Medieval Action RPG

Vagabond

You are nobody. Become legend.

Descend

The world is already moving.

Vikings plunder the northern coasts. The Roman Republic deliberates in its marble senate. The Mongol horde rides west across the endless steppe. Ancient Egypt rules from its throne on the Nile. Byzantium guards the gate between worlds. Saracens hold Jerusalem. The English want it back. Factions war, merchants trade, bandits raid, armies march. All of it happening, all at once, all the time.

You ride into this. A vagabond, a mercenary, an impoverished noble: whoever you choose to be. The world was here before you arrived and it'll keep going whether you're watching or not. Your story is yours to write.

Twelve civilizations at their historical peak. One vagabond in motion. What happens next is entirely yours.

Every character in the world lives their own life

Autonomous Factions

Every faction exists and acts whether you're present or not. Vikings raid because raiding is what Vikings do. Rome expands because that's what empires demand. The Mongols ride west because the steppe has no walls. You're a vagabond caught in the motion of civilizations, and the motion is real.

Living Economy

Supply and demand emerge from actual production and consumption. When a village burns, grain prices rise in the next town. When a road is safe, trade flourishes. When war cuts a supply line, merchants find new routes or starve. Every economic consequence is real.

Emergent Stories

Every story emerges from systems interacting. The merchant you escort gets ambushed because bandits were genuinely desperate. The kingdom that falls did so because its armies were genuinely outmatched. You come back to a town and find it changed, because the world kept going while you were somewhere else.

Combat grounded in how people actually fought

The developer is a HEMA practitioner who trains in Fiore dei Liberi's system. Combat uses mouse gesture controls for directional swings, stance swapping, weapon grip changes including mordhau: holding the blade to use the crossguard as a warhammer against armoured opponents. The combat feels grounded because it's built by someone who does this for real.

On the campaign map, armies resolve through spatial cluster simulation. Troops form sub-battles within the larger engagement. Each cluster fights independently. Winners reinforce adjacent engagements. Battles flow through phases: skirmish (horse archers harass, foot archers volley), closing (javelins, pilae, one-time throws), melee (the grind), and break (morale collapse, cavalry pursuit).

Each faction fights differently. Mongols try to stay in the skirmish phase forever. Romans burst in the closing phase and rotate fresh troops in melee. Vikings skip straight to melee. Overwhelming force means near-zero losses: no random casualty tax against a weaker enemy. The same battle plays out differently every time because the same conditions never exist twice.

Live clustering simulation. Watch groups form, fight, and reinforce

Twelve cultures at their historical peak

Each civilization plays by its own rules: different justice, different social customs, different combat doctrine, different economics. The same insult triggers a holmgang among Vikings, a blood feud among Saracens, and a senate petition in Rome.

The North

Vikings

Saga heroes and seafaring raiders. Holmgang settles disputes: single combat or pay weregild in silver. Their mead halls are sanctuaries of fire, furs, and flyting poetry.

Social Space Mead Halls
The South

Romans

Republican virtue, engineering, and ruthless discipline. Dignitas drives everything. The Senate resolves disputes through politics, patronage, and rhetoric. Equals in the public baths.

Social Space Public Baths
The Gate

Byzantines

Imperial intrigue, Greek fire, and the shield between worlds. Every whispered word has three meanings. Rivals are blinded, kept alive but powerless.

Social Space Courts
The Levant

Saracens

Warrior poets, scholars, and keepers of honour. Izzat, honour that must be answered, binds every interaction. Blood feuds last generations. Hospitality is sacred law.

Social Space Coffeehouses
The Steppe

Mongols

The distant thunder. Masters of logistics and meritocracy; a slave can become a general. The Yasa binds all. They speak directly, despise weakness, and never dismount.

Combat Horse Archery
The Isles

English Crusaders

Templars, longbowmen, and Arthurian dreamers. Questing culture. They want Jerusalem. Common yeomen win wars with disciplined volleys. Taverns ring with crusade songs.

