Voivodes

Release date soon

Voivodes

Turn-based tactical strategy in a low-fantasy medieval Slavic world.
Three layers of play. One decision you can't take back.

  • StrongholdAnno-style production chains
  • World mapHexes, rations, roads, factions
  • BattleTurn grid, AP · cover · ZoC

— Gameplay

Three layers, one game

Every layer stands on its own — and every one feeds the others. Lumber from your hold becomes the javelin that saves a life when steel meets steel.

  1. Stronghold

    A fallen seat. You raise a sawmill by the river, a forge, an infirmary. You recruit peasants and promote them to warriors and archers. Steel, iron, coal, hide — the economy feeds the warband, the warband defends the home.

    • Production chains
    • Forge & bowyer
    • Infirmary · tavern
    • Guild progression
  2. World map

    A 40×30 hex land: plains, deep woods, marshes, mountains. Your warband moves faster on roads than across the wild. Hostile villages send out raiders, towns offer contracts, rations bleed away with each day.

    • Turn movement & rations
    • Multi-party
    • Factions & alliances
    • War & sieges
  3. Tactical combat

    Every soldier has action points. Every tree gives cover. Every engagement holds you in melee. Over a dozen weapon types, two dozen unique moves — riposte, spear wall, crossbow marksman, line charge.

    • AP · cover · ZoC
    • Weapon moves
    • Crits, morale, engagement
    • No on-rails design

— Campaign

You come back after three months.

You rode out from the hold in its full glory — the forge ringing, fires burning in the infirmary, armed men drilling in the courtyard. Your father pressed the family ring into your hand and sent you down the road.

Three months later you return to a ruin. The gate broken, the courtyard burned, your father unseen for weeks. You are left with five peasants, a few crates of grain, and a question no one in the villages will answer straight.

They say, my lord, that even the lord himself is dead. That's what they're saying. — a merchant on the road

You'll raise the hold from ruin and piece together a warband from whoever will still bear arms. The world will not wait for you to be ready.

Few things will turn out to be what they seem. Three endings. Each one leaves a mark.

~30–40 hours for a first run.

— World

Low magic. High stakes.

No dragons, no elves, no archmages. A Slavic forest, a chronicle in the old voice, people who wear battered mail and remember exactly who took what from them.

Names you'll come to know

Mściwoj — your father's gray-bearded counselor, who has known you since childhood. Hanka of Garwolin — the field surgeon, the last person to remember your father sober. Stanisław Czerwony — the master smith. He'll teach you that a shield is cheaper than a coffin.

Places you'll cross

The Tucholski Forest runs farther than your rations allow. Beekeepers' Marsh does not forgive a wrong road. Black Water Keep — only appears on the map once you've earned its coordinates in blood.

Soldiers you'll lead

You start with five peasants. In time they rise to warriors and archers, and in the towns you'll hire knights and crossbowmen. Four core attributes, eight progression paths.

Factions hunting you

Bandit packs, highland brigands, sellswords under foreign banners. Every hostile village is a spawner — until you take it, it will keep sending out men who know your roads better than you do.

— Systems

Systems you remember.

What counts is not the number of mechanics, but how many of them leave a mark on a run. Each of the below does.

Weapon moves

Each weapon has its own moves — riposte for the sword, spear wall, crossbow marksman, line charge for the pike. Unlocked by character level, not by class.

Zone of Control

Stepping into melee binds you. Breaking off costs blood. Position matters; formation matters more.

Cover & terrain

Forest underfoot eats arrows. A wall beside you halves the damage. The battle map is generated from the hex where the fight began.

Crafting & guilds

Apprentice, journeyman, master — the upgrade path of forge and bowyer unlocks materials and rarities. Bronze, iron, steel, masterwork steel.

Hunting

The doe flees, the boar charges, wolves move in packs. Every hunt brings hide for armor and meat for the warband.

Multi-party

As many bands as you can keep fed. One escorts caravans, another tracks, a third holds the gate.

Adversarial AI

Archers pull back from a charge. Warlords take a stance before driving in. Bandits throw a knife before closing. The enemy is playing the same game you are.

Moral gray

Three endings. None of them are “good”. Each asks the same question — is justice the same thing as revenge, or two different matters?

— Release

Voivodes is coming.

Sign up — you'll hear first when the game hits stores, and earlier if a demo or playtest opens.