Our best-selling RTS game is having it`s biggest sale - with massive 70% off during the Steams Summer Sale, from June 27th until July 11th. If you were on the fence about getting MKW - now is the perfect time. And make sure to check out other great indie games on sale during the Summer Sale to add them to your collection.
This is your chance to try this thrilling grand strategy/RTS game at it`s lowest price. Play as one of dozen lords in Western Europe and fight your way from the bottom to the top. Build a city, raise a massive army, and conquer medieval Europe in this incredible indie title. Medieval Kingdom Wars is our bestselling and top rated title. You will enjoy hours of entertainment and intrigue from this challenging game!
We're thrilled to share another significant update with you today, along with some exciting news:
Freedom Games/Resuming Updates
As you may have heard, we've recently partnered up with Freedom Games. Freedom Games is one of the best indie publishers on Steam, and this partnership will not only breathe new life into Medieval Kingdom Wars, but also give us resources to continue updating and improving MKW. We can't wait to share all the upcoming updates with you, starting with today's 48th update.
Update 48
Today's substantial milestone update brings a lot of gameplay improvements! We've looked into quality of life improvements, a lot of balancing and bug fixes, as well as improving AI, pathfinding, and a lot of other things.
Here's a closer look at what Update 48 has in store:
Changes to the main menu scenes; now for all the expansions, the main scene is shown.
Reworked main menu – no longer shows expansion banners that covered most of the menu.
Major improvements to campaign AI across the board.
World map AI now spawns fewer armies, but the ones spawned are stronger.
World Map AI will no longer use triple and quadruple armies.
World Map AI now spawns double armies closer to each other.
World Map AI – dual armies now always attack together.
Invite range for multiple armies both for players and AI is now greatly increased.
Fixed all the issues where players or AI would not be able to invite armies into battle.
Major redesign of the RTS build-up and battle UI – it now shows all the units, buildings, and techs that players could use, but they are greyed out until players research them.
Fixed a lot of issues where armies or towns would behave oddly on the world map, like towns and armies not seeing each other or not interacting correctly.
All cinematic text windows now have a proper background, which makes reading cinematic text a lot easier.
Space key now longer pauses campaign map (was confusing players in the video).
Fixed a major issue with some ranged units and siege auto-targeting citizens during town sieges.
Resolved various pathfinding and unit behavioral issues during sieges.
Greatly improved appearances of FX on levels and world map.
When loading a new instance of world map or levels, the FX will appear right away, before it would take a couple of minutes.
Marshall/Military window that shows which player asset is being attacked now shows the name of the town instead of the region.
Palisade gatehouse in RTS is now clearly marked with flags, so it's much easier to see.
Redesigned auto-resolve features on the world map.
Auto-resolve no longer removes zero-strength units.
Weak units like peasants, chickens, and siege will almost always survive now if player army wins auto-resolve.
Balancing improvement to world map army/strength – support and some siege units no longer add any strength.
Fixed major issues with military units not leveling up in auto-resolve.
Starting and newly created armies now move away from their spawn point, so they are easier to find and select.
Removing looted skull symbol on looted towns, once they are no longer looted.
Medieval Kingdom Wars is part of Freedom Games Publisher Sale!
Hi Everyone,
We have a massive announcement today that we are very excited to share with our community. Firstly, we have partnered up with Freedom Games. Freedom Games is one of the best indie publishers on Steam, and this partnership will not only breathe new life into Medieval Kingdom Wars, but also give us resources to continue updating and improving MKW. We are launching a big update later today and have another major update on the horizon. More great things to come!
And to start this partnership with a bang, Freedom is featuring MKW in one of the biggest promotions we've had so far – with this amazing sale event. So if you were thinking about getting the game, now is a great time to do so.
Medieval Kingdom Wars will be 70% off from April 15th through the 22nd!
Also make sure to check out Freedom Games Publisher Sale page to pick up some awesome indie games at great prices. Whether you like to play alone or with friends, there are some great deals you won't want to miss out on! We are very proud to be part of the Freedom family now – and having played most of their titles, I must say they have some real gems!
Thanks for your continuous support over the years - and we can't wait to share the new updates with you!
Biggest Sale Ever on Medeival Kingdom Wars is here!
Hey Everyone,
Our best-selling RTS game is it`s biggest sale - with massive 61% off! For the next week we are running the biggest sale on MKW we had so far. If you were on the fence about getting MKW - now is the perfect timing.
This is your chance to try this thrilling grand strategy/RTS game at a low price. Play as one of dozens of lords in Western Europe and fight your way from the bottom to the top. Build a city, raise a massive army, and conquer medieval Europe in this incredible indie title. Medieval Kingdom Wars is our bestselling and top rated title. You will enjoy hours of entertainment and intrigue from this challenging game!