Social Space Taverns
The Heartland

Holy Germanic Empire

Charlemagne's heirs: cathedrals, prince-bishops, and heavy feudal cavalry. They build Jerusalem in stone at home. Bierhalls forge lifelong bonds or lifelong grudges.

Social Space Bierhalls
The East

Kievan Rus'

Traders, diplomats, and bridge-builders between civilisations. The Rus' turned the rivers into highways and made friends where others made enemies. Orthodox, resilient, masters of turning neighbours into allies. Everyone wants to cross their land. The Rus' make sure they pay for the privilege.

Combat Heavy Cavalry
North Africa

Ancient Egyptians

The oldest throne in the world. Pharaohs rule as living gods. The Nile floods, the grain flows, and the kingdom endures while younger empires rise and crumble around it. Three thousand years of unbroken sovereignty.

Mysticism Pharaonic
The Sea

Venetians

Merchant princes playing every side. Soft power with a sharp edge. While empires fight over the Mediterranean, Venice gets rich selling to both sides. Every war is an opportunity.

Combat Naval & Gold
The Atlantic Edge

Druidic Celts

Old magic holdouts on the Atlantic cliffs. Standing stones, sacred oak groves, and druidic rites. While the rest of Europe embraced new gods, the Celts remember. The trees remember.

Mysticism Druidic
The Crossroads

Magyars

Caught at the crossroads where every empire collides. Mongols east, Germans west, Vikings north. Survival is the national art. Their diplomats negotiate what their armies cannot hold alone.

Combat Steppe-Tamed

The same event, twelve different outcomes

Scenario

One of your soldiers kills a man from another faction.

Vikings

"Pay 200 silver weregild. We move on."

Saracens

"You killed my brother. Now I kill you or your kin. Blood demands blood."

Romans

"Bring this before the Senate. It depends on who has more allies."

Every culture runs its own resolution system. Different paths, different consequences, different emergent outcomes. Leading a mixed-culture warband means navigating all of them.

The gods are real, and their traces are felt everywhere

Pray before battle and something listens. Ignore the rituals and something notices. Each civilization's relationship with the divine is woven into the gameplay: subtle, real, and felt.

Roman Augury

Before battle, watch the sacred chickens feed. If they eat eagerly, the gods favour you, and the terrain in battle reflects it. If they refuse, you fight uphill. Publius Claudius Pulcher threw the chickens overboard. He lost everything.

Berserker Mushrooms

Viking warriors eat the mushrooms. The screen shifts. Odin whispers. Rage floods through them. They hit harder, feel less pain, and fight like men who have already been promised a seat in the hall of the slain.

Valhalla

Die gloriously in battle and hear laughter, mead pouring, distant songs. Die a coward's death and hear silence. Cold wind. Hel's voice. Old age brings the same cold wind. How you die matters.

Celtic Old Magic

Standing stones hum at the solstice. Oak groves whisper what the druids already know. The pre-Roman world still breathes on the Atlantic edge. The trees remember what Rome tried to burn.

Raiding makes you rich. That's the fantasy.

Supply and demand emerge from real production and consumption across the map. Merchants buy everything you bring them, but each town has limited gold and you can only carry so much. Good gear is rare. Junk is worth pennies. The money pipeline is clear: fight, loot, sell, recruit, fight bigger.

Each civilization runs its own economic model. Vikings expect plunder shares: no wages, but your warriors take a cut of every raid. Roman citizen-soldiers fight for duty, for glory. Mercenaries want coin upfront. The economics shape how you build your warband and who wants to follow you.

Context, consequences, and twelve legal systems

Kill a drunk who drew steel in a tavern? The tavernkeeper thanks you. Kill a merchant under market peace? The guild remembers. The market changes. The local lord is embarrassed. Who you wronged, who saw, and who has the power to respond: that's what matters.

Each civilization resolves crimes its own way. Vikings call a Thing assembly: pay weregild in silver, face holmgang, or be declared outlaw. Romans bring it to the Senate: politics, patronage, and if it goes badly, the Tarpeian Rock. Druidic Celts let the druids decide: their justice is older than any written law. Egyptian priests weigh your heart against Ma'at's feather. Leading a mixed-culture warband means navigating all of them.

