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Our first game, in development

Until We War

A medieval strategy game about building a civilization whose prosperity depends on other rulers, human or AI, and deciding which of those bonds are worth defending.

Every treaty is enforced by the game itself. Breaking a truce takes a public, thirty-second notice.

The idea

Until We War starts where a classic historical strategy game starts. Villagers gather food, wood, gold and stone. You build, advance through the ages and raise an army you can read at a glance.

What changes the match is the table. Your prosperity depends on the other rulers, and the deals you make with them are real: the game enforces them, and everyone can see them. Offers stay private while you negotiate. Active terms and every payment are public.

A truce protects both sides completely until one of them ends it, and ending it is a public, thirty-second notice that every ruler sees. What you do with those thirty seconds is the game.

Seven kinds of agreement

Truce
No damage between the rulers who signed it, including arrows and siege. An attack order never breaks it.
Exchange
Resources change hands immediately, in the open.
Trade access
Caravans may travel to the other ruler's market. They are units on the map, and they can be attacked.
Shared vision
Each side sees what the other sees.
Recurring payment
Paid in full on schedule, or the treaty defaults and ends. There is no hidden debt.
Gate passage
Your units may pass through the other ruler's gates.
Coalition
Rulers who agree to win together, and share that win.

Four culture groups

Each group has its own architecture, music, two special units, one special command and a Great Work. Sixteen subcultures change how a civilization looks and sounds, not its units or its technology.

  • Latin Kingdoms

    Hold and smash

    Fortification, heavy warfare and the Lance Charge.

  • Eastern Realms

    Form and endure

    Discipline, combined arms and the Shield Wall.

  • Sultanate Realms

    Trade and maneuver

    Trade, knowledge and the Harass command.

  • Steppe Confederacies

    Raid and outmaneuver

    Mobility, pillage and the Feigned Retreat.

Ways to play

Realm
Four rulers, human or AI. The default evening is two friends and two AI rulers.
Duel and 2v2
One against one, or two locked teams of two.
Co-op Defense
Two to four players hold a settlement against waves on a fixed, visible schedule.
Co-op Siege
Two to four players take a fortress fed by roads and caravans, and can starve it.

AI rulers are players, not scenery. They use the same commands, see through the same fog and sign the same treaties, with no hidden help. Any handicap is labelled for everyone to see.