Store data
- UK price
- £9.21
- US price
- Awaiting regional check
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 30 October 2026
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3 player-data days recorded in this window.
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| Last 30 days | 14 | — | — | 6 | — |
| November 2026 | 14 | +3 | +27.3% | 9 | +56.8% |
| October 2026 | 11 | — | — | 6 | — |
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Three Kingdoms Reimagined is a strategy game for one or two players. You rule from a pausable real-time campaign map of China and fight your battles yourself, with thousands of soldiers on the field. Begin as Cao Cao, Liu Bei, Lu Bu, Sun Ce or another historical ruler, or create your own: choose a face, dress and arm them for battle, pick how they fight, and bring up to two companions you made.
When armies meet, read the contact report first. It shows both forces and the stratagems you can afford: dust dragged behind your riders so the enemy thinks you are many, a bandit chief's horsemen waiting off their flank for your signal. The enemy plans its own. Then fight the battle yourself or let Auto Resolve settle it.
On the field, order your cohorts to move, attack or hold, and watch morale and fatigue before you commit them. Officers lead their own share of the army, and soldiers near an officer's banner hold together. Famous officers have moments of their own: Zhang Fei roars, Lu Bu breaks the first rank, Zhao Yun cuts his way out when he is surrounded. When your men break and run, raise a standard and rally them.
When two officers meet between the lines, one can challenge the other. Accept, and the ranks fall back to make a ring while the fighting goes on around it. A duel lasts up to a minute, and the winner gets back some of the strength it cost them. Before a battle you can also call out the enemy commander, and both armies stop to watch.
Once in a campaign, Lu Bu calls the strongest houses to a tournament at his parade ground. If he has fallen, the strongest house hosts. Each house sends its best fighter. Choose your champion, fight each bout yourself or let it resolve, and watch the others. Every house that enters is paid by how far its champion went, and the winner gains +3 WAR for good and the title Champion of the Realm.
Cities are fought for on their own walls. Send a ram to the gate and ladder parties up the wall, and set your archers to keep the defenders' heads down. The garrison answers with boiling oil on the ram and stones on the ladders, and it will not break while its walls stand. In a single-player campaign, when an enemy storms a town your army is in, you can man the battlements yourself.
Your officers come to you when something happens. After a deed, a wound, or a plan you set aside, an officer's card waits on the map with one line and two answers, and the campaign keeps running while you decide. They ask for what matters to them: a command, a duel with a named enemy, an office. Promise it and the promise has a deadline. Keep it and they owe you a favor; break it and everyone who values good faith hears.
Your choices build your name: merciful or severe, bold or cautious, faithful or faithless. Officers who admire it serve gladly, and free officers weigh it before they join. Officers make friends in battle and rivals over honors. Swear an oath with a trusted officer once you have faced danger together, marry, or arrange a match between two of your court. Close officers send gifts, and an officer captured in a defeat can be ransomed or traded home.
Sworn brothers, spouses and friends steady each other's men when they fight side by side. When one falls, the other may rage or falter, and a comrade who goes down draws a rescue ride.
After the first months, dated crises reach your court. A pretender claims the throne, Lu Bu is cornered at Xiapi, and the north fights its great war. Each crisis gives you ten days and several answers, and at least one leads to a grand battle you can fight yourself. Turning Points such as a captive emperor, a general who changes banners and a last coalition arrive one at a time, so each gets your attention.
Develop settlements, muster troops, trade grain and goods, and appoint officers to lead armies or run your cities. Your council proposes a plan; you choose which one your commanders follow. Scouts and reports show part of the situation, not every enemy movement.
Make peace by sending an envoy with terms, gold or a returned captive, or bind another court to yours by marriage. Hold a majority of the realm's 29 capitals to claim the Mandate, and expect the other courts to unite against you before the end. Win as Emperor, as Regent of the Han or as King, depending on the road you took. Lose your last holding and your house falls.
A victory may win territory while leaving your army too weak to press on. Survivors, wounds, captured officers and lost gates all stay in the campaign. Officers earn deeds, traits and titles, teach each other on campaign, and remember the promises you kept. A commander who keeps beating one of yours becomes a nemesis. Each officer's biography and your campaign's Chronicle keep the story.
Two players can play one campaign together, each leading a historical warlord from their own seat. Begin as allies, at peace or at war, and keep the alliance or break it. Allies fight in each other's battles, each commanding their own army; rivals race each other for the realm. Each player can bring a character they created as a champion in their army. Stop and save together and carry on later. Custom Battle has a multiplayer lobby too, with drafted officers and armies of up to 500 men.
