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Dead Monarchy is a Medieval, Turn-Based, Mass-Tactics RPG with survival elements. It is a game influenced by other games such as Battle Brothers, Banner Saga, XCOM, Age of Decadence and Jagged Alliance. Dead Monarchy is a game created by one guy, addicted to turn-based games. At its heart, it is about the management of a mercenary company that travels the lands in search of fame and glory and perhaps nobility.

Dead Monarchy will be continually developed over the course of 10 years, because that is the most realistic time frame I can give myself to fulfill all my goals. It will come in two modes, "Tourney Mode" and "Monarchy Mode". Tourney mode will be more focused on combat and company management and as the name suggests, is centered around medieval tournaments. With the addition of the overworld map, Dead Monarchy will eventually grow into "Monarchy Mode".

With the overworld map in, tournaments will become a dangerous but lucrative side activity. Eventually the two modes may be seamlessly integrated as other activities such as dungeon delving and minor territorial gameplay mechanics get added. It will be a long journey but an eventful one, a journey I am hoping that you will join. I don't have a dedicated QA team, I only have you. From one player to another, let's make a game that will make us social outcasts! Kidding.


- Command up to 12 mercenaries/knights/murderers/colorful backgrounds in glorious turn-based combat. The party size may increase in the future.

- Unique weapons that define your play style and character growth. Greataxes, Longswords, Rapiers, Axes, Hammers, Maces, Scimitars, Swords, Claymores and the Daito and more! Each weapon will have its own skill tree.

- Two types of turn-based combat. In tourney combat, combat is divided into player and enemy phase, all actions are queued and play out at the end of each respective phase. This introduces interesting dilemmas as you can no longer immediately react to each action in a phase, plan ahead and consider every possible outcome. In field combat, phases are still divided between player and enemy but actions are no longer queued, they are triggered immediately on player input and will be something you are more used to if you played more or less any recent turn-based game. This opens up abilities that are not fully suitable for tourney combat, IE abilities that grant free actions. Having two different types of combat systems means you will have to decide between developing your mercenaries for field combat or tourney combat.

- Diverse Enemies: The point of perspective is from the feudal European kingdoms and you will come into contact with factions inspired by the Romans, Greeks, Ottomans, Persians, Chinese, Japanese, Danish Vikings and Celtic Tribes. Each faction will introduce unique weapons and challenges that augment your current strategy.

- Diverse Equipment: No flaming shoulder pads. With each faction, comes unique armor and weapons that are inspired from history and as such, grounded in reality!

- Meaningful Violence: Decapitate a head to reduce the morale of your enemies, but first you'll have to destroy his/her helmet. Armor plays a pivotal role and protects your units against weapons but eventually can be worn down and destroyed.

- Company Management: All mercenaries love gold and need to eat! Balance your expenses as you struggle to outfit and pay your mercenaries, each death is an investment gone wrong. Hello permadeath!

More features to come :)


More info can be found on my website: Dead-monarchy.com

You can also follow Dead Monarchy on Twitter and Facebook: @Dead_Monarchy.


I'm also on the codex, I post quite frequently there and then branch out to other forums.


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Hey guys,

So first I apologize for the silence, been a few hectic months. Working on the elevation and formation AI took longer than anticipated (isn't that always the case). Also on top of that, I'm in the process of selling my house in which I hope to use some of the funds to further fund development, so yeah been pretty flat out.

Anyway, this is just an interim update on what I've been working on and what to expect in the next full devblog which hopefully will be out by this month.

So a brief refresher first, in combat you can choose to attack either the head or body. There is no hit chance reduction for the head, attacking the head does more damage but also consumes stamina whereas the body doesn't. If you completely destroy a unit's helmet, killing the unit with an attack aimed at the head results in a decapitation and a morale loss for all allied units. Not only do you decide whether to attack the head vs body, you have to decide is it better to first destroy the opponent's armor vs body. Unlike Battle Brothers, you have to actively reduce a unit's armor/helmet rating it is not a passive result of attacking. In this sense, it works more like Banner Saga. Side note, there are weapon types that have piercing damage that can ignore a % of armor, but I didn't want to make it available for all weapon types.

Anyway, reducing an opponent's helmet rating also reduces stamina so the trade off on deciding whether to attack head vs body comes down to the amount of stamina a unit has and perhaps the urgency of the fight. If you are wrecking an opponent's side with heads flying off everywhere, you're going to be routing the enemy sooner, but if you are up against opponents with high helmet rating you'll find that sometimes a unit will tire itself out as it attempts to first break a opponent's helmet, then attack the head. This is where it may be more "economical" to attack the body as you won't be reducing stamina and tiring yourself out.

With all that in place, I'll now begin to explain how the new elevation features come into play.


1. If your target is on higher elevation than you, you can no longer use attacks that are targeted to the body. This goes for abilities as well, most abilities have two variants head/body. Certain groups of abilities create synergy, IE the sword abilities that increase your counter attack chance and augment the counter attack itself. These abilities are all based on actively increasing/augmenting counter attacks through successful hits, if you decided to only get the body variant of those abilities you'll find yourself in a pickle against an enemy on higher elevation. You can no longer utilize your strategy as those body orientated attacks cannot be used.

