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Medieval Realm Throne Game

Medieval Realm Throne Game

by Nicholas Bouch

Price $1.99
Released 2026-07-29
Offline progress
View on App Store ↗

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Medieval Realm puts you in charge of a growing kingdom, starting from scratch as a peasant and working toward the crown through careful resource management and strategic building. You'll expand your realm by laying farms, logging timber, and establishing trade routes while defending against disasters like plague and fire that emerge each season. The game rewards long-term planning both in construction and warfare, making it ideal for players who enjoy deep, offline strategy with tangible progress tied to their decision-making.

About this game

Latest updates

Version 1.9.110

8 days ago
***New Realistic and storyboard mode***
A season of war, dynasty, and reform. What's new:
The Dynasty
• Living Legacy - your deeds each season build a legacy meter whose standing tiers grant real realm effects; dead rulers leave inheritances and join a browsable line of kings
• Royal families come alive - spouse requests, sibling rivalry, regency drama, and richer betrothals
• Royal ailments - hunts, fevers, poisons, and assassins join battle and old age as ways a reign can end; a ruler who survives carries visible ailments you must manage
• A scored succession crisis when the ruler dies, and a final glory ladder that ends the chronicle with the Kingdom of the Ages
War and the Crusade
• A full-screen war council at every crusade moment - the Church summons, the muster, each season on the march, the battles, and the victory terms - with each choice stating its cost, consequences, and an honest risk tier
• New council decisions: pilgrim volunteers, a baggage train, hired companies, foraging, forced marches, safe passage, scouts, siege engineers, and banner blessings
• A won, lost, or drawn campaign ends in a full-screen reckoning with a clear verdict
• Holding the Holy Land asks less of your home garrison early - lighter garrison terms and gentler opening seasons
• A rival king rises against your realm and presses it every season until broken
• Prison ransoms and prisoner labour make the prison a real money-maker
Building and Economy
• Ten new fold buildings merge top-tier shops into grand works, with tighter build caps
• Steel arrives as the realm's fourth resource - the Blacksmith becomes a forge-only trade rising to a Master Blacksmith, and the Stables stand alone
• Town maintenance crews at Duke and above now draw timber and stone each season
• Taxes, upkeep, and happiness pressure scale up with a large realm while the early game stays untouched
• Moneylender fees, housing, and trade fixes - including fair market prices through droughts
Court and Chronicle
• Great tragedies and royal deaths get mournful black chronicle styling, with a royal mausoleum on the cemetery grounds
• Grand Keep moments lifted into full-screen splash cards
• A clearer seasonal Exchequer report
Plus a long season of balance, polish, and fixes throughout.

Version 1.9.108

10 days ago
***New Realistic and storyboard mode***
A season of war, dynasty, and reform. What's new:
The Dynasty
• Living Legacy - your deeds each season build a legacy meter whose standing tiers grant real realm effects; dead rulers leave inheritances and join a browsable line of kings
• Royal families come alive - spouse requests, sibling rivalry, regency drama, and richer betrothals
• Royal ailments - hunts, fevers, poisons, and assassins join battle and old age as ways a reign can end; a ruler who survives carries visible ailments you must manage
• A scored succession crisis when the ruler dies, and a final glory ladder that ends the chronicle with the Kingdom of the Ages
War and the Crusade
• A full-screen war council at every crusade moment - the Church summons, the muster, each season on the march, the battles, and the victory terms - with each choice stating its cost, consequences, and an honest risk tier
• New council decisions: pilgrim volunteers, a baggage train, hired companies, foraging, forced marches, safe passage, scouts, siege engineers, and banner blessings
• A won, lost, or drawn campaign ends in a full-screen reckoning with a clear verdict
• Holding the Holy Land asks less of your home garrison early - lighter garrison terms and gentler opening seasons
• A rival king rises against your realm and presses it every season until broken
• Prison ransoms and prisoner labour make the prison a real money-maker
Building and Economy
• Ten new fold buildings merge top-tier shops into grand works, with tighter build caps
• Steel arrives as the realm's fourth resource - the Blacksmith becomes a forge-only trade rising to a Master Blacksmith, and the Stables stand alone
• Town maintenance crews at Duke and above now draw timber and stone each season
• Taxes, upkeep, and happiness pressure scale up with a large realm while the early game stays untouched
• Moneylender fees, housing, and trade fixes - including fair market prices through droughts
Court and Chronicle
• Great tragedies and royal deaths get mournful black chronicle styling, with a royal mausoleum on the cemetery grounds
• Grand Keep moments lifted into full-screen splash cards
• A clearer seasonal Exchequer report
Plus a long season of balance, polish, and fixes throughout.

Version 1.9.003

29 days ago
A season of war, dynasty, and reform. What's new:
The Dynasty
• Living Legacy - your deeds each season build a legacy meter whose standing tiers grant real realm effects; dead rulers leave inheritances and join a browsable line of kings
• Royal families come alive - spouse requests, sibling rivalry, regency drama, and richer betrothals
• Royal ailments - hunts, fevers, poisons, and assassins join battle and old age as ways a reign can end; a ruler who survives carries visible ailments you must manage
• A scored succession crisis when the ruler dies, and a final glory ladder that ends the chronicle with the Kingdom of the Ages
War and the Crusade
• A full-screen war council at every crusade moment - the Church summons, the muster, each season on the march, the battles, and the victory terms - with each choice stating its cost, consequences, and an honest risk tier
• New council decisions: pilgrim volunteers, a baggage train, hired companies, foraging, forced marches, safe passage, scouts, siege engineers, and banner blessings
• A won, lost, or drawn campaign ends in a full-screen reckoning with a clear verdict
• Holding the Holy Land asks less of your home garrison early - lighter garrison terms and gentler opening seasons
• A rival king rises against your realm and presses it every season until broken
• Prison ransoms and prisoner labour make the prison a real money-maker
Building and Economy
• Ten new fold buildings merge top-tier shops into grand works, with tighter build caps
• Steel arrives as the realm's fourth resource - the Blacksmith becomes a forge-only trade rising to a Master Blacksmith, and the Stables stand alone
• Town maintenance crews at Duke and above now draw timber and stone each season
• Taxes, upkeep, and happiness pressure scale up with a large realm while the early game stays untouched
• Moneylender fees, housing, and trade fixes - including fair market prices through droughts
Court and Chronicle
• Great tragedies and royal deaths get mournful black chronicle styling, with a royal mausoleum on the cemetery grounds
• Grand Keep moments lifted into full-screen splash cards
• A clearer seasonal Exchequer report
Plus a long season of balance, polish, and fixes throughout.

Release notes come from the App Store.

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