As an Anglo-Saxon king, you start at 700 AD. England is not unified yet, and you can use force, diplomacy, and tactical marriage to subdue your neighbors and expand. You can also go medieval on Vikings.
Our game engine categorizes your every decision and determines what kind of king you are. The categories are: devout, atheist, brutal, sissy, gallant, restrained, aggressive, diplomatic, rich, poor, respected, mocked, helpful, and ignorant.
Our Story Generator will build your adventure based on your type. You will not know in which category you are, so expect surprises during every playthrough.
Every decision has consequences. Most of them you discover just after you decide, but you never know which choice can bite you in your royal bottom years after. Make your decisions carefully. You will decide about taxes, traders, love, trials, economics, and more. Sometimes, you have to choose between the stability of your reign and your conscience.
As King of Wessex, you have one goal - to conquer your neighbors and to unify England. You can use spies, saboteurs, and intrigues to weaken your enemies. Your prestige and resources are crucial when a battle comes.
Build your dynasty. Get married, have children, and don't forget about the heir. Take care of good relationships with your subjects. Otherwise, they will not choose your son as the next king.
Unify England as one powerful kingdom before William the Conqueror does it.
Hello to all our fans, supporters, and players who read about Be the Ruler for the first time.
Before I get to the point, I need to tell you something about the history of this project. We wanted to make a game that offers deep experience in a simple interface, but it looks like we made a mistake when we chose the UI project. We decided to go with an interface similar to Reigns, and because of that, people played our game too fast without reading events carefully and considering consequences.
It's not acceptable for us because we put a lot of effort into generating stories and making the entire world in the game alive(these all NPCs, diplomacy, marriages, wars, spying, economy).
Marriage event in the new interface
So, we decided to change the entire interface. From now, Be the Ruler will show procedurally generated stories in a way that players must focus on what they are doing in the game. I hope you will like the gamebook view and you will enjoy it a lot.
Events with image in the new interface
(these projects are from new GUI designer for Be the Ruler, Jean-Philippe Hugonnet, so now Be the Ruler team is Polish-French team :). We started coding this, and we will announce a new closed beta soon!)
We also heard at alpha tests that you can't make the right decisions because you don't have enough information. We're adding new places, so you will see everything that could help you. Map, when you can check all crucial NPCs in the game with their territories. Journal, when you can read vital information from your kingdom and your neighbors. And we think the most essential - NPC screen when you can find information about attributes and family of your friends, rivals, vassals and other NPC which make an impact on your story.
Keep your finger crossed for us! We are close to finishing!
Behind the scenes - mockup of NPC screen :)
It's a great time to say more about children in the game. We finished all systems for genetics, attributes, and raising them(events about this are ready...
After alpha tests (we're happy for your help and support - thanks to you, our game will be much better and bigger, more than we ever thought), we had...
Lately, we were working on events database and code, so we didn’t have much to show. Now we are back :) In today’s devlog - war and conquest!
Today’s devlog will be different. We are still working on integrating the event database with the game engine and story branching generator. In the...
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