
Our first game, in development
Until We War
A medieval strategy game where the diplomacy is real. Build a realm, trade with your neighbours, sign a truce with the one you can't beat yet.
The game itself carries out every treaty. Breaking one takes a public, thirty-second notice.
A Founding Age settlement in the current native development build.
The idea

Until We War starts where a classic historical strategy game starts. Villagers gather food, wood, gold and stone. You build, climb through four ages and raise an army you can read at a glance.
What changes the match is the table. Your gold comes in on caravans that cross other rulers' land, and the deals you make with those rulers are carried out by the game itself. Offers stay private while you haggle. Signed terms, and every payment made or missed, are public.
A truce protects both sides completely until one of them ends it, and ending it is a thirty-second notice every ruler sees. What you do with those thirty seconds is the game.
Seven kinds of clause
- 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, two special units, one special command and a Great Work. Sixteen subcultures share their group’s rules; their full art and audio set remains in production.
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.
- Conquest
- Four rulers, every ruler for themselves.
- Duel and 2v2
- One against one, or two locked teams of two.
- Co-op Defense
- An allied team holds a settlement against waves on a fixed, visible schedule.
- Co-op Siege
- An allied team takes a fortress fed by roads and caravans, and can starve it.
The AI rulers are players, not scenery. They use the same commands, see through the same fog and sign the same treaties, with nothing topped up behind the scenes. If one has a handicap, the lobby says so.