Also if you have missed the other news - we are back to actively updating Medieval Kingdom Wars, with work continuing on adding new features and improvements.
Thank you for supporting our small indie studio and absolutely bestest wishes for the Holiday season ahead!
Update 47 - Milestone Update & Renaissance KW
Hello Everyone,
We're thrilled to share another significant update with you today, along with some exciting news:
Anticipating Big Changes
As you may have heard, we've recently introduced our latest game, Renaissance Kingdom Wars. Completely redesigned from the ground up, it stands as our most extensive and ambitious title to date. Set in the 16th-17th centuries, the game delves into early gunpowder warfare and scalable gameplay. Assume the role of a landless mercenary captain, plotting your way to the crown.
There`s a lot of very exciting tech and improvements going into Renaissance Kingdom Wars and over the next few months, we'll be integrating some of these enhancements into Medieval Kingdom Wars. This means you can anticipate significant monthly or even bi-weekly updates, enhancing KW4 with gameplay refinements, UI enhancements, improved performance, and visual upgrades.
The latest update introduces the initial steps toward incorporating this new technology into Medieval Kingdom Wars.
If you want to check out some of the updates that`s coming to KW4 - you can check our updates we made to RKW over here on it`s page:
Today's substantial milestone update brings forth new engine updates and major scripting changes. From revamped combat and pathfinding to improved in-game lighting and reduced loading times, there's a lot to explore.
Here's a closer look at what Update 47 has in store:
Major update of the in-game light scheme
Fixed major issue with it being hard to see units during rain, nighttime or winter
Reworked cavalry forces - they are a lot more effective now
Cavalry Trample ability is a lot more useful now with cavalry unit taking up to 30% less damage
Major redesign of melee combat
Instead of units just have a couple of melee attack animations they now have several attack animations
Fixed a major design flow in melee combat where units would drop shields and other weapons on the ground
Various other improvement to melee combat
Various cavalry troops now use different animations for attack - like mounted knight with lance, or chevalier with sword
Fixed last issues with stability when changing between battle and world map levels
Improved the colours of all nations and units in battalions - they are more radiant and easier to differentiate now
Major improvement to tasking battalions
Greatly reduced input lag when tasking a lot of battalions in busy combat
Greatly reduced world map loading speed - in many cases it would take 5-6 seconds instead of 10-12 as before
Fixed major issue with world map where some towns would take additional minute to show up on the world map
Various optimization to loading levels
Fixed issues with world map gameplay during first minute of play having occasional issues interacting with towns
Final rework of the world map camera zoom - it`s not quick and smooth
Final improvement to the in-game camera zoom and controls
Improved how units are rendered on some enthronements - much easier to tell units apart
Balancing changes to various siege weapons
Full re-balance of mounted units in combat
Improvements to how world map AI trains melee and cavalry units
Some minor improvement to combat AIs use of cavalry units
Update 46 - Improvements & RKW Preview
Hey Everyone,
We have another major update for you and a really exciting announcement.
Introducing RKW
Later this month we are getting ready to unveil our newest game - Renaissance Kingdom Wars.
Redesigned from the ground up it`s our biggest and most ambitious title, taking place in 16th - 17th centuries this game focuses on early gunpowder warfare and scalable gameplay - starting as a landless mercenary captain and scheming and fighting your way to the crown.
We can`t wait to share everything with you later this month. For now as a preview - here`s the first in-game screenshot:
Update 46
There`s a lot of very exciting tech and improvements going into Renaissance Kingdom Wars, and over the coming months this also means that we`ll be copying some of these improvements into Medieval Kingdom Wars. So you can expect very meaningful monthly or even bi-weekly updates in the coming months.
Some of the improvements included in today`s update are the first steps are bringing some of the new techs into Medieval Kingdom Wars. And so with our 36th update we focused on various visual improvements as well as a usual set of fixes and polish.
With that said - let`s take a closer look at what update 36 has in store:
Fixed a rare crash when entering large towns from the world map
Improvements to the visual rendering with updates to light processing
Reworked nighttime and rain time in-game light
It`s a lot easier to see units during darker light now
Major improvement to rainy and winter day/nighttime light and effects
Major visual improvements to large towns
Large towns buildings now light up windows during the night with radiant light
Town buildings now have fireplace smoke and other props and visual effects
Hamlet village houses also update some new visual effects
Some polish and updates to building plots
Building plots now show shorter name Plot instead of Building Plot string
Fixed major visual problem with major towns where scrolling around made building textures flicker
Improved texture rendering on various objects in large town
Reworked camera rotation and movement flow for RTS camera – it`s a lot smoother and cinematic now
Improvements to zoom speeds both on World Map and RTS camera
Fixes visual effects from various smaller objects showing floating health points bar random
Village houses and palisade walls segments will not longer show dozens of health point bars
Update 46 - Improvements
Hey Everyone,
We have a solid update 47 for you today, in which update we focused on various visual improvements as well as a usual set of fixes and polish.
