A Solarfall Studios game

Kingdoms at War

A first-person fantasy battleground. Fight in the line, feed the war, send troops down the lane and earn your turn as a hero.

In early development. There is no public build yet.

Choose a matchup

Every match pits two of the three kingdoms. Pick a pair.

You are not the chosen one.

You are a soldier in a kingdom's army. You gather, you build, you fight, you fall and you come back for the next wave. Matches are won by the whole side, so the player hauling timber to the forge counts as much as the one holding the gate.

Every so often, through contribution and good play, you earn the right to become something more. For a few minutes you take the field as a hero and the line moves with you. Then you fall, and someone else carries it.

How a match plays

Four jobs, shared by one side.

  • Fight in the line

    First-person melee and bows. Swings commit, blocks matter and arrows are resolved by the server, so what you see is what landed.

  • Feed the war

    Gather resources and bring them home. Your team spends them to upgrade the barracks, the forge and the watchtowers.

  • Send the troops

    Spend to send squads of soldiers down a lane. Time a push with your own charge, or hold them back to defend.

  • Earn your legend

    Heroes are earned, never bought. Score enough for your side and you can take the field as one, until your time runs out.

A side wins by bringing down the enemy keep or bleeding their tickets dry before the clock runs out.

The three kingdoms

Aloryian Accord

Justice, order, freedom

Peoples
Humans, dwarves, high elves and the Nesalin
Colours
Polished steel, blue and gold
Plays
Balanced, with strong defence and staying power

Garinai Pact

Mysticism, power, balance

Peoples
Skorn, saurians, Lunesari and Lynku
Colours
Dark stone lit purple and teal
Plays
High risk, high reward and devastating magic

Elidinar Union

Strength, nature, survival

Peoples
Orcs, half-trolls, firbolg and satyrs
Colours
Bone and wood, to the beat of war drums
Plays
Aggressive, with a fast economy and hard rushes

The road to launch

  1. We are here

    Playable slice

    One small map, 4 against 4. Footman, Archer and Mage, one hero per kingdom, and keep destruction to win.

  2. Online playtests

    Invite-only matches over the Internet, with private lobbies, parties and reconnecting after a dropped connection.

  3. 20 against 20

    Forty players plus their squads on one field, every victory route, more classes and more heroes. Larger battles follow only if they hold up in testing.

  4. Launch

    A Steam page comes first, then release once the battleground is ready.

Dev log

Changes from our development builds. None of this is a public release, and details will change.

Death, tickets and the respawn wave

Falling in battle now costs your side a ticket, and the fallen come back together in the next respawn wave. Local lobbies and match setup are in, so a host can start a match with its rules decided up front.

The Archer draws a bow

The first Archer loop works end to end in our test range: draw, aim and loose in first person, with the server deciding where every arrow lands. Under the hood the game moved to Unreal Engine 5.8 and a new multiplayer foundation.

Reading the battle

Damage numbers, health bars over soldiers' heads, a scoreboard and a match-end screen.

The first systems

Melee combat with blocking, bows and staves, resource gathering, building upgrades and repair, a ballista you can mount and fire, unit commands, class selection, hero spawning with heroes that fade over time, and a kill feed.

Follow the build

We post progress on our studio channels. For press or playtest interest, write to us.

Email solarfallstudios@gmail.com