English and Simplified Chinese
30 Steam achievements
Gamepad play
Steam Cloud saves
Screenshots and GIFs are captured from the current Early Access build. Some battles were set up for the camera.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
| # | ||
|---|---|---|
| 01 | Tkr General Of Earth | 42.6% |
| 02 | Tkr Seal Beneath The Dust | 41.7% |
| 03 | Tkr Ladder In The Dust | 25.2% |
| 04 | Tkr Banner After Fall | 21.7% |
| 05 | Tkr Legend In The Field | 15.6% |
| 06 | Tkr House Seal | 13.9% |
| 07 | Tkr Living Escort | 13.9% |
| 08 | Tkr Many Banners | 13.9% |
| 09 | Tkr Unhorsed Not Undefeated | 13.9% |
| 10 | Tkr Kingmaker | 10.4% |
| 11 | Tkr Council To Stone | 7.8% |
| 12 | Tkr Unbroken | 7.8% |
| 13 | Tkr Destiny Written | 6.9% |
| 14 | Tkr Words Before Swords | 6.0% |
| 15 | Tkr Four Protected Roads | 5.2% |
| 16 | Tkr Schemes Scatter | 3.4% |
| 17 | Tkr Rally The Banner | 1.7% |
| 18 | Tkr Coalition Broken | 0.0% |
| 19 | Tkr Crown Holds | 0.0% |
| 20 | Tkr Fifteen Seals | 0.0% |
| 21 | Tkr Hundred Advantages | 0.0% |
| 22 | Tkr Noise Not Courage | 0.0% |
| 23 | Tkr Old Score | 0.0% |
| 24 | Tkr Past Answered | 0.0% |
| 25 | Tkr Power Without Principle | 0.0% |
| 26 | Tkr Realm Not A Prize | 0.0% |
| 27 | Tkr Regent Of Han | 0.0% |
| 28 | Tkr Son Of Heaven | 0.0% |
| 29 | Tkr Three Roads | 0.0% |
| 30 | Tkr Twice Forgiven | 0.0% |
Council advice now stays with you after the meeting. Before a battle, a new report shows who's at contact. After a victory, you choose what the army does with the losses and spoils. A council plan you can follow When you accept a civil proposal, the map shows the current course and the next order needed to begin it. Choose an eligible officer to supervise the work; accepting the plan alone does not start construction or spend the assignment cost. Once work begins, the course names the officer and shows the days remaining. At the next council, you can see how the previous decision is going before choosing another plan. {STEAM_CLAN_IMAGE}/46285229/4c26e5da1649b32d22dea0b47ef22dbdc6acee74.png The current course tracks an officer's work at Puyang. {STEAM_CLAN_IMAGE}/46285229/86186cc1bcb032047abc4ab96007f6761a0e2a2b.png The next council remembers the work already under way. Read the field...
Read full update on Steam ↗I want Auto Resolve to leave me with a sense of the battle I just fought. This pass improves which officers and troops the calculation counts, then presents the outcome in a short battle account. These are development-build changes following Taking Command, not an announcement of a new downloadable build. The screenshots and motion excerpt use staged encounters running through the current game. The animated account illustrates an already-resolved battle; it is not a replay of a hidden tactical simulation. First, make the result account for the right people I found cases where retained officers were missing from the calculation, a settlement's absent ruler was being treated as a participant, or a wounded player leader was counted instead of the available champion. Auto Resolve now works from the officers and contingents actually committed to the encounter, counting each officer once. I...
Read full update on Steam ↗Since the last update, I've been working on a problem that becomes more obvious the longer I play: having plenty of choices is only useful if I can understand them in the middle of a campaign. That has meant bringing officer information together, making the menus feel like part of the same game, and going back over sieges from both sides of the wall. This post covers the development work after Making the next order clear, through gameplay commit 2f9eb05. These are development-build changes, not an announcement that a new update is live on Steam. The screenshots come from in-game review scenarios across this work; they are not one continuous playthrough. An officer I can actually find and command I wanted to stop opening several different screens to answer simple questions about one person. Where is Xiahou Dun? What is he doing? What order did I give him? Can I speak to him here? Offic...
Read full update on Steam ↗I kept running into the same problem while testing: the answer was in one place, and the action was in another. I could see that an army was selected without being able to tell which officers were in it. A commission named a settlement in the journal while the map asked me to interpret a different marker. None of those gaps is huge by itself, but together they make the campaign feel unfinished. The Three Kingdoms sandbox I want to make still comes down to familiar people and an ending you can make your own. Cao Cao should sound like Cao Cao when he faces Yuan Shao. The rest of the game needs to make those decisions just as easy to follow: find an officer in a fight, understand the force you've selected, and know where a commission is sending you. This is a look at the development build around commit 4e446a7. These changes are not live on Steam yet. The screenshots are fresh in-game ca...
Read full update on Steam ↗The Three Kingdoms sandbox I want to make As a solo developer, the vision I keep coming back to is a Three Kingdoms sandbox—or maybe a toybox is the better word—that players can truly make their own. I love this period because I have come to know these characters, their ambitions, their friendships, and their grudges. But I do not want the game to simply march everyone toward the ending we already know. I want Cao Cao, Liu Bei, Yuan Shao, Sun Ce, Lu Bu, and the rest of the cast to enter the world with the identities we recognize, then give the player enough freedom to make an ahistorical story and reach an ending that belongs to that campaign. The recent work on the game has all been aimed at making that idea feel more real. Armies needed to look like they were living in the world. Officers needed to remember the people they fought beside and against. Battles needed to leave more behi...
Read full update on Steam ↗14 concurrent players — the highest daily peak recorded at that point.
11 concurrent players — the highest daily peak recorded at that point.
4 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.
Council advice now stays with you after the meeting. Before a battle, a new report shows who's at contact. After a victory, you choose what the army does with the losses and spoils. A council plan you can follow When…
I want Auto Resolve to leave me with a sense of the battle I just fought. This pass improves which officers and troops the calculation counts, then presents the outcome in a short battle account. These are development…