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Lessaria: Fantasy Kingdom Sim

Lessaria: Fantasy Kingdom Sim

by Rockbee Team · Published by Polden Publishing

★ 78%
Price $14.49
Avg Players 23
Reviews 2,899
Released Oct 20, 2025
City BuilderColony SimFantasyIdler
View on Steam ↗

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Lessaria puts you in charge of a fantasy kingdom where heroes act semi-autonomously based on incentives you set rather than direct commands, an indirect control system inspired by the original Majesty. Build your realm through campaign missions or freeform sandbox play, though some features require additional purchase. Best suited for strategy players nostalgic for Majesty's quirky charm who enjoy managing autonomous units over traditional RTS micromanagement.

About this game

What players are saying

▼ Not recommended 3 hrs

A spiritual successor that lacks spirit



The original Majesty was one of my most played games as a kid. I easily sank hundreds of hours into it, and over a hundred more as an adult with the Steam remaster. It was a game full of charm and quirks and just the right amount of challenge, and to this day I still never get bored of playing it.

I've long wished for a spiritual successor to the Majesty series. The sequel, Majesty 2, didn't hit quite the same mark as the original. A few games here and there have come close in their own ways, but none have captured the entirety of the Majesty spirit.

I'm sorry to say that though Lessaria has most of the form of Majesty (and even the same Advisor voice actor as the original - the inimitable George Ledoux), it is lacking the spirit that made the original so compelling. Including demo time I'm 7 hours in and about halfway through the campaign missions, but I've already lost interest in continuing.

My interest is surely not helped by a lack of sandbox mode; DESPITE what the store page claims, there is no sandbox mode - just a single endless survival mode set on one static map layout. If you, like me, derived most of your playtime in Majesty's sandbox mode, you will be immensely disappointed.

Mechanically, Lessaria is an indirect control RTS like the original Majesty. You have control over building placement (in this case on a visible grid) and upgrades, and hero recruitment, but your heroes act on their own volition - choosing to explore, or fight, or shop, or flee, with some classes tending toward certain behaviors (e.g. Rangers like to explore, and Rogues are more easily motivated by coin). Like in Majesty 2's expanded flag system, you can entice heroes toward certain actions with bounties to Explore, Attack, Defend, and Avoid, and Lessaria is very transparent about which heroes find your price suitable, eliminating the guesswork of how large of a bounty is sufficient.

As mentioned, kingdom building takes place on a grid, so you can more easily see where a building can be placed. However, Lessaria limits your building area to a relatively small portion of the overall map, beyond which you can never expand - with the exception of trading posts, which must be placed on specific (sometimes hard to spot) pre-set locations, like in Majesty 2. This means your ability to exert map control with defensive structures is much more limited, and your heroes will be wandering far afield from the relative safety of your base.

Lessaria addresses this distance problem with a portal system - for a small sum of gold, you can build a portal structure in your city and permanently link it to several pre-placed portal sites across the map (once you've scouted them), allowing your heroes to instantaneously travel to and from far-flung locations. It's a good solution, and generally the portal sites are well-placed on Lessaria's hand-crafted (not randomized) maps.

Beyond the hard limit of space constraints, Lessaria imposes a softer limit on what you're able to accomplish through a new resource: population. As your city expands, you will need to (manually, as opposed to automatically in the Majesty series) build peasant homes. These contribute population (and tax income), which are spent to recruit heroes (refunded when the hero dies) and to build certain economic structures. At certain thresholds of population your overall gold income gets reduced, making it harder to expand beyond a certain point. You won't be able to build a grand kingdom here as you delay pursuing your objective to let gold accumulate, and you won't be able to recruit more than perhaps two dozen heroes total.

Speaking of delays, Lessaria adds one other mechanic to ensure the player can't take things easy. Waves of monsters will attack your kingdom on a set timer, with a wave strength rating of 1-5. Each successive wave will increase in strength, with the upper end being strong existential threats that can quickly wipe out your kingdom. The wave strength is reduced every time you destroy a monster den - but these dens are limited in number, and the waves are not. If your heroes are overzealous and destroy the dens too quickly, you will have no way to mitigate the strength of the assaults for the rest of your mission. And a lack of dens will not affect the strength of the assault - assault waves spawn out of thin air, with no regard for how many (if any) monster dens remain. This effectively imposes a timer on every scenario in the game, and encourages the player to counter-intuitively preserve monster dens until they are needed to reduce the strength of the assault wave, in order to buy enough time to accomplish the scenario objectives to win.