2. If your target is on lower elevation than you, body attacks now do bonus damage. So against a target on lower elevation, attacking the body basically becomes a head attack as you get the bonus damage as well minus the decapitation effect. This is obviously a pretty big advantage as you are doing more damage without consuming stamina.

3. If your target is on lower elevation, you also gain a bonus chance to hit against it. I'm toying around with perhaps adding one more perk to being on higher elevation or perhaps just leaving it as it is and gathering feedback on it first before deciding on adding something else.

4. Attacks/abilities aimed towards the head against a target on higher elevation no longer do bonus damage and cannot decapitate. Your equipped weapon will always come with a default attack that allows you to attack the head. If you find yourself on lower elevation, your only option is to attack the head and attacking the head consumes stamina, no stamina no head attacks. There will be an ability that allows you to recover stamina, every turn you also regain a certain amount of stamina, but being on lower elevation really is quite a disadvantage.

The other thing I'll mention is that I've decided units will have up to 10 abilities they can pick, from a wider pool of abilities, sort of like the Battle Brothers perk tree but there are weapon specific abilities and general abilities. If you decide on a certain synergy/strategy, IE sword abilities that increase/augment counter attacks and you want to be using that strategy as much as possible, then you would pick both head and body versions to account for chances when you are on higher/lower elevation. The downside to this is then your unit is a bit more specialized and may not have access to other utility abilities IE an ability that allows you to disengage from melee range. Also, you'd be completely ignoring shield abilities.

5. Ascending and descending elevation, costs more movement range than compared to just moving on flat ground.

So yeah, combat is shaping up and I'm really excited. The other half of my time was spent on formation AI, which I'll probably talk about it in the upcoming devblog update that I'm hoping to post by month's end. Prior to this, I had only implemented the very basics of combat so personally it is very encouraging to see how my combat has evolved with the AI now taking advantage of elevation. Designing the terrain itself to cater for elevation was also a huge hurdle to overcome, will be talking more about that in the next devblog. For now, just excited that combat doesn't just take place on flat ground :D

For the demo, I'm also going to be moving the combat specific information into a dialogue so the whole experience of learning the combat should feel a bit more "immersive" and less detached as there is quite a bit of info to churn through. I really didn't want to dumb down combat but I guess there is always a threshold where it can become too complicated/complex. That said, personally I'm on the side of always wanting more challenging/tactical combat.

Also new set, there is going to be a lot of armor variety in Dead Monarchy. Same will go for weapons when I am ready to show them. These sets are still WIP and may change overtime.

Leather Lamellar

Viking Lamellar

Dead Monarchy: Devblog 2 - Formation AI + Mercenary Armor

Dead Monarchy: Devblog 2 - Formation AI + Mercenary Armor


In this devblog, I'll be reporting on the initial progress I've made on formation AI, there is a video that you can watch to get a better idea. I will...

Dead Monarchy: Devblog 1 - Armor Progression + Design Direction

Dead Monarchy: Devblog 1 - Armor Progression + Design Direction


In this devblog, I'll be going over armor variety in Dead Monarchy and how it impacts story and world building, touching a little on armor progression...

Dead Monarchy - Dev Let's Play - Episode 6: Brutality vs Nobility! (Pre-Alpha 0.1.0)

Dead Monarchy - Dev Let's Play - Episode 6: Brutality vs Nobility! (Pre-Alpha 0.1.0)


Episode 6: Brutality vs Nobility. A very close fight indeed.

Dead Monarchy - Dev Let's Play - Episode 5: Full Scale Fight! (Pre-Alpha 0.1.0)

Dead Monarchy - Dev Let's Play - Episode 5: Full Scale Fight! (Pre-Alpha 0.1.0)


Episode 5: Full Scale Fight! Things start to really heat up!

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Dead Monarchy Demo (Pre-Alpha 0.1.0)

Dead Monarchy Demo (Pre-Alpha 0.1.0)


Hey there! It's been a long ride and yet the journey is only beginning. The demo is finally out and I'm excited and nervous at the same time. Keep in...

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Dead Monarchy
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Dead Monarchy Studios
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Latest tweets from @dead_monarchy

Hey guys, bit slow on the trigger these few months, been busy with selling my house but also working on formation a… T.co

Apr 24 2018

Hey guys, devblog 2 is up on Indie DB. As mentioned, I talk about the initial progress I've done on formation AI an… T.co

Feb 12 2018

First devblog is up on Indie DB :) Indiedb.com

Feb 5 2018

Demo is now available! Indiedb.com

Feb 1 2018

Last Episode is available! Youtube.com

Feb 1 2018

Episodes 4 + 5 of the demo let's play series is out. There will be one last video in the series, then the demo will… T.co

Jan 29 2018

Episode 3 is out! Admittedly I don't do much commentary in this video however things get very interesting towards t… T.co

Jan 28 2018

I never really used twitter so I was around half a year late, but to get noticed by @OverhypeStudios was an awesome… T.co

Jan 28 2018

Episode 2 is out, I got into a bit more detail about combat tactics :) Youtube.com

Jan 28 2018

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