Leave it running
Prop it up next to your laptop or the stove. Watch it like an ant farm: parties set out, merchants arrive, a house gets a new roof. Some days you'll just watch.
Kings change; new heroes lay claim; the town remains.
Build a city that grows from a tribe into a kingdom. Heroes leave its walls, hunt monsters, bring loot home, trade, raise families, grow old and die. Build a kingdom worth watching and a history worth remembering.
Free to play · No ads · Single player · Android first, then iOS

Every King Dies was made by a parent, for people without long free evenings. Play it idly when life is busy, or dive in when you want an escape. You decide how involved to be.
Your kingdom waits for you. Time only moves while the game is open. Put it down for a week and you'll come back to the same town, the same families and the same ruler.
Prop it up next to your laptop or the stove. Watch it like an ant farm: parties set out, merchants arrive, a house gets a new roof. Some days you'll just watch.
Take a mental break. Open it for a few minutes and watch a birth, a hero coming home, a good market day. Post a bounty, place a building, then put it down. Nothing moves until you're back.
Direct the world. Shape the economy, back a rising family (maybe one that shares your name), and make choices that decide whether a dynasty lasts a lifetime or a century.


Place buildings, lay trails and cobbled streets, and upgrade everything where it stands. Each step up opens new regions to explore and more land to build on. Warm, busy streets at home; a dark frontier beyond the walls.
Tiers are from the current build. We may add more between City and Kingdom before launch.






You don't steer the fight. Heroes form parties outside the tavern, clear monster lairs and carry the gold home to spend in the buildings you chose. You nudge them with quests and bounties.
Over a lifetime they grow in every way that matters:
A downed hero has until the skull timer runs out. Get someone there in time, or dig a grave and write the epitaph.

Every region brings new enemies with their own looks, skills and attacks. Some are rivals and fight each other; others band together against your heroes. Each builds lairs in the wilderness that come back after you clear them.
Events arrive as the town grows. Let them play out, or step in and choose how your town responds:
Loot changes hands along the way:

Any house can climb from poverty to power, or fall back down. Watch families grow and decline over generations, or put your thumb on the scale for the one you like best.
A dynasty can hold for generations or fall fast to rebellion, an early death or an abdication. When a king dies, rival houses can challenge the succession. Keep an eye on the crown's legitimacy, its popularity and the town's allegiance. Buildings, graves and grudges carry forward from one reign to the next.
Sample entries for illustration.
A preview of the in-game policy screen. Try it.
The crown comes with a desk full of decisions. It can be a game within the game, or a panel of levers you rarely touch. Every policy starts at a sensible default.
Set taxes and duties, decide who gets the fortunes of families that die out, open or close the gates, and choose how much danger your ruler faces.
Then there are the choices that come to you: which proven heroes to name as champions, and which marriage offers to accept for the royal family. Every match makes friends, rivals and sometimes heirs nobody expected.
The characters began as prototype sprites and won us over. The world is 3D, so heroes climb hills and wade rivers, and particle effects light up every spell.







Every King Dies launches in Early Access on Google Play soon, with iOS to follow and PC on Steam further down the road. Leave your email and we'll tell you the day it opens.