Crowns Edge is built in the open, system by system. Here's what's already alive in the game, what we're polishing next, and where we're headed toward launch. No fixed dates — we'd rather ship something solid than rush a season.
The core loop: build placement, roads, resource economy, wages and the job market, a population that grows and ages, the Almanac, laws, and the Balance of Power. This is the ground everything else stands on, and it's been playable for a long time.
Estates and Class Approval, tyranny and coup threats, crime and gangs, wildlife and hunting, seasons and weather, ambient villager chatter, and world events with their own visible auras. The systems that turn a management sim into a place things happen to.
Real, live multiplayer invasions: another player connects to your kingdom and plays as a Criminal, with their own hotbar, Spy Sense, and crime economy, while your Guards, laws, and King respond in real time.
Combat feel and impact effects, UX passes on the invader toolkit and hotbar, notification coalescing so events read clearly instead of piling up, and a steady stream of playtesting to tune the economy, crime pacing, and political balance before wider hands touch it.
Opening the doors past internal testing: a growing Discord community, structured playtests, and feedback loops that directly shape what gets built next. This is where the roadmap starts being written by the people playing it.
A storefront presence, a public build, and an Early Access launch once the kingdom can stand up to players we've never met. We'll announce this loudly when it's close — follow the Blog or join the community to hear it first.
Playtesters and Followers get pinged first. Join the Discord and tell us what your kingdom needs.