Store data
- Store status
- Coming soon
- Scheduled release
- 12 November 2026
- Positive reviews
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- Total reviews
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- Release date
- 12 November 2026
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Crownfront is a turn-based strategy game played on a board that sits on the floor of a room. Your castle, farms, forests and army are pieces on that board, and you can see the whole kingdom from one end to the other, including the enemy's side.
It has the shape of a classic RTS. You gather resources, put up buildings, train units and attack. The difference is that it all happens in turns. Every unit moves up to three tiles and takes one action, and there is no clock. Nobody wins because they clicked faster.
This is the mechanic the whole game is built around. There are two resources. Wood builds everything and trains every unit. Food keeps them alive: every unit you own eats one Food per turn, and it comes from your farms and your castle. Farms take several turns to build and produce nothing until they are finished. Run short and every unit on the board starts losing health each turn until you fix it. Recruit too early and your army starves. Play it safe and build farms first, and the enemy turns up with a bigger army while you are still planting. Most matches are decided by how well you handle that gap.
You start with a castle, a worker, a warrior and a scout, with trees nearby. Wood is the first bottleneck, and almost straight away you have to choose whether the next building is a farm or a barracks.
The castle trains workers and the cheap early units, Warriors and Scouts. A barracks trains Soldiers and Archers, a tier above them and worth the wait. Trees run out, so you will be sending workers further afield for wood while keeping enough farms up to feed everyone. Your castle can be upgraded twice for more storage, faster training and more health.
Melee units hit from the next tile over, and the defender hits back. Ranged units hit from three tiles away with no retaliation, but they fall fast if melee reaches them. Buildings cannot fight, so your castle is only as safe as the army in front of it.
The match ends when one side's castle falls, and everything that side owned goes with it.
There is a two-player map for a straight 1v1, and a four-player map where you pick your colour, choose how many AI opponents you face and set each one's difficulty separately. The AI plays by the same rules you do. It builds farms before it grows its army, attacks in waves, and fights the other AIs as readily as it fights you. Last castle standing wins.
Single-player, turn-based, no clock
Two maps: a 1v1 map and a four-player map against up to three AI opponents
Two resources: Wood and Food
Castle, Farm and Barracks, with castle upgrades to Level 3
Worker, Warrior, Scout, Soldier and Archer
A day and night cycle
Save and load mid-match, and Steam Achievements
The demo is a full match from start to finish with the core of the economy: a castle, farms, a barracks, workers, Soldiers and Archers, and Wood and Food. The full game is built on the same bones.
Crownfront is a solo project. What gets added after release depends on how it does. The ideas on my list include more maps, multiplayer, catapults and a deeper economy, but none of that is promised.
The new build, Demo V9.1 is now live on the public branch.Bug FixesFixed the camera moving much faster when the AI Speed was set to 2× or 4×. Moving the camera with WASD, the arrow keys or edge scrolling now keeps the same speed at every AI Speed.
Read full update on Steam ↗The new build (V6) is now live on the public branch. It brings some bug fixes.ChangesMoved production queue above the buttons used to produce units to prevent the player from having to move their cursor every time they add units to production.Increased the rate at which the AI produces units when its base is attacked.Increased the speed at which the camera moves to a new unit requesting orders.Bug FixesFixed unit attack range outline being white instead of red.Fixed archers showing paths to buildings or units within their range.Fixed units not taking the shortest path to reach building to attack it.Fixed health bar not disappearing when a unit is destroyed.Fixed parasite path appearing whenever a unit was one tile away from a building.
Read full update on Steam ↗Demo V4 is now live on the public branch.ContentAdded starvation system. Starvation damage now reduces each unit's health by 10% of their Max HP per turn and disables healing.Added tooltips. Tooltips appear when hovering over resource icons in the resource bar, buttons in the building and unit panels and the building icons in the build menu.Added sparks that fly off enemies when they are hit with the color changing depending on their armor. Archers and workers wear leather armor and produce white sparks while Soldiers wear iron armor and produce orange sparks.Added information to the Farm and Castle's building panels to show how much food they produce per turn.Added new death animations: when a unit dies, instead of simply disappearing, the unit sinks into the ground.ChangesChanged Food Icon.Removed Food from unit production costs.Reduced retaliation damage for melee units. Now melee...
Read full update on Steam ↗Demo V3 is now live on the public branch with bug fixes and the re-implementation of music.ChangesAdded main menu music.Added in game music.Re added music volume slider bar to options.Added notification sound that plays at the beginning of the player's turn.Reduced the size of the map.Added a customized cursor.Added sound effects for placing, building and completing buildings.Added a floating resource number above workers whenever they harvest resources from a resource node.Added a camera effect that plays when a building converts from a preview to its first construction mesh.Added short smoke/dirt like effect that plays when a building converts from a preview to its first construction mesh.Added sound effect that plays when a tree is harvested.Bug FixesFixed clicking the "Attack" button and then trying to cancel and clicking "Move" causing the unit command panel to lock out for all u...
Read full update on Steam ↗Demo V2 is now live on the public branch with a long list of improvements, bug fixes and polish.ChangesOverhauled calculations for movement. When a unit moves to a destination, the unit's data and physical state are teleported to the destination tile while only the mesh itself animates and moves. Eliminates issues with awkward timing during movements.Overhauled calculations for AI turns. When a turn is processed now, only the AI's attacking units will process their turns one by one whereas units that are not attacking will process their turns simultaneously in order to reduce wait times for enemy turns and reduce CPU load.Overhauled AI intelligence after reducing production and resource costs.Added game icon.Changed FOV to 40 and reduced pitch of camera's spring arm.Implemented major visual overhaul and improvements.Reduced the thickness of tile outlines.Reduced size of number that sh...
Read full update on Steam ↗Demo V1 is now live on the public branch with a number of improvements and a long list of fixes.ChangesAdded version number to both the main menu and in-game HUD.Brought map boundaries closer to the board so that the camera doesn't go too far off the board.Increased default camera zoom.Reduced resource costs for all units.Reduced production times for all units.Buildings under construction now show the number of turns left to build them.Changed color of construction bar from pale yellow to bright yellow.Buildings can be rotated with "Q" and "E" during preview.Increased size and scale of UI.Number of turns to reach destination tile now shows when a worker is travelling to a resource node.Number of turns to reach destination tile now shows when a worker is travelling to a building.Increased the size of the version number, adjusted its position and changed the text color from gray to whit...
Read full update on Steam ↗Steam currently lists 12 Nov 2026 as the release date.
The new build, Demo V9.1 is now live on the public branch.Bug FixesFixed the camera moving much faster when the AI Speed was set to 2× or 4×. Moving the camera with WASD, the arrow keys or edge scrolling now keeps the…
The new build (V6) is now live on the public branch. It brings some bug fixes.ChangesMoved production queue above the buttons used to produce units to prevent the player from having to move their cursor every time the…
Demo V4 is now live on the public branch.ContentAdded starvation system. Starvation damage now reduces each unit's health by 10% of their Max HP per turn and disables healing.Added tooltips. Tooltips appear when hover…
Demo V3 is now live on the public branch with bug fixes and the re-implementation of music.ChangesAdded main menu music.Added in game music.Re added music volume slider bar to options.Added notification sound that pla…
Demo V2 is now live on the public branch with a long list of improvements, bug fixes and polish.ChangesOverhauled calculations for movement. When a unit moves to a destination, the unit's data and physical state are t…