Concept Art

About the Project

In Development

Building a Medieval World Worth Exploring

Historical depth. Strategic freedom. A world shaped by dynasties.

Medieval Realms: Dynasties is a historical grand strategy project built around political power, geography, cities, dynasties and the medieval Islamic world.

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Our Vision

History as a Living Strategy World

Medieval Realms: Dynasties aims to transform historical research into a living strategic world where geography, cities, dynasties and political relationships influence every campaign.

The goal is not to reproduce history as a frozen museum. The game is designed to let you:

Why the Medieval Islamic World?

A World of Cities, Dynasties and Rival Powers

From Al-Andalus to North Africa, Egypt, the Levant and beyond, the medieval Islamic world offers a rich strategic setting shaped by cities, trade networks, political fragmentation and powerful dynasties.

These regions describe the historical setting, not a list of campaigns. Al-Andalus is the only campaign in development; no other region is playable or announced as a campaign.

Historical Research

Research First

How we work, from the sources to the game.

Concept art of a research desk with books, a compass and a hand-drawn map. It is not a historical source. Concept Art
  1. 01

    Sources

    Collect the material:

  2. 02

    Comparison

    Compare several sources when a piece of information is uncertain.

  3. 03

    Reconstruction

    Build:

  4. 04

    Gameplay Adaptation

    Adapt when the game needs it:

  5. 05

    Documentation

    Keep what is Historical Foundation apart from what is Gameplay Interpretation.

Historical Foundation

What the sources support: where a city stood, which regions and routes existed, and the political context.

Gameplay Interpretation

What we adapt so the game stays playable: distances, border shapes, density, resources and readability.

Our process

From History to Gameplay

  1. Historical Research

    Understand the context.

  2. World Map

    Turn historical information into a strategic space.

  3. Game Systems

    Add economy, diplomacy, cities, armies and progression.

  4. Playtest

    Watch how players play.

  5. Iteration

    Fix readability, balance and UX problems.

Terrain of the Al-Andalus campaign map, taken from the game's own files: Iberia, the Maghreb and Ibiza. Work in Progress

First Focus

Our First Campaign

Al-Andalus

Al-Andalus is the first playable campaign currently under development for Medieval Realms: Dynasties.

The image shows the terrain of the campaign map as the game stores it. The cities, regions and statuses below come from the current campaign data.

Cities

Regions

Development status

Statuses describe the current repository, not a public release.

  • World mapPlayable
  • CitiesIn Development
  • BordersPlayable
  • RegionsIn Development
  • EconomyPlayable
  • DiplomacyIn Development
  • ArmiesPlayable
  • Historical contentIn Development
  • UX/UIIn Development

Explore Al-Andalus

How we build

Development Principles

History with Purpose

Historical detail should enrich strategic decisions rather than overwhelm the player.

Strategic Clarity

Borders, cities and territories must remain readable even when the political situation becomes complex.

Systemic Gameplay

Economy, diplomacy, geography and warfare should influence one another.

Iterate with Players

Playtests help identify what works, what confuses players and what needs improvement.

Transparency

What You See Is What We Are Building

On this page, every image of the game, its world or its research carries one of these labels, so that a concept is never presented as a feature already in the game. Team photos, when published, show real people and are not labelled. The press kit uses the same labels; other pages of this site do not carry them yet.

Gameplay

A real capture of the game.

Work in Progress

A real part of the game, still in development.

Concept Art

An art direction illustration. It does not show the game.

Historical Reference

A document or map used for research.

The Team

The Team Behind the Realm

Independent development team building Medieval Realms: Dynasties.

Building for the Long Term

A World Designed to Grow

The world is built from data rather than drawn by hand: cities, regions and borders come from data files. That architecture is meant to let the project grow step by step:

This describes how the project is built and where it can go, not a release plan. No campaign beyond Al-Andalus is announced.

Follow the Journey

Follow the Development

Read the Devlog Explore the Atlas Join the Playtest Waitlist