⚔️ Regni in Guerra — Kingdoms at War

Browser RTS roguelike. Work in progress. Free. English & Italian.

Heads up: this is an in-development build, published to gather feedback. The systems are largely finished; the artwork is not. Three units out of twenty have final sprites — everything else is a placeholder. If that's a dealbreaker, come back in a couple of months. If you can see past it, I'd love to know what you think.

Build a medieval-fantasy kingdom and drag it through endless cycles of increasingly brutal battles. Every victory hands you an upgrade. Every boss you kill makes your civilization permanently stronger. How far do you get?

What's in it

An endless campaign. Levels, then a boss, then it all starts again — they get stronger, so do you. There's no finish line, only a score.

200+ upgrades across five rarity tiers. Some serious: heavy crossbows, enchanted towers, faster construction. Others completely unhinged — the Hungry Dragon that eats your own soldiers, the Short-sighted Archers, the Sentient Walls that tear loose and charge. And a kaiju, a tank and a UFO, in a medieval game.

My Civilization. Boss upgrades are permanent and stack between runs. Switch them off if you want a nastier session.

Local leaderboard. Every finished run leaves a score, including runs you quit halfway. Stopping is a decision, not a defeat.

A real RTS underneath. Resource gathering, base building, population caps, fog of war, minimap, pathfinding, auto-firing towers and walls, formations, Ctrl+1–9 control groups, attack-move, remappable hotkeys.

How to play

Mouse and keyboard — F1 opens the command panel, middle mouse pans the camera. Mobile and touch supported. Progress saves to your browser. Language switchable in settings.

📊 Where the project stands

✅ Working

  • Full RTS engine: economy, construction, population, fog of war, minimap, pathfinding
  • Endless cycle-based roguelike campaign with bosses and scaling difficulty
  • upgrades on a declarative modifier engine
  • Scoring, local top-10 leaderboard, persistent "My Civilization"
  • Campaign saving with Continue Campaign; score recorded even on voluntary exit
  • Combat feedback: real projectiles, damage numbers, hit flashes, collapsing buildings with debris, smoke from damaged structures
  • Control groups, attack-move, guard stance, remappable persistent hotkeys
  • Continuous auto-gathering — peasants find the nearest safe node themselves
  • Extra modes: 1v1 and Campaign


🎨 Artwork — 3 of 20 units

Final sprites done: peasant, soldier, kaiju. The remaining seventeen are placeholders and look like it.

Every sprite is  AI-generated,I is very difficult to have AI draw consistent characters in all the directions needed. It's the slow road, and it's the single biggest reason this build still reads as a prototype. One unit at a time.

🔧 In progress

  • Difficulty balance — the player snowballs faster than the enemy scales. Known, being reworked.
  • The rest of the roster+factions — see above.
  • Legendary variety — anyone reaching the high cycles has seen all of them. Pool needs widening.
  • UI and readability polish, especially on small screens
  • Bug fixing.
  • Fixing English /italian translation

🗺️ Planned

  • ⚓ Naval battles. Maps with real water: harbours, warships, transports to land armies on islands, blockades. It changes the geography of a match completely.
  • ✈️ Air battles. Flying units that ignore terrain, dedicated anti-air, the sky as a separate tactical layer. The dragon is only the beginning.
  • More procedural maps, more boss variety, new enemy civilizations with their own abilities.

💬 Feedback

That's the whole reason this build is public. What you enjoyed, what bored you, where you got stuck, which upgrade made you laugh and which felt pointless. Even one line helps — and it genuinely shapes what I build next.


Updated 1 day ago
Published 4 days ago
StatusIn development
PlatformsHTML5
AuthorKawars
GenreStrategy
TagsFantasy, Medieval, Pixel Art, Real-Time, Roguelike, rts, Singleplayer
AI DisclosureAI Assisted, Code, Graphics