Knight Game Introduction
In the quiet solitude of a mountain retreat in Norway, where the air is crisp and the horizon stretches endlessly, the seed of a new strategy game was sown. It was there, amidst whispering pines and nature’s serene embrace, that a remarkable idea occurred to me:
What if we put the essence of The Settlers and the spirit of Stronghold into a shaker and banged it together?
Introducing the yet unnamed “Knight Game”
This is the very first step in a long journey, and I’m thrilled to have you along as we shape this world from the ground up.
At its core, this game aspires to combine two iconic experiences: The economic intricacies of medieval simulations and the fortress-building, combat-focused mechanics of traditional strategy games. My goal is to create an environment where players can engage both their minds and intuition, without the anxiety of a steep learning curve. Achieving this means carefully abstracting away many of the frictional aspects often found in strategy titles.
By simplifying resource chains and reducing the need to micromanage, the focus will shift toward the game’s more immersive elements. I want players to feel as though they’re guiding the growth of a living, breathing settlement, rather than juggling endless trivial details. That’s the vision for this project, and I’m excited to see where it leads us.
Right now, the main focus is on prototyping core systems. The foundation of this world begins with terrain generation, which I’ve already started implementing. I’ll be showcasing that next. Afterward, I plan to explore our evolving AI system, villagers who gather resources, build structures, and defend their castle against looming threats. This will bring the world to life by ensuring the settlement isn’t just a collection of static structures, but an active, responsive community.
Here’s a quick look at the terrain generation in progress:
And here is the first glimpse of early building placement:
The idea is to introduce opposing forces that will attempt to destroy your castle, gradually increasing the pressure over time. As the game progresses, these adversaries grow more powerful, challenging your defenses. Yet, for most of the experience, I want players to focus on building and developing their fortress, enjoying a sense of progression and accomplishment before the final tests of strength unfold.

Designing a game session to last around 40 minutes requires careful balancing. We need to fine-tune and adjust countless elements to ensure a smooth, engaging experience—one where every moment matters. While there are trade-offs, the overarching goal is to craft a game that’s both challenging and fun, without ever tipping into frustration. We want players to feel the thrill of strategic growth, the satisfaction of clever planning, and the excitement of fending off their foes, all within the bounds of a reasonable single play session.
I hope you’re as excited as I am about what lies ahead. Stay tuned for more updates as we continue refining this vision and breathing life into our medieval world.