Gather & build
Pawns chop forests, herd livestock and work gold veins, then hammer every site together plank by plank. Your first house is free — everything after it costs more than the last.
In development · Pixel-art RTS
Four kingdoms wake on the same island. Raise a village, rally your knights, and hold your ground before someone else claims it.
Welcome to the realm
A cozy real-time strategy game about turning an empty coastline into a working kingdom — while three rival crowns do exactly the same thing, somewhere over the hill.
Pawns chop forests, herd livestock and work gold veins, then hammer every site together plank by plank. Your first house is free — everything after it costs more than the last.
Drag a box, pick a squad, and give it real orders: attack, hold a post, escort someone, or stand down. Send archers up a tower and they shoot over the whole fight.
Three rival kingdoms grow on the same island, on the same rules and the same prices you pay. Every log you don't cut is one they will.
Your household
Every unit does one job properly instead of everything badly — and each one takes orders in its own way.

Worker
Chops, herds, mines and hammers. Your whole economy walks on their shoulders — and houses are what make more of them.

Front line
A long spear and a braced stance. Posted in front of your buildings, they are the wall everything else stands behind.

Ranged
Arcs arrows over the melee, and the only unit that can climb — a tower, a barracks roof, or one of the castle turrets.

Support
Never draws a blade. Give a monk a post or someone to escort and they keep the line on its feet.

Leader
Trained at the castle, and the one your army forms up on. Lose them and your kingdom notices.
Or take the field yourself — one knight is always yours directly: WASD to move, Space to swing, Shift to sprint.
Stone by stone
Nothing appears finished. You place it, a pawn walks over, and it goes up under the hammer — while the price of the next one quietly climbs.






The other crowns
Three rival kingdoms start where you started, with what you started with. They are the game — the wilds are just what's in the way.
Blue
You
Red
Rival
Purple
Rival
Yellow
Rival
Every rival issues the same orders your interface does, at the same prices and the same twenty-second recruit timer. Difficulty changes how well they play, never what they pay.
Grow the economy, expand the base, raise troops, or drop everything and defend — one goal wins each tick, and a base under the hammer outranks all of it.
Torch-carriers, ambushers folded into barrels and dynamite-throwers on ramshackle towers. A nuisance to everyone on the island — including the kingdom you were about to out-build.
Music of the realm
Three moods the game moves between: quiet preparation, honest work, and the part where someone is on fire.
Still under construction
Realm of Knights is in active development. Here's what already runs, what's being built, and what's still on the drawing board — no promises we can't keep.
Wood, food and gold; pawns that gather, deliver and build; houses that grow your workforce; escalating prices that make every choice cost something.
Pawn, lancer, archer, monk and general — plus select, move, attack, defend, follow and cancel, for one unit or a whole squad, with archers garrisoning towers, barracks and castle turrets.
Three AI crowns that lay out a real base, split their pawns across the resources they're short of, recruit to a composition, and spread their army across their buildings instead of clumping behind the castle.
The attack layer. The pieces are already in place — a leader, muster orders and target scoring — so the next step is rivals that leave home and come looking for you.
Procedural coastlines, forests, gold veins and goblin camps, with each kingdom's castle dropped in its own corner. Working — now being tuned so every island is worth playing.
The same game on a phone: a control scheme that suits a thumb, and a HUD that scales down without losing the pixels.
A real trailer to replace the placeholder above, Steam and mobile pages, and a date — announced only once we're sure of it.
Word from the workshop
Every enemy castle now plans, builds and defends on its own.
Read moreAttack, Defend, Follow and Cancel — for one knight or a whole squad.
Read moreHow every new game builds a one-of-a-kind island.
Read more