
No King No Kingdom – First-Person Strategy Game. Ride Dragons! Command peasants! Build towns! Raise Armies! Tame Epic Creatures! Take your own sword and fight side by side with your troops against powerful giant bosses.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 28 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Прикольна гра з незвичним ігровим досвідом для мене. Ви у ролі короля боретесь з клятими орками. Орків можна знищувати весь час.
Гра супер)) Дуже раджу, автору вдалося зробити зробити чудову гру)))
no just no. when it first came out lots of you tubers were like .YES THIS IS THE GAME WE WERE ALL WAITING FOR. WE CANT WAIT FOR THEM TO GET SUPER GOOD GRAPHICS AND MORE STUFF ETC. but nope. its still the same boring game. IT STILL HAS ALL THE STUFF FROM RELEASE! NOTHING HAS CHANGED. at first when i saw it i wanted to build a arme. LITTLE DID I KNOW THAT THE GAME HAS A CAP FOR UNITS. AND THE CAP EVEN CAPS THE VILLIGERS SO YOU CANT MAKE A KINGDOM! so i came to the conclusion. no. its not worth the 15 bucks... unless. the creator starts working on some big boy content
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Russian, Ukrainian, French, Italian, German, Spanish - Spain, Arabic, Czech, Dutch, Greek +15 more
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Дуже цікава гра! Мені сподобалось грати в стратегію від 1ої особи + магія, ну дуже круто! Звісно ще є над чим працювати, але в цілому я рекомендую. Огляд можна подивитись тут: https://youtu.be/cSIg09-S1-Q
its good spent 2 days playing passed out woke up then played more
Great concept and story telling through items i wish more games were like this were you could directly control unit from the ground as a actual entity and not some kind of mist in the sky its a great game and i love it
this game is so fun its a first person marvel i highly suggest it
Good game not fully "refined" but pretty fun
No King No Kingdom is an ambitious and unconventional strategy game that deliberately blurs the line between real-time strategy, kingdom management, and direct action gameplay. Instead of placing the player above the battlefield as an omniscient commander, the game anchors its entire experience in embodiment: you are the ruler, physically present in the world, responsible not only for issuing orders and planning expansion but also for fighting, exploring, and surviving alongside your subjects. This design choice immediately distinguishes the game from traditional RTS titles and defines both its greatest strengths and its roughest edges. The core gameplay revolves around founding and expanding a kingdom in a hostile, procedurally generated fantasy world. Villagers gather resources, construct buildings, and populate your settlements, while enemies grow stronger as time progresses. You must build farms, mines, sawmills, barracks, walls, and watchtowers to support both economic stability and military defense. Unlike city builders where growth is abstracted through menus, here your presence matters—your positioning, timing, and personal involvement can directly influence whether a settlement thrives or collapses. This creates a constant tension between macro-level planning and moment-to-moment survival. Combat is where the game leans hardest into its hybrid identity. You can personally fight enemies in real time, wielding weapons and abilities while your troops clash around you. At the same time, you command armies and issue strategic directives, effectively juggling the roles of general and frontline warrior. The game escalates its stakes with massive enemies and bosses, including mythological creatures and towering monsters that require coordinated effort to defeat. Taming and controlling powerful beasts adds another layer of spectacle and strategy, turning battles into chaotic but memorable encounters where planning and improvisation collide. Resource management and time pressure play a significant role in shaping the experience. The game runs on a persistent clock, and threats do not wait for you to be ready. Nights are particularly dangerous, with enemy assaults testing the strength of your defenses and the efficiency of your preparations. Neglecting infrastructure or delaying expansion can leave your kingdom vulnerable, while overextending without sufficient protection can lead to catastrophic losses. This constant pressure reinforces the idea that leadership is not just about ambition, but about restraint and foresight. Progression systems give the game an RPG-like feel layered atop its strategic framework. Artifacts and upgrades grant bonuses to you and your units, encouraging exploration and experimentation. These rewards provide tangible incentives to venture beyond the safety of your settlements and engage with the broader world. However, progression can feel uneven, with some mechanics opening up slowly and others lacking clear explanation, which may frustrate players unfamiliar with genre hybrids or those expecting tighter onboarding. The sandbox nature of No King No Kingdom contributes heavily to its replayability. Randomized maps and flexible systems ensure that no two runs unfold in exactly the same way, and the game supports different playstyles—some players may focus on heavy fortification and gradual expansion, while others push aggressive exploration and monster taming. Local cooperative play further enhances this sandbox appeal, allowing a second player to assist as a companion who can fight, gather resources, and support the ruler. This mode reduces some of the solo experience’s cognitive load and makes the chaos more manageable and entertaining. Visually and technically, the game adopts a functional, stylized fantasy presentation rather than aiming for high-end polish. Environments are readable and serviceable, though animations and interfaces can feel rough or cluttered. Managing a kingdom involves navigating dense menus and information screens that can be overwhelming at first. Unit AI and pathfinding are serviceable but inconsistent, sometimes undermining carefully laid plans during large-scale engagements. These rough edges are noticeable and remind players that the game’s ambition occasionally outpaces its refinement. Community reception reflects this duality. Many players praise the game’s originality, scale, and willingness to experiment with genre boundaries, finding satisfaction in its freedom and unpredictability. Others point out balance issues, repetitive tasks, and a lack of polish that can make longer sessions feel exhausting rather than empowering. The experience often feels like a passion project bursting with ideas, not all of which are equally refined or fully realized. Ultimately, No King No Kingdom is defined by its ambition. It does not aim to replace traditional RTS games, nor does it fully conform to action RPG expectations. Instead, it occupies a messy but fascinating middle ground, offering moments of genuine excitement when its systems align and frustration when they clash. For players willing to tolerate rough edges in exchange for creative freedom and large-scale fantasy experimentation, it delivers a unique and memorable experience. Those seeking tightly balanced strategy or smooth, guided progression may struggle, but for fans of hybrid design and emergent gameplay, it stands as a bold and distinctive indie title that dares to do something different. Rating: 7/10
Непогана гра, хоча візуал здається не дуже, на деякий час мене затягнула (також є сюжет)
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
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| $67.1K | 124 | 85% | $13.99 | |
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