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- Coming soon
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- 17 November 2026
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- 17 November 2026
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Most strategy games give you a map. Imperium Sine Fine gives you a world that lives.
Your finest general will grow old and die. The city you conquered last winter resents your rule, and crime is taking root in its alleys. Your border provinces are filling with settlers of three different races, each assimilating, or not, at their own pace. And somewhere to the south, a rival emperor has noticed your armies growing weak and hungry, faster than you can feed them.
This is grand strategy where every system breathes. Welcome to Imperium Sine Fine , the Empire Without End.
FORGE YOUR EMPIRE
Command one of 14 factions, from noble human kingdoms and ancient elven dominions to brutal orc hordes and the chillingly efficient unliving, each with its own government form, strengths, and military traditions. Expand across a vast hexagonal map by founding cities, claiming resource-rich terrain, and raising outposts on the frontier. Hills yield stone, plains yield grain, and the empire that controls the right ground controls its own destiny.
RULE A LIVING WORLD
This is not a game of static numbers. Populations of multiple races grow, migrate, and assimilate. Cities prosper or fall into crime depending on how you govern them. Generals and governors gain experience, learn new skills, age, and eventually die, forcing you to plan beyond a single lifetime. Loyalty must be earned, garrisons must be maintained, and a poorly fed army is an army half-beaten before the first battle.
WAGE WAR WITH DEPTH
Customise your armies down to equipment loadouts and troop traits. Veteran regiments earn Battle Honours that shape how they fight. Deploy engineers to raise fortifications and improve the land your soldiers bleed for. Face AI opponents with distinct military personalities, some cautious, some reckless, none of them predictable.
MASTER DIPLOMACY AND INTRIGUE
Strike alliances, drag allies into your wars, return conquered cities as bargaining chips, and navigate an Imperial Court where influence is a weapon as sharp as any blade. Will you rule as a wise sovereign or a ruthless conqueror? The world will remember either way.
MAKE IT YOURS
Full mod support with Steam Workshop integration. Edit game data, replace graphics, and subscribe to community creations with a single click. With the Eternal Creation Scenario Editor DLC, you can build entire scenarios of your own and share them too. A journey that began with Rising Empires in 2013 and grew through the Fate of an Empire saga, Imperium Sine Fine arrives with a decade of refinement, a dedicated community, and the toolset to match.
ONE DEVELOPER. ONE VISION. NO COMPROMISES.
Imperium Sine Fine is built by a solo developer with a single design rule: every system must create interesting decisions, never busywork. No microtransactions, no energy timers, no live-service nonsense. Just deep, honest grand strategy.
Are you ready to forge your legacy and rule an empire without end?
Greetings, emperors!Part two of the modding series is up on the blog! Last time I explained how the modding system works. This post covers how to share what you make.The simplest way is to zip up your mod folder and send it to a friend. For reaching the whole community, the Steam Workshop is the proper route, and I’ve built a small standalone tool, the Workshop Uploader, to make it easy. You point it at your mod folder, add a title, a description and some tags, and upload. Every update after that goes to the same Workshop item, so your subscribers get the latest version automatically.I also explain why the mod ID in your mod.json should never change between versions, and why a preview image is worth the minute it takes. Data mods and graphics mods can be published with just the base game. The Scenario Editor DLC is only needed to create scenario files.Read the full post here: https://...
Read full update on Steam ↗Greetings, emperors!A quick but important heads-up. On Wednesday 7 October I'll be releasing an update to the demo that breaks all existing save games. Any game you have in progress will no longer load once it lands.I'd much rather do this now, before Steam Next Fest, than have it cause problems later. The update changes things at a level that older saves can't carry across.If you have a game you care about, I'd suggest finishing your session before Wednesday. After the update you'll need to start a new game.If you spot any bugs, or think something needs adjusting, please send it to [email protected]. Every message helps.Read the full notice on the blog: https://www.imperium-aeternum.com/2026/10/05/important-an-update-on-7-october-will-break-your-saved-games/If you haven't wishlisted Imperium Sine Fine yet, it really helps as I head towards release!Thank you for your patience and your...
Read full update on Steam ↗Greetings, emperors!New development blog post is up! This is the first of two posts on the modding system coming to the desktop version.I explain the core philosophy: a mod only needs to contain what it changes, everything else is inherited from the base game automatically. I cover how override and additive loading works across data files, events and focus trees, how to use the Mod Manager's Extract Game Data button to get started quickly, and how load order resolves conflicts between multiple mods.Read the full post here: https://www.imperium-aeternum.com/2026/10/01/25-opening-up-imperium-sine-fine-the-modding-system-explained/Part two, covering how to publish your mod to the Steam Workshop, is coming next. If you haven't wishlisted Imperium Sine Fine yet, it really helps as I head towards release!Cheers!
Read full update on Steam ↗Greetings, emperors!Part two of the Balance Update is up! Following on from last time's explanation of the population rescale, this post covers what actually happened when I put it through a proper test run.A handful of genuinely interesting things turned up: a workshop assignment issue affecting AI and governor-controlled settlements, a horses modifier that was punishing developed empires too harshly, an AI play-style bug that could leave empires permanently short of civilian workers after even a minor war, and a population-farming loophole that needed closing.All of it is fixed, tested, and documented now. I'm genuinely pleased with how this turned out, I believe it's one of the bigger improvements I've made to the game this year.Read the full post here: https://www.imperium-aeternum.com/2026/09/24/24-what-broke-what-i-fixed-and-why-im-genuinely-pleased-with-where-this-landed/If you...
