Kingdom Wars: The Plague cover
Kingdom Wars: The Plague screenshot
Genre: Simulator, Strategy, Indie

Kingdom Wars: The Plague

Update 25 - Major Milestone Update

Hey Everyone,

We are happy to present a massive new updates that improves almost every area of the game. New new features, improvements, polish and balancing, and an additional game mode long requested by our players - playing "What if Plague never happened?" scenario. And yes - Undead Rising is right around the corner as well! This update also does wonders for performance and fixing last remaining game crashing issues.

We have also added support for Portuguese language that has long been requested. And we also added various cheat codes both for campaign and skirmish.

The changes include lots of GUI improvements, long-requested info popups with stats for the world map, a lot of balancing polish. On top of that we have redesigned the auto-resolve system, improve a lot of translations, and did a huge rebalance of both combat and world map gameplay and stats.

Please keep in mind there will be a follow-up update by Monday, adding couple of very awesome new features and visual GUI improvements that weren`t ready in time for today`s update.

And a note about Dead Rising DLC. Not sure if you`ve seen our other updates about it - but if not - the reason it was delayed so long is performance issues with Kingdom Wars 4. We spent months fixing these from August until this update, and glad to say that it`s finally resolved. So with this major roadblock out of the way I`ll be sure to rush the work on Undead Rising for February launch. Finally can share the good news that final obstacle has been removed.

Also please let us know on the forums if your having any issues you would like for us to focus on, or have balancing or other suggestions.

Now lets take a closer look at what Update 25 has to offer:


  • Brand new game mode added to the game – What if Plague didn`t happen?
  • With Plague disabled all the plague notifications, events, controls and gameplay elements are disabled
  • Added full Portuguese – Brazilian/European translation to the game
  • Major rework of the UI tooltips for the world map Resources counter
  • Mouse over each resource on the world map gives complete breakdowns of various categories adding or consuming each resource
  • Kingdoms name is now shown on the world map army and town interface – so player can easily figure out who certain army or town belongs to
  • Towns now show text on wall control points – making them easy to find, especially for new players
  • Fixed rare crash busy when loading big town levels from world map
  • Fixed rare crash on loading screen to the world map
  • Fixed rare crash when loading a level from Skirmish Co-Op
  • Fixed a number of rare crashes during combat
  • Greatly decreased loading time for entering towns or hamlets
  • Full rebalance of the Auto-resolve to make it work a lot better and be a lot more realistic
  • Auto-resolve will now often leave units wounded but not dead
  • All in all a lot of performance and video card usage improvements
  • Added cheatcode to the game, can be used both on the worldmap or in towns or battles
  • To use cheats you have to play in online mode, open chat window (Enter key does it as well), and type in /food or /wood or /stone or /silver to get 5000 of that resources added (up to the storage capacity)
  • Using cheatcodes adds cheater tag to the campaign they are used on
  • Campaigns marked as cheaters will not earn Steam achievements
  • Rebalanced the cost of researching techs in Steward menu
  • Late game research especially is now up to several times more expensive
  • Chill Mode and Plague Disable checkmarks stay checked on create new campaign screen when scrolling through kingdoms
  • Fixed a big balancing issue where siege equipment would produce wood, instead of consuming it for upkeep
  • Major rebalance of many world map stats and gameplay
  • Major rebalance of combat and relations between units

Milestone Update Incoming

Hey Everyone,

Hope everyone had great Holiday season and staying warm on these cold January days. After a bit of a delay we are happy to announce that the Milestone Update 25 is on it`s way, expecting to release it by Monday.

This updates includes a lot of new features, improvements, polish and balancing, and an additional game mode long requested by our players...

We are also adding support for Portuguese language that has long been requested.

The changes include lots of GUI improvements, long-requested info popups with stats for the world map, a lot of balancing polish. On top of that we have redesigned the auto-resolve system, improve a lot of translations, and did a huge rebalance of both combat and world map gameplay and stats.

In addition there has been some significant visual improvements when it comes to various in-game menu that show units, lords and so on. And last but not least you will notice a noticeable performance boost. And finally - managed to resolve last remaining crash issues when changing between world map and towns.