Finally, and perhaps most disappointingly, your units just lack personality. There's no cries when a unit dies ("I'm mellllllltinnnnnng!"), and in fact death happens so quietly I often don't notice until I click a guild and see an opening. Units have very few voice quips, which you only hear when selecting them, or when zoomed in far enough to hear them during a fight (the sound mixing on the game needs some polish). There's no jaunty cries of "tax collector!", or building animations when, say, the tavern or blacksmith are being visited by a hero. All those little audio and visual details that gave the original Majesty its charm and humor are missing here.

In summary, Lessaria is a spiritual successor that lacks the spirit that made the original Majesty so good. It tries some mechanical tweaks to the formula with mixed success. It bears evidence of systems that were tried and either abandoned or never expanded on (resource gathering, random hero personality traits that affect their stats but can't be interacted with). There are several places lacking polish (audio mixing, mismatched written and spoken dialogue, typos). And it completely lacks the sandbox the store page claims it has, and which gave the original Majesty such longevity (for me at least).

If you're a fan of the original Majesty and craving something to scratch that itch, I can't say Lessaria will do so. It didn't for me. Maybe come back after a few more patches, for additional polish, balancing, and hopefully an actual sandbox mode.
453 found helpful Steam ↗
▼ Not recommended 15 hrs
Eight years ago "Dusk" was released. It was a game that pioneered a boomer shooter genre - shooters, that were trying to mimic gameplay of original Doom, Quake and other 90th and early 2000th shooters. They had less of a focus on narrative, immersion, storytelling, realism, all of which was sacrificed in favor of high speed gameplay. But they weren't just replicating what was good, they were also trying to enchance it, mixing modern ideas with an old genre. Some were adding roguelike and looter shooter elements, some where adding style points from DMC, some where adding level up systems and weapon upgrades, some where exploring what you can do on an old engine with a modern hardware and so on. Point is, they were improving upon what was.

Lessaria is trying to do a simmilar thing for it's obvious inspiraction - Majesty, yet looking at it, I struggle to name one thing that it does better. On the contrary, most things are way worse.

Heroes, the most important part of Majesty, lack any personality or interactions. In your first level game tells you that Warriors like to patrol and Rangers like to scout, remaining 14 heroes are ether do nothing specific or copy one of the above. When in original magesty some heroes synergised with other ones, like Barbarians would protect Rangers, or Cultists would plant poison plants that Thieves can collect, none of this is in this game.

You can only choose your aliement once, between Good, Evil or Neutral, down from two and a half in Majecty, where you could choose between Order and Chaos, Sun and Moon worshipers, or ignore all of them and go with Barbarians, all of which offered you different aproach to the gameplay depending on what you were interested in mixing and matching. Here three main fractions are all following the same beat of Frontline fighter - mage with healing ability - strong unit with AoE. Good is a bit more tankier, Evil is a bit more damage oriented, Neutral adds more control, but they all kinda feel the same.

Then, there are non-human heroes. In Majesty allying yourself with Elves, Dwarves or Gnomes provided you both benefits and drawbacks. Gnomes were cheap, would help you with building and repairs, but were weak and randomly spawned their own buildings, which contributed toward creation of sewers. Elves would boost your economy, providing your marketplaces with more profit and performing at tavernas, but would build Casinos, which you could not tax and which would drain money from your followers without giving much in return to you. Dwarves would provide you with extra defensive buildings, but were rather expansive to make, compared to the other two. None of the stated above mechanics are in this game. Choosing between Orcs, Elves and Dwarves just give you a different unit, nothing else.

Hero progression is equialy screwed. In original Majesty abilites of heroes were tied to their level. Cultists were not able to turn into bears until they're level 7, Wizards weren't able to teleport until they're level 4 (and hence were an easy prey to even a common rat), Necromancers were not able to take control over the undead until they're level 8. This made your high level heroes way more important to equip and maintain. Here, all skill can be used even by level 1 heroes, provided you learn them first in their guild, and, if you have a training field, most heroes would rush straing to it right after their recruitment to train to level 5. After getting to level 5, most would get to level 7 by fighting enemies, and get stuck there, no matter what's happening. I've seen a hero getting to level 10 naturally once, and I don't think he was much stronger then level 5 that I recruited 2 minutes ago. Main problem of heroes dying here isn't that you're losing an important unit, but that you'll have to pay a fee for their recruitment again.

