Store data
- UK price
- £9.21
- US price
- Awaiting regional check
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 15 October 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
1 player-data day recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
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| Last 30 days | 1 | — | — | 0 | — |
| October 2026 | 1 | — | — | 0 | — |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Kingdoms Test of Time is a turn based civilization builder inspired by classic strategy games.
Build your kingdom from 4000 BC into the distant future across a huge technology timeline. Explore new continents, build cities, manage water and resources, develop your government, trade with other kingdoms, spread culture and religion, survive plagues and revolutions, and compete for control of a world that keeps changing.
Build your kingdom with:
36 playable kingdoms
Space race and ability to fully colonize other planets and moons
Gather resources from asteroids and other off world points
36 hand crafted scenarios from prehistoric hunter gatherers to World War 2 scenario featuring the entire planet and 50+ factions
More than 360 units
More than 350 buildings and Wonders
Nearly 140 technologies
More than 50 resources
More than 80 worker improvements
11 religions
12 government types
18 terrain types
Ancient, Classical, Medieval, Industrial, Modern, Atomic, Information, and Future era content
Units range from settlers, workers, warriors, archers, cavalry, and sailing ships to tanks, aircraft, missiles, submarines, robots, advanced infantry, and massive future war machines.
Each kingdom has its own leaders, city names, traits, visual identity, special units, buildings, strengths, and preferred strategies.
Trade routes move more than gold and resources. Culture, religion, migration, and disease can spread between connected cities and across borders.
Explorers, armies, traders, and colonists can carry diseases into new regions. Contact between continents can expose isolated populations to illnesses they have never experienced. Outbreaks can grow into major plagues that affect cities, armies, population growth, and entire kingdoms.
Populations slowly develop resistance after repeated exposure, while newly contacted kingdoms may suffer much greater damage.
Large kingdoms are powerful, but they are not always stable.
War weariness, occupation, religious division, cultural pressure, government problems, shortages, distant colonies, and unhappy citizens can lead to rebellion and civil war.
Rebels can capture cities, build armies, control territory, and eventually form completely new kingdoms.
A match that starts with only a few kingdoms can grow into a much larger world filled with breakaway states, former colonies, rival governments, religious movements, and new alliances. These systems also help keep runaway leaders under control because the largest kingdoms must work harder to hold their territory together.
Cross the oceans, discover new lands, establish colonies, claim resources, and build overseas kingdoms.
Colonies can bring wealth and power, but they are harder to defend and govern. Cultural differences, religious tension, unfair treatment, weak leadership, and political unrest can lead to independence movements or full civil wars.
A small colony may eventually become one of the most powerful kingdoms in the world.
Build stadiums, arenas, courts, tracks, pools, racing facilities, and other sporting venues.
Compete in international games inspired by the Olympics, win medals, attract tourism, host future competitions, and earn global prestige.
A smaller kingdom may not have the strongest army, but it can still become the athletic and cultural center of the world.
Water is a major part of city planning and growth.
Rivers, lakes, rainfall, groundwater, wells, reservoirs, irrigation, pipelines, desalination, and recycling affect where cities can grow and how many people they can support.
A city with reliable water can become a massive population and production center. A dry settlement may require major infrastructure just to survive.
Trade resources, exchange technologies, negotiate peace, form alliances, create military partnerships, offer loans, organize embargoes, and build coalitions against powerful rivals.
AI kingdoms remember wars, gifts, border disputes, broken agreements, religious conflicts, trade relationships, and foreign troops entering their territory.
Poor relationships can lead to arms races and invasions, while close partners may support each other during wars, revolutions, and international crises.
Create or edit:
Units
Buildings
Wonders
Technologies
Resources
Worker improvements
Kingdoms
Governments
Maps
Scenarios
Change statistics, requirements, effects, appearances, starting dates, treasuries, technologies, governments, relationships, alliances, and wars.
Drop a PNG into the Map and Scenario Editor and let the game analyze it.
The editor can detect land, oceans, terrain differences, elevation, and map height information to create a playable world in seconds.
Import modern world maps, historical maps, fictional continents, fantasy worlds, regional battlefields, or hand drawn images. You can then edit every tile and add kingdoms, cities, armies, roads, resources, alliances, permanent wars, and custom starting conditions.
1 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.