Looking forward to releasing this update to Kingdom Wars 4 in 2 days. And planning a lot more great updates on the way this year.

Update 24 - Across the Board

Hey Everyone,

Today we have another big update that looked into fixing and improving a lot of areas of the game and fixing and balancing across the board - from combat to economy, from AI improvements to camera controls.

We also focused on fixing various bugs. Some of the issues were new - after the big performance update 23, but we also looked into some long-standing issues that we are glad to have finally gotten to work properly for everyone.

Worldmap AI has been significantly improved, and a lot of work also went into balancing various aspects of the game to make progressing through the techs make more sense and changing from hamlet economy to silver based economy in the later game.

We`ll have the 25th update coming up later this month that will include a lot more of such type of polish, bug fixing and balancing.

And now lets take a look at what the 24th update has in store:


  • Camera max zoom out greatly increased in RTS mode
  • Fixed major issue with Fight button not working all the time forcing player to auto-resolved
  • Fixed issues with camera jumping around to random parts of the map
  • A lot of balancing issues to the world map AI to make it attack a lot quicker when attacking other AI nations
  • Fixes issues with AI armies standing by enemy towns for a few months before launching attacks
  • Fixed issues with tutorial progression sometimes not working
  • Fixed issues with grand campaign plague quests showing same quests twice
  • Camera scrolling is a lot smoother now, without any issues
  • Camera scrolling is in general faster now
  • Reworked auto-resolve it works much better now – requiring multiple auto-resolves in some situations
  • Trade agreements now cost a lot more to sign - especially with larger nations with higher trade income
  • The cost of sending a gift or insult is significantly increased, not allowing as easily to sign peace agreements
  • Fixed exploits allowing easily to negotiate treaties with all kingdoms and get huge income from trade
  • Loading screen music updated with all new music which is a lot happier and appropriate
  • Units in combat now gain experience twice as fast when fighting in RTS mode
  • Fixed Lets Get Started achievement
  • Diplomacy reworked, nations will declare war on each other much less, and will sign peace treaties a lot more often
  • In generation there will be a lot less enemies for each nation to fight one or two at a time
  • Minimap rotation is now disabled by default, these who have it enabled can disable it in the options
  • Royal Guard Battlecry ability no longer overpowered
  • Updated price of cows - it`s now a lot easier to switch economy to cows
  • Update price of sheep - a lot more affordable to switch to the sheep economy now
  • Mid to late game have sheep and cow in the army is sufficient to support it during long sieges
  • Cows and sheep generate more food/silver on the world map

Update 23 - Performance & Co-Op Sieges

Hey Everyone,

We are back with another major update. In our 23rd update we looked to completely redesign Skirmish battles to make it more engaging and co-op oriented experience. From the new interface to matchmaking. Co-op battles work best with other players in multiplayer, with shared control of walls and buildings, but it also works quite well with AI teammates.

In addition this update brings major improvements to performance on the world map, as well as some art updates – like new world map army design and GUI improvements. A lot of code cleanup also helped fixed some of the rare bugs. We also fixed the crash some players have experienced on changing between world map and towns.

Can`t wait to share something special with our players this Halloween - guess we all know what is finally coming...

Bellow are the patch notes for our Update 23rd update. To make it easier to process the changes we have combined a lot of the changes into general categories – like ‘improved performance.’


  • Complete rework of the Skirmish battles menu
  • Added CoOp sieges that replaces skirmish battles
  • New design of the battle window all the GUI
  • Removed unused buildings for CoOp sieges
  • Defender and attackers in CoOp sieges get different set of buildings
  • Only showing relative icons in the CoOp siege mode for resources – no infected or happiness
  • Reworked auto-resolve in the campaign – now requires multiple rounds to defeat AI army
  • Fixed various issues with trade not working right in the campaign
  • Allied kingdoms will now share view with player on the world map
  • A lot of performance improvements for the world map
  • Redesigned the look of the world map armies – much higher quality and now hold weapons
  • Fixed crashing issues effecting some players when switching between world map and towns or battles.

Weekend Special Sale, Dead Rising DLC & Tacticon Fest

Greetings Everyone,

We have amazing news today - Kingdom Wars 4 will have one of it`s biggest sales this weekend - featured in the Steam Weekend Special with an incredible 45% off discount!. There are various bundles that make this sale even better!

