
A choice-driven medieval RPG on a living world map. Settlements run their own economies, noble houses pursue their own ambitions, travelling parties move toward their own goals — and every choice you make is written into a chronicle the world remembers.
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About

Koruzan's map is not a menu. Caravans, war bands and travellers are already moving across it toward their own destinations. Settlements trade, grow and suffer on their own schedule. Noble houses pursue ambitions that have nothing to do with you — and will keep pursuing them whether you intervene or not.
Speed time up and watch it happen. Nothing on this map is waiting for a player to arrive.
Events arrive as decisions, not as fights. Who you help, who you rob, who you refuse — the world keeps a chronicle of it. Rumours travel out of that chronicle: people in the next region have heard about you before you get there, and they treat you accordingly.
Character creation asks about your background, not just your numbers. That history decides who will speak with you, who owes you something, and which roads are open.

Walk into a settlement and you get its economy, its quest board, its shops and its current troubles. Nomadic camps run on different rules from walled towns. NPCs have relationships, ambitions and grudges that shift underneath all of it.
Skills grow through use, not through a level-up screen — every check you attempt leaves a mark on the character who attempted it. Traits form the same way. And so do everyone else's: the chronicle records the innkeeper who grew ambitious and the watch captain who grew suspicious, in the same ledger it records you.
Injuries linger. Stress accumulates, and the ways of relieving it — a hunt, a feast, a drink — cost coin and carry their own consequences. There is no rest button that makes a bad week disappear.
Renown is earned in ranks, and each rank opens things that were closed: larger retinues, better marriages, doors that stayed shut. Reputation is regional — you can be a saviour in one province and a problem in the next.
Famine, plague, war, migration. They begin without you, spread on their own schedule, and turn into investigations with real steps to take. You can intervene, profit, or let them run — the world proceeds either way.
A living world map — parties travel, trade and intercept each other without you
Choice-driven events with consequences the world writes down
A chronicle and rumour system: your reputation arrives before you do
Background-driven character creation that changes who deals with you
Settlements and nomadic camps with their own economies, quests and shops
Noble houses and factions with independent ambitions
Adjustable time speed — watch the world move
Full English and Turkish language support
Skills and traits that grow from what you actually do
Injuries, stress and the costly ways of coping with both
Renown ranks and region-by-region reputation
A household: spouse, heir, and a line that outlives you
No tactical combat — battles resolve based on who you brought and what shape they're in. No multiplayer. No voice acting. This is a reading game about decisions and consequences, built for players who want a world with a memory.
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Languages: English, Turkish
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.2M | 13K | 88% | $19.99 | |
| $118K | 184 | 62% | $17.99 | |
| $119.1K | 382 | 81% | $11.99 | |
| $7.6K | 25 | 96% | $9.99 | |
| $1.2K | 5 | 100% | $6.99 | |
| — | 0 | — | — |