
A painted hex map
Towns, roads, rivers and fields, and a war that moves through four seasons a year. Winter slows the living. The dead do not feel the cold.

The dead have risen. Hold the realm a little longer.
A hex strategy game of towns, armies and a war against the risen dead.
Follow developmentWindows · in development · a free demo is planned on Steam
You lead the Covenant, the last lords of the living, against the dead, who grow stronger as the war goes on. Build your towns, raise your armies, and hold.

Towns, roads, rivers and fields, and a war that moves through four seasons a year. Winter slows the living. The dead do not feel the cold.

Every town lays out its streets once and grows into them, from hamlet to market town to sprawling metropolis.

Hold the line with zone of control, move troops by wagon and road, and see the odds before you strike.

Three research trees, unit lines up to tier 3, and a choice of two at the top of every line that shapes your army.

Lead with the Warlord, the Steward or the Confessor. Each sets a style of play of their own, and finds treasures made for them.

Raise walls, bring rams and catapults to theirs, or win without a final battle: a holy rite held for 24 turns.

The war is fought across a whole world, from the hot equator to the frozen poles. The seasons come on week by week, and the weather changes how armies fight.


The cold favours the dead: they march stronger, and the fallen freeze where they lie, waiting to rise. In the heat their plague burns hotter, but their bodies rot.
Downpours, thunderstorms, blizzards, heat waves and cold snaps, forecast a week ahead. Pull your army indoors before the blizzard, or march under it unseen.
Meadows turn from green to gold to rust, snow lies deeper toward the poles, and the far north sinks into a long dark winter under a sun that barely sets in summer.
Balanced, but never mirrored. The living farm, trade and pray; the dead raise the fallen and spread the blight. Your hero bends your side's strategy further. Every rule is tuned across thousands of simulated matches, so either side can win.
The living
Farmers beside knights, priests beside plague doctors: what is left of the old order, sworn to one another because nothing else holds. They rule by consent, guided by Chancellor Wren.




The unliving · playable later
Every grave in the land answers when the crown calls. They rule by fear and grow stronger as the war goes on, guided by Chancellor Rook.





“The plague came in a wet spring... and by winter, the king was dead. They buried him with his crown. That was the mistake.”
The crown was made to bind the realm to its ruler, living or dead. Something climbed out of the tomb wearing it. And deep beneath the old king's tomb, a door no one has found stays shut.
Frost giant
Ice wolf
Ogre
Raptor
DrakeIn private testing: a full match against the dead as the living.
Growing cities, a climate from equator to poles, monsters in the wild, and a computer that fights like a general, as a free demo with the game's Steam page.
When the living and the unliving are both playable, each with its campaign, and Conquest.
A third people joins the war. Each people has a campaign in three acts, and Conquest.
One against one.
An email at each milestone: a new version, the free demo, the Steam page. Nothing more.
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