Speaking of economy, it also sucks. In Majesty their was a beutiful circle of capitalism, where you would invest in your heroes, they would travel and aquier riches, that they would spend back in your shops for gear, potion and buffs, fueling your economy. Here, although some of this systems are still relevant, majority of your profits comes from a Lumbermill, Quarry or Foundry which generates money semi-passively, as long as there are enough of corresponding resource around. Heroes buying stuff doesn't generate you that much profit, which is honestly a shame.

Creating parties, a key mechanic from Majesty 2, here straight up makes your heroes worse. Following heroes will often neglect their training and shoping, in favor of following their leader. You're paying money, and often quite a large summs of them, to make your heores weaker.

Missions also kinda feel the same. Some have a timer, some restrict you in what units you can recruit, but all ends up with fighting some sort of a generic boss, most of which are not immune to CC, and hence spend majority of the fight stunned.

Visually, it looks worse the a game from 2000. It may have more pixels on screen, but instead of a beutiful fantasy style of the original, there's a brownish blob of something on your screen. Why is "fantasy kingdom simulator" looks so grey and bland I have no idea. Most monster lairs blend together with their enviroment, Both heroes and monsters look kinda boring, not to mention that due to zoomed out camera they're way to small. Music is forgettable, so is voice acting.

Multiplayer also isn't here.

In the end I'm left with a question: "Why is it here?". What does Lessaria have, that Majesty didn't do better 25 years ago? And I honestly can't name one thing that it does.
142 found helpful Steam ↗
▼ Not recommended 0 hrs
The 1st day dlc disguesed as a supports pack is a scummy buisness pratice. They hide away a game feature "sandbox mode" and a hero the ogre behind their DLC.. err i mean supporters pack.


The game okay, it is remenicence of majesty.
118 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Update. Build 1368

67 days ago
This update focuses on bug fixes and improving overall gameplay stability.FixesFixed an issue where level completion results were not being recordedFixed a bug where heroes would not rest in tavernsFixed issues related to incorrect road constructionFixed enemy behavior where units could stray too far from their patrol points Progression & AchievementsFixed an issue preventing players from unlocking the “Alchemist”, “Blacksmith”, and “Scholar” achievementsFixed incorrect display of stars after completing a level Heroes & GuildsFixed a bug where heroes would become detached from guilds after loading a save Maps & ScenariosFixed a bug that allowed progressing through two parallel story branches on Map 13Fixed incorrect caravan pathing after loading a save on Map 13 Balance & MechanicsAdjusted tournament logic when multiple training camps are present UI & Visual FixesFixed peasant preview displayFixed display of tamed monsters on the minimapVarious fixes to unit localization

Major Update: Sandbox Mode, New Missions

87 days ago
Hello Kingdom Lords!A huge update has just dropped, bringing new story content, fresh hero abilities, balance changes, UI improvements and tons of fixes! What’s newCAMPAIGNTwo new missions were added, expanding the main campaign’s storyline.The final mission was reworked – you will now face King Lich head-on. The previous version of the final mission was moved to the bonus maps section.SANDBOX MODETwo new maps for 2 and 4 players were added.Battle against bot-controlled kingdoms.Flexible difficulty settings: from a walk in the park to a hardcore challenge. NEW HERO ABILITIESThief – evades enemy attention and avoids area-of-effect attacks.Ranger – heals their pet.Knight – gains a second wind at a critical moment and survives in battle.Mage – teleports himself or an ally off the battlefield.Barbarian – uses a battle horn that stuns surrounding enemies. BALANCEBuffed:Thief – increased damage.Mage – health increased.Possessed – damage and lifesteal from abilities increased.Succubus – basic attack now drains enemies’ health, healing wounded allies; maximum number of summoned demons increased to 3.Nerfed:Monk – damage and evasion reduced.Other changes:Building health adjusted.Delay in spawning workers after their death increased. INTERFACE IMPROVEMENTSBuilding overlay: Now displays accumulated gold, attached characters and current tasks (on/off with the Tab key).Hotkeys: build – C, cast spells – Ctrl.Added emotion icons for all heroes.Removed hotkeys for locking onto units and buildings. FIXES AND OPTIMISATIONGameplay:The “Raise the Dead” spell now removes the hero’s body, which was preventing their resurrection.Fixed hero leveling on the Training Ground – they are now more willing to train and can reach levels 3 and 5 depending on the building’s level.Fixed score saving when replaying a level. Technical:Fixed bugs causing characters to get stuck and issues with their behaviour.Fixed the display of enemy units and effects in the fog of war.Fixed an issue with the advisor’...

Update. Build 1218

148 days ago
Fixed getting stuck in completing missions 1, 7, 10 and 13

Posts come from Steam's official announcements feed.

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