Kingdom Wars 4 is our newest release and the biggest game we even made - with most features, world size and streamlined and engaging mix of RTS, Grand-Strategy and Survival genres. With such an amazing sale event - it`s the best time to join our community!

To celebrate this event - our Lead Game Designer and Community Manager will be available all weekend long to chat with players inside the games chat, as well as on the Steam forums to talk to our players new and old, and to answer any questions you might have.



Having just released a massive update 22, with new unit, gameplay and a lot of other new features we are hard at work on a lot more content updates this fall. And *drumroll* we are glad to say that after getting everything else out of the way we have exhumed work (dark humor) on Dead Rising DLC - and we are looking forward to finally releasing this DLC. Soon, like very very soon:)

https://store.steampowered.com/app/1377570/The_Plague_Kingdom_Wars__Dead_Rising/

We would like to extend a big Thank You to publishers running the Tacticon sale for featuring Kingdom Wars 4. Please check out the the festival page for an amazing lineup and a whole range of amazing activities - live-streams, guest speakers, interviews and so much more.



So hope to see you on the battlefield - join us! Bloody battles, political intrigue, and hours of entertainment await!

Thanks for your continuous support!

Update 22 - Massive Improvements

Hey Everyone,

We are happy to present a massive new updates that improves almost every area of the game. From updated art, new unit and pathfinding to GUI, performance and gameplay changes. We also included a lot of art changes - like reworked heraldry and new kingdom shields. One of the main improvements is the world map experience, how quickly UI reacts to player commands - everything is a lot smoother and streamlined now.

This major update is just the start of the great improvements we are panning to KW4 this fall. And yes - the Dead Rising DLC is just around the corner - it will be the next update! In addition we`ll be reworking the gameplay, improving performance, updating art and even audio component during the next two months.

Can`t wait to share the Dead Rising DLC with you in the very near future, and hope to see you on the battlefield. Also please let us know on the forums if your having any issues you would like for us to focus on, or have balancing or other suggestions.

Now lets take a closer look at hat Update 22 has to offer:


  • Major rework to the games performance on the world map
  • Fixed various GUI issues with playing the game on the world map
  • Fixed issues with selecting and tasking armies on the world map
  • World map playing experience is infinitely smoother
  • Various performance issues when playing on the world map
  • Selecting and switching between armies is now instant on the world map
  • Major improvement to the look of the world map armies – better art assets
  • Fixed last of the game breaking issues – loosing control over your units during combat
  • Month on the world map now go by a lot faster
  • Updated art for Kingdoms Heraldry for majority of Kingdoms to much better assets
  • Major improvements to pathfinding both in field combat and siege combat
  • Cavalry units can no longer walk onto walls
  • Units placed on walls are now safe from cavalry units
  • Updated various descriptions and tooltips that were wrong
  • Fixed all instances of referencing Iron instead of Silver in tooltips
  • Big improvements to world map and skirmish camera movement
  • New unit added - Royal Guard - very powerful cavalry unit
  • One Royal Guard unit is added to players starting army with the new campaign
  • Royal Guard unit can`t be replenished if dies
  • Added ability for units to have their kingdoms heraldry on their shields - more to come
  • Royal Guard unit shows heraldry of the controlling country on it`s shield
  • Battle Cry ability for the Royal Guard unit
  • Rebalanced the cost of various wall upgrades
  • Fixes couple of extremely rare crash issues
  • Cavalry units are a lot more effective in trampling over enemy units when running

Our Biggest KW4 Sale is here! 64% off + bundles

Hey Everyone,

The summer might be almost over - but our Summer Sale is is just beginning. And Kingdom Wars 4 - our newest grand strategy game is now on an incredible limited time sale. For the 6 days we are running the biggest 64% sale - so if you were on the fence about getting our newest game - now is the perfect timing.



This is your chance to complete your collection. This kind of deal only comes once a year! Bloody battles, political intrigue, and hours of entertainment await!

Thanks for your continuous support, and we hope to see you in-game.

