Browser 4X strategy · open alpha

Kings and commanders have been many, but only a few are written into the World Chronicle and live forever.

Find out whether you are one of them.
Build a realm, learn what your neighbours intend and lead an alliance to victory.

Nothing to download. It runs in the browser, and on a phone it behaves like an app.
Already have an account? Sign in.

0 days per season 0 paths to victory 0 houses
Scroll

From settlement to war

One decision sets off the next

In this browser strategy nothing stands alone. The layout of your city shapes its economy, scouting shapes your march, terrain shapes the battle, and the outcome of that battle shapes the fate of the whole alliance.

World map of an online strategy game: an army on the march, settlements, camps and terrain

Hover over the markers — this is a real frame from the game.

01 · City

Plan before you build

Buildings need a road to the Town Hall, space is limited, and a neighbour can grant a bonus or get in the way. Your city is part of the strategy, not decoration.

02 · Scouting

Information has a price

A small party learns the size of a garrison. A larger one uncovers walls, the hero and the stores — but it is easier to spot. You decide how much you risk.

03 · Terrain

Choose the road and the battlefield

Forest shields defenders, mountains halt cavalry, and a river crossing blunts an attack. An army needs more than strength: it needs a route, supplies and morale.

04 · Alliances and wars

A conflict larger than one battle

Sign formal pacts, gather a shared treasury and declare scored wars. A front runs for seven days, and its verdict goes into the World Chronicle.

Three stages

This is how a settlement grows

One settlement at three moments of a season. Every screenshot comes from the game — nothing here is drawn on top.

A settlement in the first hour of play The settlement after the first week A walled city after the first month
A settlement in the first hour of play

First hour

Town Hall, a house and the first workshops

You begin with a single building and a hundred residents who need feeding. A sawmill and a quarry unlock everything else; a house makes room for people. The first-steps path walks you through sixteen tasks and tells you not only what to click, but why.

The settlement after the first week

First week

Mining, barracks and your first people

A level-three Town Hall, an iron mine, a warehouse, barracks and a tavern. Here comes the first rule that can sting: a building with no road to the Town Hall produces nothing. Space on the grid is short, so the layout of a settlement is a real decision, not decoration.

A walled city after the first month

First month

A city behind walls

A level-five Town Hall, walls with a gate, a library, a market, a brewery and a smithy — nearly everything at its peak. The settlement takes on a character: fortress, trading hub or academic city. You choose whether you play for war, for trade or for science — and you start looking at your neighbours.

Four paths to victory

Win your own way

Not every ruler has to be a conqueror. Economy, research, faith and control of the map lead to different endings — which is why you can win a season without winning every battle.

I

Dominance

Take control of three of the five provinces and hold them for 72 hours.

II

Great Work

Raise a shared work beside an active world wonder and defend it against your rivals.

III

Enlightenment

Bet on knowledge and be the first to complete the three Technologies of Destiny.

IV

Divine Mandate

Claim the Temple of Five and prove the gods stand with your alliance.

Final verdict

Highest prestige

If nobody meets a victory condition by day 112, the Chronicle names the alliance with the greatest prestige.

The rhythm of the world

Every week brings something new

Every seven days the conditions of the world change. A new week favours different plans and makes even a proven strategy worth revising.

The heralds announce

Week of Mist

A new week has begun — for seven days the world plays by different rules.

Favours: scouts stay unnoticed more easily.

Hinders: armies are harder to spot from afar.

The world will not let you play from memory

The heralds announce the change the first time you enter in a new week. A short message is enough to know what may help your realm this time — and what your alliance should prepare for.

The world

Three houses, one treaty,
one rift

You choose a people at the start — and it is not a choice of heraldic colour. Each house plays differently, because each survived differently.

House of stone

The Vards

From the high valleys of Vard, where stone is more plentiful than soil. They build slowly, and what they raise, nobody pulls down.

“You will not take my city.”

House of the steppe

The Keshites

People of the Kesh steppe, who build nothing they cannot fold away before dawn. Faster than other people’s messengers — and their decisions.

“I am already gone — and so is your grain.”

The harbour league

The Mirenians

A league of free cities below Miren, who built the Great Port of Oros. They have neither mountains nor horses — they have the exchange rate.

“I do not train soldiers — I buy them.”

For three generations the Vards, the Keshites and the Mirenians shared one treaty and three roads: the stone road, the steppe road and the sea road.

The rift came when the last arbiter was gone. There was nobody left to rule whose the ford was, whose the mine, whose the sacred spring.

Since that hour every house works towards the day when the Chronicle writes a single name and closes the season.

On the night before the first sowing, a messenger from Vard reached the gates of Oros with a letter nobody would read aloud.

Three days later a Keshite patrol found his horse, his satchel and his seal by the ford. Nobody found the messenger.

That same autumn all three houses said: “it was not us.” And all three began counting their grain.

Chronicle · first entry

Strategy that respects your time

High stakes without night shifts

A realm should demand planning, not constant watching of the screen. You can step away and come back to a world that kept working while you were gone.

Seven days for a calm start

Every new realm gets full protection. You have time to learn the map, grow your economy and decide who can be trusted.

Your realm grows offline

Production, building, research and travelling caravans do not stop when you close the tab. You come back to make decisions, not to watch a counter.

Before you click

The questions that matter before you start

How much time does it take?
The game is designed for short, regular sessions. The economy ticks on while you are away, and construction, research and journeys already under way finish without an open tab.
Do I have to pay?
No. Signing up and the full game are free. Optional Premium smooths out queues and the economy, but it does not sell units or bonuses to their battle statistics.
If I join now, will I be crushed straight away?
For the first seven days nobody can attack you. That is the time to grow your city, scout, and find allies before the real competition begins.
Is it like Travian or Tribal Wars?
It is also a strategy game about building a city and forming alliances, but here the layout of your settlement, scouting with a risk of detection, terrain, heroes, themed weeks and several ways to end a season carry far more weight.
Do I need to install anything?
No. The game runs in the browser. On a phone you can add it to the home screen and it behaves like an ordinary app — again, with no app store.

Will the Chronicle
write your name?

Join the alpha world, build a realm and choose your own path to victory.

Signing up takes a name and a password. No email, no card.
Already have an account? Sign in.

Season 1 · there is still room on the map Create an account