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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 as promised, here is the next demo build of Dead Monarchy. As usual, this is WIP and subject to change.

Link: Indiedb.com

This represents 1 year and 6 months of work out of the 5 years that I have set aside for development time. I decided quite early on that I'd openly talk about the development of Dead Monarchy, especially since it is my first game. I feel like I've made great strides and I will continue to improve and polish Dead Monarchy to the best of my abilities as it is literally the only game I "play".

As for the demo itself, it is still just a combat demo, but it is persistent. Meaning you can level up your characters, acquire new abilities and equipment and it will all be persistent as there is an autosave system. There is no loading, it is "ironman" mode, where your choices are permanent. You'll get a taste of the combat against a basic enemy AI that will utilize formations, flanking and elevation tactics. The battles in this demo build move away from the confined spaces of the tourney grounds and into a large open forest environment with elevation.

A lot of features have been added and some mechanics have been changed, if you played the previous demo:

1. Traditional turn based system, in that actions trigger immediately after user input as opposed to the end of the phase. I still like the idea, but it gets too chaotic in larger battles. I'd still like to implement the original turn system later, when I go back to tourney battles.

2. Action Point system. Previously I used the two turn system, move and attack. now everything is based on Action Points. You can attack or move as much as your AP allows. Currently AP is static, but in the future will be determined by a stat.

3. Elevation. I've started on terrain bonuses, with elevation being the first. Elevation grants +15% or -15% hit chance bonus depending if you are above or below. Elevation also disables any ability and attacks that are aimed at the body, forcing you to attack higher to reach the enemy, meaning only head attacks and abilities are available.

4. A tutorial has been added, but it is only text and still needs some UI tweaks, but the basic functionality is there. A step up from the first demo.

5. Large open forest environment, that makes use of elevation.

6. 10+ armor sets to acquire, some pseudo legendary armors to play around, just for the demo.

7. Enemy now has its own distinct look and utilizes flanking, formation and elevation AI. Keep in mind, this is only a basic enemy type.

8. Combat UI has been improved, some of the clutter removed. There are still more improvements to come. This also goes for the general UI as well, there will be several revisions of the UI.

9. Added some general options. You can toggle fast mode for combat when out of combat. Sound options and toggles for the tutorials.

10. A few weapon types have been condensed but the amount of abilities largely remain the same, that said not all abilities are in the demo. There are a few new abilities in build 0.2.0. IE, a shield bash that knocks an enemy back.

I'll now be splitting off and separating into two builds. The demo build and the development build, demo build will still be updated with more updates. I am now working towards implementing the research and base management systems.

Dead Monarchy will continue to improve over time, I am fully committed to this. The settlement for my house has now been completed so I have access to more funds which I plan to continue putting towards development. Now to celebrate build 0.2.0, a few images that show the progress that has been made so far :)

I actually started prototyping in Unreal Engine, then moved to Unity after!

WIP Build 1

WIP Build 2

WIP Build 3

WIP Build 4

WIP Build 5 1

If you guys have any feedback, feel free to post here, over on the codex forums or sign up to the Dead Monarchy forums.

DM Forums: Dead-monarchy.discussioncommunity.com

Rpgcodex Forums: Rpgcodex.net

Stay tuned for more!

Dead Monarchy: Devblog 3 - Elevation Features + Formation AI

Dead Monarchy: Devblog 3 - Elevation Features + Formation AI


So it's been a couple of crazy months between selling my house and implementing elevation features and formation AI. This is going to be a pretty lengthy...

Dead Monarchy: Interim Update

Dead Monarchy: Interim Update


Just a quick update to give you guys an idea on what I've been working on for these past few months.

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...

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Dead Monarchy Demo (Pre-Alpha 0.2.0)

Dead Monarchy Demo (Pre-Alpha 0.2.0)

Demo 1 comment

Surprise! New demo build is now available. Biggest change is that the combat now takes place in a larger and open forest environment with elevation tiles...

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

Demo 0.2.0 is now available for download on IndieDB! Indiedb.com

Jun 22 2018

Latest devblog is out on indieDB :) Indiedb.com

Jun 3 2018

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

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