Everything you need to write about Realm of Knights: The Siege — facts, words and pixels.
| Title | Realm of Knights: The Siege |
|---|---|
| Genre | Real-time strategy, pixel art |
| Developer | Independent (solo/small team) |
| Engine | Godot 4 |
| Platforms | PC (Steam) · Android (Google Play) · iOS (App Store) |
| Status | In development — economy, units, orders and rival AI kingdoms playable |
| Release | TBA |
| Price | TBA |
| Website | knightsrealm.github.io |
| Press contact | contact@knightsrealm.example |
Realm of Knights: The Siege is a charming pixel-art real-time strategy game. Build a village, gather wood, food and gold, and command an army of knights while three rival kingdoms race you for the same procedurally generated island — with goblin camps making a nuisance of themselves in between.
In Realm of Knights: The Siege, you start with a castle, a single knight and a modest pile of resources on a procedurally generated island. Pawns are the heart of your economy: they chop forests, herd livestock, mine gold and hammer every construction site together plank by plank. Houses raise your workforce; barracks, archeries and monasteries train lancers, archers and monks; towers give garrisoned archers a commanding view of the battlefield. Selected units take real orders — attack, hold a post, escort someone, or stand down — one at a time or a whole squad at once.
The island isn't yours alone. Three rival kingdoms start in the other corners, and each is run by a commander that reads the state of its team roughly once a second, scores what matters most — grow the economy, expand the base, raise troops, defend — and issues the same orders the player's interface does. They pay the same escalating prices and wait the same recruit timers; difficulty changes how well they play, never what it costs them. Goblin camps fester in the wilds between the crowns: torch-wielding raiders, ambushers hiding inside explosive barrels, and dynamite-lobbing artillerists on ramshackle towers, hostile to every kingdom equally.
The game is in active development. The economy, the five unit types, the order and garrison systems, procedural islands and the rival kingdoms' build-and-defend behaviour are all running today; rival offensives, touch controls and store pages are in progress. There is no release date yet.
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Key art / banner (JPG, 1920×1080)
Castle, blue kingdom (PNG)
Knight general sprite (PNG)
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