Parted Productions
PARTED
PRODUCTIONS

An independent game studio. We make co-op games worth grabbing a friend for.

GAMES

MEDIEVAL ENGLAND

$word

WAR  •  OATH  •  KINGDOM

Seven kingdoms wake up at war with each other on one map of England. Kent, Essex, Wessex, Mercia, East Anglia, Northumbria and Strathclyde hold four provinces apiece, and the map is only settled when one banner flies over all twenty-eight.

The $word strategic map with a Watchtower's sight rings drawn over southern England and the province inspector open
Every province you can see reports its owner, garrison, morale, production and buildings, and a Watchtower draws its reach straight onto the map. Nothing pauses while you read it.

Hold the ground

Twenty-eight provinces, four to a kingdom, each with its own garrison, morale, resource and buildings. Morale scales production, caps healing, and at rock bottom the province revolts and takes itself back.

March in real time

Roads are fast; going cross-country is slow but hides you from enemy settlements and watchtowers. An army moves at the speed of its slowest unit, so a siege train is a commitment.

See only what you scout

Sight is earned. Villages, armies and Watchtowers each cover a radius, roads are visible further than concealed troops, and a province you have never scouted reports its garrison as a question mark.

Talk before you fight

Every kingdom starts at war. Offer peace, build a bilateral alliance that shares passage and sight, grant or revoke military access, trade resources privately through your Market, or open a back channel nobody else reads.

Raise the right army

Training Grounds unlock infantry, then archers, then cavalry. Combat is simultaneous, wounded troops hit softer, and archers behind a frontline are brutal on the defence.

Break the walls

Castles put a hundred points of wall between an army and the garrison. Sappers and siege engines bring them down, damage persists between assaults, and repairs cost real time.

The $word political map with all seven kingdoms colour-coded and unscouted provinces marked with a question mark
Seven crowns, colour-coded. The political view shows what you actually know, and every question mark is a province nobody of yours has reached.
Zoomed-in view of southern England showing roads, rivers, forests, windmills and province borders
Zoom to the ground. Roads, rivers, bridges, windmills and coastline are generated for every campaign.
The Wiltshire buildings menu listing Watchtower, Farm, Market, Castle and Siege Workshop costs
Six slots per province, and every build is a bet. The Watchtower even previews the ground it would reveal before you pay for it.
The $word diplomacy panel showing war status, alliance actions and a private resource trade with Kent
Declare war, sue for peace, swap iron for grain, or send a private message the other five crowns never see.
The $word multiplayer lobby listing all seven kingdoms with human and AI commanders
Seven kingdoms, one map. Bring six friends, or let the AI take every throne you leave empty.
The $word victory proclamation reading THE REALM IS CONQUERED
There is one win condition, and it is every single province. Alliances do not share it.
GENRE
Real-time strategy
PLAYERS
1 to 7, humans or AI
MAP
28 provinces, 7 kingdoms
SOUNDTRACK
Original adaptive score
TARGET PLATFORMS
Windows · macOS
STATUS
Prototype playtest

A realm conceived and created by KubaBambya. Systems and balance are still in development.