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Of Crowns & Chains

A solo-developed grand-strategy sandbox where you lead a nation in a dynamic, historically-inspired world.

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Publisher
Release
October 16, 2025
1 year and 15 days ago
Steam Reviews
Mostly Positive20 reviews70.0%
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About the Game

Of Crowns & Chains is a solo-developed grand-strategy sandbox where every nation, army, and populace is dynamically simulated on a seamless spherical Earth. Lead a nation of your choice in January 1910 and influence the course of your nation as time marches onwards.

IMPORTANT NOTE FROM THE DEVELOPER

Early Access: expect bugs and missing systems.

CURRENT FEATURES

  • Sphere World & Accurate Landmass – No flat-map distortion. Landmasses are generated from real-world geospatial data; highly accurate coastlines and islands.

  • Resolution Modes – Procedurally generated tiles covers only Europe (including Ottoman Empire, excluding Russia east of the Urals). You can select a tile resolution mode upon starting a New Game (no restart required). Historical states and provinces are not implemented; only procedural tiles.

    • The Normal tile density mode has the default tile resolution:

    • The Quad resolution mode features a 4x increase in tile resolution, offering better visuals and more accurate borders (also 4x GPU VRAM usage):

  • Nation Selection – Choose any nation currently available, from the British Empire to the Ottoman Empire or the microstates of San Marino and Liechtenstein.

  • National Treasury & Debt System – Manage your nation's treasury by balancing hourly income from taxes and territory against the upkeep costs of your divisions.

  • Unit System – Each unit represents a division (≈20,000 soldiers), with many divisions fitting inside a single tile.

  • Combat System – Battles can last for days under certain conditions. There are three hidden phases of combat—Skirmish, Assault, and Breach (battle reports not implemented). Divisions get exhausted during combat and newly captured tiles must be consolidated.

  • Dynamic Population & Manpower – Populations grow, age, and decline over time. Casualties directly impact age distribution, while manpower pools adjust as soldiers retire or new recruits become eligible. Demographic change is simulated realistically in backend code (infant mortality, fertility rates, gender).

  • Wars, Ceasefires & Limited Alliances – Occupy tiles and declare wars. Cascading calls-to-arms can pull suzerains, vassals and allies into conflict; tiles can be occupied and liberated. Alliances cannot be negotiated (only historical alliances are active on game start).

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