A compact kingdom simulator

The Crown

Decision 1
♛ Crown Authority 55

Your authority determines whether the realm's power blocs can challenge the throne.

Nobility45
Faith45
Commons45
Army45
Treasury 50 gold
Realm Stable

The Court

The Chancellor

Kingdom Chronicle

Updates

July 24, 2026 — The Kingdom Grows

  • Added Feyfolk as the final planned unlockable People, with 20 ordinary events spanning magical customs, promises, markets, law, daily life, and palace absurdities.
  • Completed the planned base People roster: Goblins, Dwarves, Ogres, Undead, Merfolk, Beastfolk, and Feyfolk alongside Humans.
  • Added Beastfolk as an unlockable People, with 20 ordinary events spanning migration, hunting, clan customs, law, work, architecture, and everyday mixed-community life.
  • Added Merfolk as an unlockable People, with 20 ordinary events spanning underwater territory, trade, religion, travel, law, and everyday coastal life.
  • Added Undead as an unlockable People, with 20 ordinary events exploring what happens when some of the dead return and resume life in the kingdom.
  • Added Ogres as an unlockable People, with 20 ordinary events covering settlement, labor, customs, family, commerce, and everyday life.
  • Added Dwarves as the second unlockable People, with 20 ordinary events covering culture, history, work, family, and everyday life.
  • Major Kingdom Development Update
    • Completed all seven mundane kingdom developments.
    • Added 70 new context-sensitive events unlocked through those developments.
    • Added full event pools for Day of Petition, Royal Exchange, Standing Army, Royal Magistrates, Lords’ Council, Great Temple, and Royal Watch.
    • Developments now meaningfully change the ordinary problems and opportunities that appear during a reign.
    • Expanded interactions between Crown, Nobility, Faith, Commons, Army, Treasury, and Stability.
    • Added situations involving royal law, noble politics, organized religion, professional soldiers, commerce, public petitions, and law enforcement.
    • Existing unlocks such as Goblins and the Mages Guild remain part of the growing context-sensitive event pool.
    • Updated save support for the expanded event roster.
    • The prototype now contains 169 total event definitions.

    The kingdom should now develop noticeably differently from one reign to the next depending on which institutions you choose to establish.

  • Added browser autosaving and automatic resume.
  • Added Goblins, the first unlockable people.
  • Expanded Goblins to 20 ordinary events covering daily life, trade, infrastructure, military service, accidents, celebrations, and disputes.
  • Added the Mages Guild, the first unlockable institution.
  • Added 10 magic-infused ordinary events when the Guild is established.
  • Added Updates and Petitions for development news and player feedback.
  • Added the first mundane development pool: Day of Petition, with 10 new ordinary rulings.
  • Added the Royal Exchange development pool, with 10 new economic rulings.
  • Added the Standing Army development pool, with 10 new military-life rulings.
  • Added the Royal Magistrates development pool, with 10 new Crown-law rulings.
  • Added the Lords’ Council development pool, with 10 new aristocratic rulings.
  • Added the Great Temple development pool, with 10 new religious-institution rulings.
  • Added the Royal Watch development pool, with 10 new public-order rulings.
  • Completed all seven mundane kingdom-development pools.
  • Expanded the game with the seven random kingdom-development proposals.
  • Continued expanding conditional events and world-state unlocks.

The Crown is still in active development. New peoples, events, political complications, and stranger problems will be added over time.

Royal Petition Box

Petitions

The Crown is being built in public. Your petitions can help decide what reaches the throne next.

What should be added next?
New peoples, monsters, religions, magic, neighboring kingdoms, or something stranger?

What felt confusing?
If a rule, meter, or decision did not make sense, say so.

What event stood out?
Tell us which rulings were funny, difficult, memorable, or unfair.

What would you change?
Balance, interface, writing, pacing, difficulty—anything is fair game.

The Crown

How to Play

You rule the realm through the decisions brought before the Crown.

Each decision changes the balance of power in your kingdom. There is no single correct choice, and solving one problem may create another.

Crown represents your authority. If it falls too low, the realm may simply stop obeying you.

Nobility, Faith, Commons, and Army represent the influence of the realm's major powers. Their support can strengthen the kingdom, but allowing any one of them to become too powerful can threaten your rule.

Treasury is the wealth available to the Crown. Spending it can solve problems, fund projects, and strengthen your position. If the treasury runs dry, however, the kingdom may face a financial crisis.

Stability represents the overall order of the realm. As stability falls, unrest and rebellion become increasingly dangerous.

How You Lose

Low Crown, an empty Treasury, collapsing Stability, or an overwhelmingly powerful faction can trigger a Crisis.

A crisis does not necessarily end your reign. You may still be able to negotiate, spend resources, make concessions, or restore royal authority. But if you have allowed the situation to deteriorate too far, your choices may become limited.

Some decisions during a crisis can cost you the Crown entirely.

The Realm Changes

Some decisions permanently change the kingdom during your reign. New peoples may settle in the realm, organizations may be established, and major developments may alter the kinds of events that can occur.

The kingdom you create determines the problems—and opportunities—that eventually reach your throne.

Your goal is simple: rule for as long as you can without losing the Crown.

The Crown is lost

Your Reign Ends