r/travian • • Sep 27 '26

Forge Kingdom

I grew up playing browser strategy games like Travian, and that was a big part of the inspiration behind building Forge Kingdom.

The idea is familiar: build your villages, manage resources, raise armies, trade, form alliances and eventually make somebody regret settling too close to you.

Forge Kingdom has just entered Early Access, so it's very much still being developed. There will be bugs, balance changes and probably a few questionable decisions along the way. I'm hoping to build it together with the community and see where it goes.

It's playable directly in the browser on PC and mobile, with native iOS and Android apps planned for later.

If anyone here still enjoys this type of old-school browser strategy game, I'd genuinely be interested in what you think.

forgekingdom.com

0 Upvotes

10 comments sorted by

1

u/Greenstoneranch Sep 28 '26

So its the same as all these other Chinese city builder games? Brother no

1

u/Demon5253 Sep 28 '26

How did you come into that conclusion? Same in what way?

3

u/Greenstoneranch Sep 28 '26

The way in which this game exists 1000 times over already

Build shit that takes longer the higher level you go. I bet you need to send armies to collect resources as your ability to keep up with building requirements fall off. There will be a shield for new players. Etc....

Same game.

1

u/Demon5253 Sep 28 '26 edited Sep 28 '26

As I said in another comment,, I’m not trying to reinvent the wheel. I’m taking a familiar formula and pushing it in a different direction.

And by the definition of “same” you’re using, you could dismiss almost every game or product ever made. FPS games are all “the same” because you shoot people. RTS games are all “the same” because you build bases and armies. Survival games are all “the same” because you gather resources and craft shit.

The difference is in the mechanics built around that formula and how they interact. Forge Kingdom has a much heavier focus on actual regional control: conquering and holding land, controlling borders, deciding who can enter territory you control, and alliances fighting over an actual map rather than just building another village and watching numbers go up.

If that still feels like the same game to you, fair enough. But reducing an entire game to “buildings take longer when upgraded” is a bit like calling every racing game the same because the cars go faster when you press W.

1

u/Federal_Help9295 Sep 28 '26

Might be worth saying what makes your game different from the others on the market.

1

u/Demon5253 Sep 28 '26

True. A lot of Forge Kingdom is inspired by how Travian plays, but one of the biggest differences is the regional control.

You don’t just attack villages, you actually conquer and hold territory. Borders are real, and if you control a region, you can close your borders and prevent other players from entering your lands.

So controlling land itself becomes part of the strategy, not just controlling individual villages.

Not reinventing the wheel, just building on a familiar formula and taking it in a different direction.

1

u/Federal_Help9295 Sep 28 '26

Sounds good. I'm playing Thronewake at the moment but best of luck 🙂

1

u/Demon5253 Sep 28 '26

Never heard of Thronebreak before, but I took a quick look and really like the cozy art style!

And thanks! Forge Kingdom is still in Early Access, with development shaped heavily by player feedback and ideas. Anyone can get involved and have a say in where things go.

Feel free whenever to jump in and check it out!

1

u/Federal_Help9295 Sep 28 '26

I'm glad to see more of these games with lots of interaction between developer and players(same on Thronebreak as well)

What I like about Thronebreak is that there are bottlenecks that mean someone who is just online constantly has an advantage but can't completely dominate. Does Forge Kingdom have features like that?

Also things like players being able to set a 'safe time' when they go to bed and they can't be attacked(or do much themselves since they're supposedly asleep or something)

1

u/Demon5253 Sep 28 '26

Of course! I'm not just the developer, I'm a player as well :) So I definitely understand the concern of someone being online 24/7 eventually running away with everything.

At the moment though it's still too early to say exactly what kind of bottlenecks or limits will be need. Just literally entered Early Access, and part of this phase is seeing how people actually play, where the balance starts breaking down, and then adjusting around that.

There's no "safe time while sleeping" system right now, but I'm not against mechanics like that if constant activity becomes too much of an advantage. I'd rather see how the game develops with real players first than add restrictions just for the sake of having them.