Where the world teaches you itself

The world writes itself

Settlement descriptions shift with the game's state. Text does what graphics can't. the same city, the same bones, but different flesh depending on what you and the world have done.

London,Struggling

“The Thames runs grey and low. Cheapside is quieter than it should be. The spires of the White Tower still cut the sky, but the city that once roared now mutters.”

London,Prosperous

“The Thames seems almost silver today, choked with merchant vessels. Cheapside heaves. Even the cutpurses are eating well. The White Tower gleams and the city roars.”

Same bones. Different flesh. One word changes grey to silver.

Become what you choose

You begin as nobody. A common vagabond or impoverished noble with no lands, no money, no reputation. Every path forward is earned. Get good at fighting. Make money through trading, tournaments, or mercenary work. Build a warband. Earn renown. Or just wander: the world is big enough to never stop moving.

The Warrior

Rise through martial prowess. Win tournaments. Lead warbands. Become a lord's champion, or challenge one for their seat.

The Merchant

Trade between civilisations. Exploit price differences. Fund your own warband with profit. Wealth is power. Ask Venice.

The Diplomat

Play factions against each other. Marry into power. Forge alliances. The pen is mightier... sometimes.

The Vagabond

Wander. Drink in every social space from mead hall to coffeehouse. See the world. Never settle. Never serve. Never stop moving.

Massive Talent Trees

Attributes and skills give you utility. Talent trees give you identity. Hundreds of talents across universal and faction-locked trees. Warrior, Knight, Berserker, Ranger, Assassin, Legionary, Varangian, Venetian Banker : each tree is a way of life. Deep investment unlocks powerful talents, but hybrid builds are always viable. There is no wrong answer, only your answer.

Every character in the world uses the same system. Your troops, the enemy lords, the bandits on the road: all built from the same talent trees. A Legionary is defined by talent investment. A Praetorian is a Legionary who survived long enough for deeper investment. Same rules for everyone. Weapons are unrestricted: any character can pick up any weapon. Mastery lives in the trees. Dual spec lets you maintain two full builds and swap between them.

Here be dragons

The world doesn't end with invisible walls. It ends with mystery.

The Frozen North

Beyond the Viking lands, ice and mist. Ragnarök is visible at the horizon. Fenrir waiting, the world-serpent coiled. The end of all things, visible but unreachable.

The Great Desert

Beyond Egypt, sand bleaches to bone white, then fades to shadow. The Duat, the underworld where the living don't return. Mythologically forbidden.

The Western Sea

Beyond the Celts, water grows dark. Shapes move beneath the waves. Tír na nÓg, the Otherworld, waits beyond the horizon. The old gods still breathe there.

The Endless Steppe

Beyond the Mongols, the steppe keeps going. More horses. More sky. What lies further east? Cathay? Another world? The mystery is the answer.

Choose how much the world explains itself

Everything always works the same way underneath. The augury chickens always feed or refuse. The gods always listen. You choose how much of that the game shows you.

Cinematic

Full rituals play out on screen. The augury scene shows you clearly whether the gods are with you. The emergent book narrates what's happening around you. The world explains itself as you go.

Chronicle

Text summaries appear in your journal. You're told what happened, but you don't see it unfold. Reading between the lines is half the fun.

Discernment

The game tells you nothing. Study the terrain yourself. Watch the chickens yourself. Read the world as it is. For players who want to earn every piece of information.

The game is a module

The base game ships the same way a mod does. Factions, talents, weapons, troops, dialogue, maps : all data files. The engine loads them. It doesn't know or care whether they're ours or yours.

Total conversions. New factions. New worlds. If you can't rebuild your favourite fantasy series as a total conversion, the job was done wrong.

Rust

Performance and safety without compromise

Bevy

Data-driven ECS game engine

Emergence

Systems interact, intelligence appears

Currently in development.

Follow every system, every decision, and every emergence moment on the dev blog. The world is being built. You can watch it happen.

Read the Dev Blog