Read full update on Steam ↗Greetings, emperors!New development blog post is up! This one digs into a problem I found while reviewing old saves, mobilisation had crept up to nearly a third of an empire's total population under arms, and cities were stalling out well below where they should be.I explain the diagnosis, what I found across several test saves, and the fix, a full ×3 rescale of population itself while leaving troop counts and equipment costs untouched. The result is an empire that can field an army without hollowing itself out to do it, and cities that actually keep growing rather than hitting a wall a few months in.Read the full post here: https://www.imperium-aeternum.com/2026/09/17/23-why-i-rescaled-the-entire-population-system/Part two, covering what the test run found once this went into practice, is coming next. If you haven't wishlisted Imperium Sine Fine yet, it really helps as I head towards...
Read full update on Steam ↗Greetings, emperors!New development blog post is up! This one takes a look at diplomacy, specifically two mechanics that quietly shape how alliances actually behave: Join Wars and Return Cities.I cover how the AI decides whether to join an ally's war, weighing relation value against how many enemies are involved, and why a diplomatic AI will actually hand back cities founded by its allies over time, unless it's an aggressive or hardcore personality that never lets go. There's also a recap of the diplomacy system as a whole, and a hint at a bigger diplomatic addition planned for after launch.Read the full post here: https://www.imperium-aeternum.com/2026/09/03/when-your-allies-go-to-war-so-do-you/If you haven't wishlisted Imperium Sine Fine yet, it really helps as I head towards launch. Thank you!Cheers!
Read full update on Steam ↗Greetings, emperors!New development blog post is up! This is part two of the Crime and Provincial Order system, following on from last time's introduction to the Sprawl Factor.Today's post covers what crime actually costs you, resource loss, slower construction, reduced assimilation and recruitment, and the vicious cycle that can develop if you let it run unchecked. But it also covers your full toolkit for fighting back, garrison strength, governor choice, province development, and more, all using systems already in the game.Read the full post here: https://www.imperium-aeternum.com/2026/08/27/20-the-cost-of-crime-and-how-to-fight-it/If you haven't wishlisted Imperium Sine Fine yet, it really helps as I head towards launch. Thank you!Cheers!
Read full update on Steam ↗Greetings, emperors!New development blog post is up! This one introduces the Crime and Provincial Order system, and more importantly, explains the problem it's solving, sprawling cities that outgrow their governance and end up with effectively uncapped resources.I cover the core mechanic, the Sprawl Factor, how it's calculated from hexes versus Province Development Level, and why different races have very different natural tendencies towards crime. I also explain the design philosophy behind it: this is meant to reward players who engage with it, not punish those who don't.Read the full post here: https://www.imperium-aeternum.com/2026/08/20/19-why-your-empire-needs-a-crime-system/Part two, covering what crime actually costs you and how to fight back, is coming next. If you haven't wishlisted Imperium Sine Fine yet, it really helps as I head towards launch!Cheers!
Read full update on Steam ↗Greetings, emperors!New development blog post is up! With so much having been added over the past several posts, population, grain, stone, engineers, the combat overhaul and the full Military Tradition system, I thought it was worth pausing for a recap before moving on to something completely new.If you've been following along since the start, this is a handy summary of everything covered so far in one place. And if you've only just found the game, this is the perfect place to catch up on everything that's coming!Read the full post here: https://www.imperium-aeternum.com/2026/08/13/18-looking-back-before-we-look-forward/Next up: a brand new crime system, and the reasoning behind why the empire needed one. Stay tuned, and if you haven't wishlisted the game yet, it would mean a lot!Cheers!
Read full update on Steam ↗Greetings, emperors!New development blog post is up! This one covers Equipment Loadouts, the first reward unlocked when a troop slot reaches Tier 1 in the new Military Tradition system.I go through how the point budget works, the difference between combat stats and discrete stats like HP and Movement, and the costs involved once you commit to a design. I also cover the strategic archetypes this creates, from unbreakable grinding units to high-risk glass cannons, since Shock Value and Resolve are now part of the mix alongside the usual combat stats.Read the full post here: https://www.imperium-aeternum.com/2026/07/30/16-shape-your-armies-equipment-loadouts-explained/If you haven't wishlisted Imperium Sine Fine yet, every wishlist genuinely helps as I head towards launch. Thank you!Cheers!
Read full update on Steam ↗Greetings, emperors!New development blog post is up! This one introduces Military Tradition, a brand new progression system where your troop types earn experience through actual combat and grow into something uniquely yours over the course of a game.I cover the four tiers of progression, from Base all the way to Elite, how XP is earned, and what each tier unlocks. There are some concrete examples in there too, showing roughly how many battles it takes to get your infantry Blooded, or your cavalry to Veteran status.Read the full post here: https://www.imperium-aeternum.com/2026/07/23/your-troops-have-a-history-now-introducing-military-tradition/If you haven't wishlisted the game yet, now's a great time, it really helps! Thank you for following along.Cheers!
Read full update on Steam ↗Steam currently lists 17 Nov 2026 as the release date.
Greetings, emperors!Part two of the modding series is up on the blog! Last time I explained how the modding system works. This post covers how to share what you make.The simplest way is to zip up your mod folder and s…
Greetings, emperors!A quick but important heads-up. On Wednesday 7 October I'll be releasing an update to the demo that breaks all existing save games. Any game you have in progress will no longer load once it lands.I…
Greetings, emperors!New development blog post is up! This is the first of two posts on the modding system coming to the desktop version.I explain the core philosophy: a mod only needs to contain what it changes, every…
Greetings, emperors!Part two of the Balance Update is up! Following on from last time's explanation of the population rescale, this post covers what actually happened when I put it through a proper test run.A handful…
Greetings, emperors!New development blog post is up! This one digs into a problem I found while reviewing old saves, mobilisation had crept up to nearly a third of an empire's total population under arms, and cities w…