Update 21 - Kingdom Managment

Hey Everyone,

Hope everyone`s enjoying their summer, and we are back with our 21st update. This update includes a lot of improvements to mid and late game, including various friendly AI improvements on the world map to make alliances actually work well now. In addition this update includes a lot improvements in diplomacy, and managing players Kingdom once player becomes King.

Running a Kingdom now involves controlling your Lords with various stances and assignments, with meaningful action taken both by player Lords and Allied nations. In addition there are a lot of polishing to the mid and late game, and healing has been reworked to require player to play more strategically.

We`ll continue with a major update 22 towards the end of the month, and expecting to finally be able to bring you the Zombie DLC following the 22nd update.


  • Adjustments to Plague mechanics to spread quite a bit slower
  • Readjusted the camera speeds based on player feedback
  • Middle Mouse Button now can be used in all situation to give directions to player controlled Lords
  • Trading with other nations is now key to winning the game
  • Smaller nations have a better chance of their cities being included in those that can launch attacks
  • Player nation AI lords have twice as much chance to spawn an army as other AI lords
  • Much larger trade income for trading with nations
  • When King Player controlled Lords generate their treasury based on stance player selects
  • Lords that server the player with armies do not generate silver
  • Lords that are Free generate silver at 1x rate, Lords that are Passive generate silver at 2x rate
  • When King players lord that Serve will actively spawn armies now and send them to player assignments
  • Allied lords will now actively send armies to support player based on players Rally Flags
  • Defensive Alliances will only send armies to defend, Military alliances will send armies to attack based on players rally flags
  • Healing units on the world map in a lot more expensive, passive healing near players towns is the best option
  • There`s a much larger Kingdom Standing penalty for taking towns from your Lords now, 2x as much
  • Call-to-Arms only applies to player nation armies and armies of nations with a Military Alliance
  • Fixed a number of towns that were not assigned to lords and did not appear on the world map
  • Fixed player being unable to win some campaigns due to missing towns on the world map

Our Biggest KW4 Sale is here! 63% off + bundles

Hey Everyone,

Steam Summer Sale is over, but ours is just beginning. And Kingdom Wars 4 - our newest grand strategy game is now on an incredible limited time sale. For the next two weeks we are running the biggest 63% sale - so if you were on the fence about getting our newest game - now is the perfect timing.



This is your chance to complete your collection. This kind of deal only comes once a year! Bloody battles, political intrigue, and hours of entertainment await!

Thanks for your continuous support, and we hope to see you in-game.

Update 1.20 – Milestone Update – Visual, UI and AI improvements

Hey Everyone,

Hope everyone is enjoying a good summer and we have a milestone 1.20 update for you today. Please keep in mind that we have hit a bit of a snag with overwriting some files on Steam update today, so some parts of this update will only be available tomorrow.

All in all a very exciting update with change across the board. The light and rendering has been adjusted on the tactical maps and the world map, and the camera moves around more easily. The interface is better looking now and noticeably less intrusive as we adjusted it to work better on all types of monitors and resolutions. And we have fixed a number of annoying bugs, including a rare crash-to-desktop when switching between levels. Most importantly, the AI now has some surprising mid-game curve balls to throw at the player. No more repetitive slogging to get to your triumphant victory once your 30-40 hours into the campaign. Other Kingdom will attempt strategies to unite and stop the player who is dominating.
Here's what this update includes, and keeping patch notes grouped by category.

Also please note that this update had two parts, and second part of the update just went live.


  • AI players use new strategies mid to late game on the world map
  • Combat AI now behaves a lot more realistic when it comes to how many troops it trains per battle related to citizen caps
  • Combat AI is a lot less active with spawning units when defending towns
  • A few rare crashes have been fixed
  • Other bugs that affected stability eliminated
  • Lighting effects enhanced on the World Map
  • World map looks good deal different with new environmental changes
  • Improved lighting on the tactical maps
  • Corrected some historical inaccuracies in units’ attire
  • Camera adjusted to move around more easily
  • Camera scroll speeds have been slowed down dramatically per player requests
  • Fixed a number of bugs with camera jumping from one place to another during end of month lag spike
  • Interface now is a bit less intrusive with smaller scale on some buttons and windows