Conflict Kingdom

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Development

Conflict Kingdom is being built in the open. Here's the progress month by month, and where the road leads next.

The road ahead

Upcoming releases

Now · In development

Combat in the game client

The finished battle model, already live in the Combat Lab, wired into the game itself: marches, battle reports, wounded flowing into the Hospital.

The kingdom world map

The 1200×1200 world the kingdom lives on: terrain, castles on the map, scouting and marching.

Next · Coming up

Multiplayer servers

Kingdoms as real shared servers: residents, rivalries, and the fight for the throne.

The throne

One crown per kingdom. Win it from within, and hold it, because the holder leads everyone when the gates open.

Alpha playtests

First outside players. If you want in, the Kickstarter's early tiers will be the door.

Later · On the horizon

Kickstarter + early access

Founder packs, early-access tiers and in-game rewards for the players who get in first.

The founding era

New servers live nine months in a vacuum: economies rise, armies grow, thrones are contested from within.

Kingdom vs Kingdom wars

Semi-weekly wars where taking the enemy throne is the only victory: kingdom-wide rewards for the victors, real risk for everyone.

Stages, not dates: release timing gets announced with the Kickstarter, and everything here can shift as development does.

The story so far

Progress, month by month

August 2026

conflictkingdom.com goes live

The site you're reading launches: a full wiki generated straight from the game's own data tables: 19 buildings, 4 troop lines, the combat rules. The Combat Lab battle simulator ships alongside it, running the game's real combat model in your browser.

The combat model is finished

Twelve-round step-up battles are fully designed and tuned: the wall-lock with a 12% leak, the counter triangle, armour caps by plate/hide/robes, carry-over chip damage, and the three level-30 mastery talents: Hold the Line, Breach Shot and Arcane Overload. All of it is live in the Combat Lab.

Kingdom map terrain

First art pass on the kingdom world map: base terrain sets with ten variants: grasslands, forest floor, dry hills, stone and water. This is the ground the 1200×1200 kingdom map will be built on.

July 2026

The economy gets its real shape

Upgrade costs, build times and production re-anchored to the pacing the genre's best games proved out: costs priced in hours of production, stone joining bills at castle 11 and metal at 16, and a military talent web with prerequisites across every unit line.

Research, training queues and the Depot

The Research Lab goes live with three permanent trees. Troop training becomes timed with a five-order queue. The Resource Depot starts holding everything your generators make, with a cap that makes collecting matter. UI sounds and the theme song land too.

Buildings, upgrades and power

Timed building upgrades with castle-level gating, the power system with its two curves, troop training across all seven tiers, and the full-screen upgrade overlay with real requirement maths.

Conflict Kingdom moves to Unreal Engine

Development begins in Unreal Engine 5.8, carrying over the design and 2D art from the earlier prototype: the resource bank, the kingdom grid, and the first playable castle village.

Want in early?

The Kickstarter will carry founder packs and early-access tiers. Until then, the wiki and Combat Lab are the best way to learn the game before anyone else.

Explore the Wiki Open the Combat Lab