July 24, 2026
The rivals grew a brain
For a long time the other three castles on the island were scenery. They aren't
any more. Every rival kingdom is now run by a commander that wakes up about once
a second, looks at the state of its team, and decides the single most important
thing to do right now — grow the economy, expand the base, raise troops, or drop
everything and defend.
The part we're proudest of: it has no special powers. It issues the same
orders your interface does, pays the same escalating prices, and waits the same
twenty seconds for a recruit. Difficulty changes how well and how quickly it
plays — never what anything costs it.
Watch one for a few minutes and you'll see a real base take shape: the free first
house, a pawn, then pawns split across gold and wood by whichever the plan is
shortest of, then a barracks, then lancers standing in front of the buildings they
guard, archers climbing the towers, and a monk keeping the line on its feet. Hit
one of its buildings and the whole thing drops what it's doing and comes home.
What it doesn't do yet is march. That's next — and the pieces are already in
place.
July 17, 2026
Four orders, one command bar
Selecting a knight used to mean you could tell it to walk somewhere. Now a
selected unit — or a whole dragged box of them — carries four real orders:
Attack something, Defend the spot it's standing
on, Follow an ally, or Cancel and stand down.
Defend and Follow turned out to be the same idea wearing two hats: a unit bound to
a place, fighting only what comes within a ring around it. Post a lancer and it
holds that ground; hand a monk an escort and it trails your general, healing
whatever the general walks into, and breaks off the moment you walk away.
Cancel does the quietly useful thing too — a unit called off an order lives where
you stopped it, instead of trudging back to the spawn it left ten minutes ago.
July 10, 2026
From the workshop: living islands
One of our favourite parts of Realm of Knights is that no two games look alike.
Every match generates a brand-new island: the coastline, beaches, cliffs, forests,
gold veins and goblin camps are all rolled fresh, and the four rival castles each
claim their own corner of the map.
The world doesn't sit still, either. Sheep and pigs graze and multiply (sometimes
alarmingly fast), harvested forests regrow over time, and abandoned mines can be
repaired and put back to work. Your realm lives — whether you're watching or not.
We'll share a deeper look at world generation in a future post, including some
early islands that generated almost entirely underwater. The knights were not
amused.
July 3, 2026
Steam page in the works
Realm of Knights is marching toward Steam, Google Play
and the App Store. The store pages are being prepared right now —
as soon as the Steam page is live, the wishlist buttons across this site will light
up and point straight to it.
Wishlists genuinely matter for a small game like ours: they tell the storefronts
that people are watching, and that helps more players discover the realm. When the
button turns gold and starts working, you'll know what to do.
Until then: sharpen your blades, stack your logs, and keep an eye on this page.
June 26, 2026
Welcome to Realm of Knights: The Siege
The gates are open! This is the official home of Realm of Knights: The Siege,
a pixel-art real-time strategy game about building a village, commanding knights,
and out-working three rival crowns for the same island.
Have a look around: watch the trailer, meet the
five units, check the
roadmap, and put the
soundtrack on while you do. We'll be posting
development updates right here, with the bigger moments also landing on our
Instagram and YouTube channels once they go live.
Thanks for stopping by — now if you'll excuse us, something is on fire behind
the barracks.