
A medieval sandbox. Serve a king, rule your own fief, or raise a claimant to the throne. Marry, scheme, rebel, claim a crown, or just watch. Every NPC in this world lives by the same rules you do, driving it toward collapse. Stopping it is your task; the higher you rise, the more ways you have.
Modeled estimate, not a reported figure. How we estimate →
About

You begin as a nameless wanderer. What you become is up to you.
Serve. Earn renown and enter the service of a kingdom (leading a company or a band of brigands? bring them with you). Prove yourself in its wars and rise through the ranks: the higher your rank, the more soldiers you command. Your lord will hand you orders, some of them unreasonable. Gain vassals of your own, and you can hand those orders down.
Rule. Distinguish yourself and receive a fief. Collect its taxes, develop its farms and trade, and invest in the libraries and institutions that keep its people content, or simply let it rot while you chase glory elsewhere. Grow strong enough as a lord of the realm, and you can raise your banner against your king and found a kingdom of your own.
Devote. Or claim nothing for yourself. Find someone worth believing in and spend your life raising them to a throne.
Love. Court the people you grow close to. Marriage brings children. They're born into your nation and your faction, carrying your bloodline into the next generation.
Watch. Or simply live, and watch history happen. The world does not wait for you.

Armies march on their stomachs. A long campaign needs porters as well as soldiers, and a war that drags on will drain your granaries before it drains your enemy's.
Prolonged war devastates the land. Fields go untended and public order breaks down. Run short on supplies and manpower, and rival kingdoms will swallow you whole. Recovery is slow, deliberate work: repair the walls, restore order, invest in farms and trade.

Become king, and the kingdom answers to you alone: set the crown's research, grant or strip the fiefs of your vassals, forge alliances, declare wars.
Research does not stand still. Wars that begin with swords and bows end in gunpowder, firearms, cannon wagons, and flying battleships. When the age of knights ends, you decide whether to lead the new age or refuse it.

Every rumor in this world travels through conversation, and you can start one. Praise an ally to strengthen your faction. Repair your standing with resentful vassals. Whisper about a rival king to his own nobles and watch his realm split. Or broker peace between two crowns before the war starts at all.
Information moves the same way. Whoever you are hunting, whatever you are looking for, the trail starts with a drink in a tavern.


Everything above is also true for every NPC in the world. They earn renown, take service, win fiefs, found factions, marry, and rebel, whether you are watching or not. But not everyone here wants a crown. Each is chasing a goal of their own: some want power, others just want their nation, or their people, to endure.
Relationships work the same way too. Grow close to someone, and their friends warm to you while their enemies mark you as one of them. This web binds NPCs to each other just as it binds them to you.
And death is never the end of a story. Kill someone in battle and their family and closest friends will remember exactly who did it. Settle that vendetta with another death, and it doesn't end there: it becomes someone else's grudge to carry. The feud that ends your campaign may be several deaths removed from the one that started it, between people who never met.


You are the last of the long-lived. With his dying breath, the old man who raised you gave you your purpose: watch history, and keep it from ending. As wars drag on and grudges accumulate between nations and people, the world's Collapse advances. Let it reach its limit, and history itself ends.
The task itself never changes, whatever you choose to do with your life. What grows as you rise, as a vassal lord, a king, or the power behind one, is how much you can actually do about it: end wars through diplomacy, narrow the gap between your richest fiefs and your poorest, crush the warmongers by force, or quietly turn old enemies into friends. A world with full granaries, safe roads, libraries, and parliaments grows tolerant, and tolerance slows the Collapse.
The dilemma is that living in this world feeds it. The revenge you are owed advances the Collapse. The war that wins you a crown advances it faster. Every character around you is pursuing their own ends inside the same constraint, and their choices weigh as much as yours.


At the center of this world stands the Obelisk: a vast structure said to have once held limitless knowledge. What it is, and what it has to do with the Collapse, is yours to find out.


There is no predetermined scenario in this game.
The "history that is observed" through countless events becomes a story that is yours alone.
"My spouse died in battle. I went to war to avenge them, and by the end of my revenge, the world had collapsed."
"I never took a crown. I spent twenty years as the right hand of an NPC I believed in, and together we unified the continent."
"I executed every prisoner from every kingdom I conquered. Their families remembered. The declarations of vengeance never stopped coming."
These are all one-of-a-kind stories experienced by real players.
A different history unfolds every playthrough, leaving you thinking "I want to try this differently next time" even after dozens of hours.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
给这个游戏好评是因为我觉得还可以。 然后说说缺点吧,战斗系统绝对是数一数二的拉跨。然后是关系,其实不用陪他们喝酒的,直接用影响力就行了(但是过于奢侈了) 指令这个指挥封臣的系统还是挺新奇的, 只需要找一些带兵够的人(每个能带20个左右吧)你负责后面的治安管理和农业发展(修城墙这种事情打完仗再说)然后框A就行。 然后是社交,想要让别人跳槽。1,他/她和你的关系好,和现在所处的势力首领或者国家首领关系差。2对你的势力观感好,现在所处的势力关系差。3你的能力要高一点(至少不能太难看)4看看个人性格。 然后可能是因为我势力人太多了,导致后面除了打仗俘虏敌人,根本拉不了人进。可能是势力里面有很多人和你要招募的人物性格不和? 经济问题的话,要舍得给城镇投资,基本上满投资之后,就不用担心钱的问题了。 科技的话,给方尖碑研究所(就是地图中间那个神圣都市)的研究经费不要太多,不然研究点会溢出,导致研究不了科技,只能回档。然后优先点出火枪和火炮,战斗非常有用。
军团战教程里面我就不想玩了,移动了一下远程兵然后不管怎么按攻击按钮都不射击了,就这索敌攻击还玩什么。
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Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
バグが多く、進行出来ない時もあり、少し早すぎたんじゃないかと思う。 国に仕えて、功績を達成しても次の位に上がらないバグが半年以上放置されていたとか。 戦闘中、歩兵とキャラが同じで何の色の変化もないし、特に目印もないので、乱戦になったら誰が誰かわからなくなる。あとズームは近づけすぎるとバグって画面が見えなくなったりと、公開から半年経ってるがバグが多いとお思う。あとはバランスの問題だけど、結婚が難しい。殆どの異性は登場したらすぐに誰かと結婚しているので、未婚なのは35歳以上だとか、そんなのしかいない。愛人化は誰でも出来るが、それ以上でもそれ以下でもないので良くわからなかった。 個人的には昔の光栄のシミュレーションゲームのような雰囲気で好きだったが、そういう好きという要素がなければクリアを挫折しそうな位バグが多い。
世界観がめっちゃ良い
遊び方がわかるまで苦行です
goog
Reminds me of being in Thailand. Some of the character thumbnails will fool you. I mistakenly made a dude my characters lover. After my lover acquired a wife, I realized that SHE was actually a HE.
可以
地圖可以再大一點;不一定要只有一座方尖碑,城池.城鎮.關卡占領後可以由勢力主分配管理者,還有全勢力成員可以在城鎮管理上管理駐軍;每座城池.城鎮.關卡應該設有自己的軍隊由勢力負責供養
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Selling now
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Players by region
Where this game's players are, estimated from review languages.
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