purposes will be added (we're currently implementing the ability to drill dungeons with them, but sacrificing them for experience or income will also be an option). Additionally, farm and pig automation will be available in the next update. Regarding income from mushroom farms, a well-planned goblin city can generate 8x4 (32) income, considering that most goblin units require no expenditures, this significantly exceeds the similar income of humans. Additionally, both Goblin Kings can acquire a tier 2 Economy skill, which will provide +10 income for each city and +20 income for Kings (versus +5 and +10 for Humans). We plan to release the update within three months. Key features include alliances, a third Dwarven faction, a dungeon, and simplified access to help.

(+2)

Wow -- well that's pretty comprehensive!  I look forward to it.