Rogue Kingdom: Reclamation
A fantasy strategy game for iPhone and iPad. Coming soon to the App Store.
You start with a Residence Hall, a handful of people and a little of everything. Out past the wall, something is coming, and every fifth turn it arrives. Build a frontier kingdom that can take the hit, then the next one, then the one after that.
Most kingdoms fall eventually. The question each run asks is how far yours gets, and why it stopped there.
Published by Hoody Studios LLC.
Each turn you decide what your people do. Put them on the farms, in the forest, down the quarry or at the gold mine. Raise new buildings, repair the wall, train a recruit. Then end the turn and watch the harvest come in and the upkeep go out.
Everyone has to eat. A kingdom that grows faster than its farms goes hungry, and a hungry kingdom starts losing people. The numbers are all on screen before you commit: what comes in, what goes out, and what you'll have left.
Each resource is its own plan for surviving, with its own strength and its own way of letting you down.
- Food feeds a bigger workforce and a standing army, and the army keeps eating.
- Wood patches the wall again and again, so long as you can keep up.
- Stone raises walls and towers that last, slowly and at a price.
- Gold buys a way out: mercenaries, repairs, a quick fix when nothing else will do.
You can commit to one, or change course halfway. Changing course is allowed. It just isn't cheap.
Battles resolve on their own. Your troops meet the enemy first, your towers take what's left, the wall soaks up the rest, and anything that gets past the wall hits the Residence Hall. Lose the hall and the run is over.
So the fight is won or lost in the turns before it. After each battle you see exactly what happened: how strong the wave was, what your troops and towers did, and how much the wall took.
Troops
Train Militia when you need numbers in a hurry, Soldiers when you want a steady line, and Knights when you can afford the best and can feed them.
Survive a wave and you choose one of three augments that shape the rest of the run. Some make a plan you already have stronger. Some open a door to a different one. A rare few change how the whole kingdom works, and those are the runs people tell stories about.
Between waves, visitors turn up at the gate: a trader, a repair crew, mercenaries for hire, refugees looking for a roof. Every offer costs something. Take it, or send them on their way.
Every run is different, and every run you finish teaches you something for the next. And for the kingdoms that last a very long time, a campaign waits.
Fantasy battles, drawn in a stylised way, with no gore. Played in landscape on iPhone and iPad.
Free to download, with no ads, and optional in-app purchases for cosmetic items and Royal Seals. No account, no sign-in and no connection needed to play. Your runs and progress stay on your device, and nothing about you leaves it. The privacy policy says so in full.
Something not working? The support page is the place, or email hello@hoodystudios.com.