In addition we have resolved a major issue that we unfortunately introduced into the game in our last 45th update.
With that said - let`s take a closer look at what update 46 has in store:
Fixed a rare crash when entering large towns from the world map
Improvements to the visual rendering with updates to light processing
Reworked nighttime and rain time in-game light
It`s a lot easier to see units during darker light now
Major improvement to rainy and winter day/nighttime light and effects
Major visual improvements to large towns
Large towns buildings now light up windows during the night with radiant light
Town buildings now have fireplace smoke and other props and visual effects
Hamlet village houses also update some new visual effects
Some polish and updates to building plots
Building plots now show shorter name Plot instead of Building Plot string
Fixed major visual problem with major towns where scrolling around made building textures flicker
Improved texture rendering on various objects in large town
Reworked camera rotation and movement flow for RTS camera – it`s a lot smoother and cinematic now
Improvements to zoom speeds both on World Map and RTS camera
Fixes visual effects from various smaller objects showing floating health points bar random
Village houses and palisade walls segments will not longer show dozens of health point bars
Major Sale on Medeival Kingdom Wars is here!
Hey Everyone,
Our best-selling RTS game is on a major sale - with massive 40% off! If you were on the fence about getting MKW - now is the perfect timing.
This is your chance to try this thrilling grand strategy/RTS game at a low price. Play as one of dozens of lords in Western Europe and fight your way from the bottom to the top. Build a city, raise a massive army, and conquer medieval Europe in this incredible indie title. Medieval Kingdom Wars is our bestselling and top rated title. You will enjoy hours of entertainment and intrigue from this challenging game!
Also if you have missed the other news - we are back to actively updating Medieval Kingdom Wars, with work continuing on adding new features and improvements.
Thanks for your continuous support, and we hope to see you in-game.
Update 42 - Camera & AI work
Hey Everyone,
We are back with another solid update - getting MKW in the best shape ever in time for the Holiday season ahead. With this big update we focused on areas that most of our players ask us to improve things - camera controls AI, balancing and everyone favorite unit - Royal Guard. We also have improved things with rare crashes during loading screen.
Also we have some exciting news that we are looking forward to sharing with you in about two weeks - new Kingdom Wars title is coming your way later this year! Can`t wait to announce the project and share all the details with you - it`s the most ambitious and refined Kingdom War game we ever worked on.
With that said - lets take a closer look at what today`s update 45 has in store:
Reworked world map scrolling, it`s now a lot smoother
Improvements to World map camera scrolling
Royal guard now has a Flag
Fixes to some of the Royal Guard nations shields not showing
Rebalanced Royal Guard stats
Some hamlets that were positioned on a big mountain have been reworked to be on a hill instead
Fixed issue with some hamlets not being playable due to camera problems with mountains
World map AI improvements when sending multiple armies
Multiple AI armies will now attack together in most situations
Reworked how mouse wheel zoom works both on world map in skirmish
Mouse wheel zoom now has several stages instead of just one and can be better controlled
Fixed rare crashing issue when changing maps
Update 44 - Key Fixes and Improvements
Hey Everyone,
We have a really great update in store today. Have been spending a lot of time playing the game lately and also going through the forums to help identify the areas that needed improvement as well as to find and fix the last of remaining bugs - and this update goes a long way towards making MKW be funner to play.
With this update we`ve covered a lot of key areas - from world map gameplay to sieges, tutorial improvements, GUI and much more.
Lets take a look at what today`s update 44 has in store, please note that I only list the larger changes:
Reworked mechanics of world map AI town capture
When AI captures a town it sets a realistically small garrison and not a full stack as before
Improvements to world map town GUI
When selecting towns on the world map camera will no longer auto-center
Tax rate on towns GUI now increased and decreased in increments of 10 – saving a lot of clicks
A lot of polish to tutorial level 2
Reworked timing and sped of tutorial level 4
Rebalanced hit point of siege units
Collecting taxes upsets population a lot less now, up to 40% less
Increased movement speed for Battering Rams – this helps making sieges play out faster
Significantly more wood can be gathered by peasants from each tree
Fixed situation where town defenders would run out of wood within minutes of a siege