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Greedy Little Kingdoms

A short-run roguelike city builder. Gather lanterns, craft crowbars and magic potions, fulfil demands from frogs, plague doctors, and swamp dragons. Explore the hex map, survive the King's moods, and find the artefacts that break your economy wide open. Repeat.

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About the Game

A short-run roguelike city builder. Gather timber, craft lanterns and magic potions, fulfil demands from frogs, plague doctors, and swamp dragons. Explore the hex map, survive the King's moods, and find the artefacts that break your economy wide open. Repeat.

Collect, Craft, Build

Gather resources, construct workshops, and keep your fragile little economy from collapsing under its own ambition. Appease everything - until the world stops yelling (or at least lowers its voice).

Turn raw materials into progress, and progress into new problems.

Creatures with Personalities, Grudges, and Unreasonable Demands

Every tile comes with opinions. Wolves hold grudges, spiders spread rumours, and villagers have suggestions no one asked for. Some want tribute. Some want attention. Some want you gone.

They all want something. Timing is your only defence.

Explore a Hex Map That Fights Back Politely

Expand across a living grid where every hex offers opportunity, risk, or paperwork. Unionised clouds drift in, block your plans, and refuse to elaborate.

Every tile is useful. Some are just… less cooperative.

Seasons That Change Everything (Including Your Plans)

Summer rewards growth. Winter demands preparation. Neither cares what you were trying to do. Adapt to shifting rules, resources, and an overall decline in emotional stability.

Every cycle is a new opportunity to be unprepared.

Features

  • Short roguelike runs that respect your time, but not your feelings.
    Fail quickly, learn slowly, and come back slightly wiser (or at least more stubborn).

  • Engine-building gameplay focused on efficiency and questionable decisions.
    Optimise your resource chains, overcomplicate everything, and pretend it was all intentional.

  • Hex map exploration where every tile has potential… and expectations.
    Expand your kingdom across a world that politely demands your constant attention.

  • Resource gathering and crafting, now with mild existential pressure.
    Collect, produce, and assemble what you need - before something else needs it more.

  • Constituent demands and rewards that are never entirely reasonable.
    Animals, villagers, and “stakeholders” will ask for things. Many things. Immediately.

  • Artefact collection to power up your runs in increasingly suspicious ways.
    Discover strange items that improve your efficiency while raising important questions.

  • King’s moods and seasonal effects that influence everything (including your sanity).
    Adapt to shifting buffs, debuffs, and royal whims that absolutely could have been avoided.

  • A campaign with permanent upgrades and long-term progression.
    Grow stronger across runs, unlock new possibilities, and make slightly better mistakes next time.

  • A merchant system that is helpful, opportunistic, and definitely judging you.
    Trade resources, make deals, and wonder who’s really benefiting here.

  • 5 playable kingdoms, each needy in their own deeply specific way.
    Different playstyles, different problems, same underlying chaos.