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A kingdom sim for mobile

EveryKing Dies

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.

  • City builder
  • RPG heroes
  • Idle friendly
  • Living economy
  • Dynasties

Free to play · No ads · Single player · Android first, then iOS

Every King Dies, Main ThemeOriginal score · 1:30
Every King Dies title screen: the game logo over a bright illustrated town with a king and queen at the hall, a tavern, a smithy and a market, and a party of heroes facing a wolf and a ghoul.
Made for full days

Play it for two minutes or leave it on all day

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.

While you work

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.

Between things

Check in

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.

When you want an escape

Take the crown

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.

The game

Build it, watch it, rule it

A Tribe settlement: a thatched leader's hall, cottages, a smithy and a tavern along dirt trails.
TribeThatch, timber and dirt trails.
A Town settlement: cobbled streets linking a chapel, well, market square, smithy, tavern and bakery.
TownCobbled streets, stone and tile.

From campfire to crown

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.

  1. Tribe
  2. Village
  3. Town
  4. City
  5. Kingdom

Tiers are from the current build. We may add more between City and Kingdom before launch.

Warrior
Ranger
Mage
Cleric
Rogue
Merchant

Heroes live their own lives

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:

  • Levels
  • Skills
  • Gear
  • Wealth
  • Family
  • Influence

A downed hero has until the skull timer runs out. Get someone there in time, or dig a grave and write the epitaph.

A ruined necromancer's tower with a glowing purple crystal, the necromancer, a skeleton with an axe and a ghoul.

A world with its own agenda

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:

  • Bandit raids
  • Village fires
  • The dead rise
  • Contested successions

Loot changes hands along the way:

  1. Dropped
  2. Claimed, maybe by bandits
  3. Used or sold
  4. Made into goods
  5. Crafted up
The in-game Dynasty screen, Crown tab, for House Wilkinson: the king and queen stand in their hall beneath the family crest with a cleric and a mage, above meters for Legitimacy, Popularity and Allegiance, the champions count and a Succession button.

Every king dies. Plan for it.

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.

From the chronicle of Oakheart

  1. Year 9Queen Maren is carried home from the Southern Woods, one tick from the grave.
  2. Year 23Maren dies in her sleep. Her son is eleven. A regent takes the hall.
  3. Year 31House Stag claims the crown.

Sample entries for illustration.

The Crown's Ledger

Tax rate
Death duty
Heirless estates
Gate decree
Ruler's duty

Change a policy to see what it does.

A preview of the in-game policy screen. Try it.

Rule as much or as little as you like

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.

See it in action

Simple sprites, a living 3D world

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.

An ivy-covered mage tower beside a river bridge, with the infirmary and cottages nearby.
The mage tower by the river
The blue-roofed chapel school with a rose window and bell tower, a cleric at its door.
The chapel school
Two-storey houses, the school, farm plots, the market square and a smithy along cobbled streets.
Homes, farms and the market
Early Access coming soon

Be there for the first coronation

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.

Where do you want to play? (optional)
  • Free to playBuild and rule as long as you like. No paywall.
  • No adsNo banners, no videos, no watching ads for rewards.
  • Optional extrasSmall tips and better-value bundles for more speed, depth or control.
  • Just you and your kingdomSingle player. Nothing to compete for.