Word from the Workshop

Development updates, announcements and the occasional goblin incident report.

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.