
A kingdom-rebuilding adventure filled with action and strategy! Kingdom's Return is an action RPG where you'll adventure to restore your fallen kingdom. Collect materials in 2D side-scrolling adventure stages, then use them in the strategy part to rebuild your kingdom and power up your characters!
Modeled estimate, not a reported figure. How we estimate →
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 24 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Rebuild your kingdom with action and strategy!
Kingdom's Return is an action RPG where you'll adventure to restore your fallen kingdom. Collect materials in 2D side-scrolling adventure stages, then use them in the strategy part to rebuild your kingdom and power up your characters!
Kingdom's Return combines action with strategy for an addictive hybrid experience!
In adventure stages, you'll collect items for construction in the strategy part, all while levelling up your kingdom and characters.
You can approach each side in balance, or concentrate primarily on just one and still clear the game.
As you fill the land with buildings, the characters you take on adventures will also grow stronger.
Build the kingdom of your dreams and strengthen your allies!
Start your adventure by choosing from "Imperial", "Wizard", "Alchemist", and "Zipangu".
Each has unique stats, skills and attacks, so choose the one that fits your action style!
You can change characters while in your kingdom, so you'll always have a variety of styles to choose from!
In Kingdom's Return, you'll build your cozy fantasy kingdom and bravely adventure into dungeons.
Get quests from villagers, build up your lands, and play around with powerful bosses!
This is your kingdom to rebuild how you want!
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $10.49−30% | 97reviews | 51% | — | $34.2K |
| $14.99 | 98ratings | 76% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pros: - gorgeous spritework - consistently pleasant music and sfx - boss fights are fun - enemies are very consistent and the gameplay rewards skill* Cons: - class balance is abysmal, with zipangu and wizard trivializing the entire game - the gameplay loop gets old fast - the controls are weirdly stiff for an action platformer - material drop rates are a little too stingy for seeds and gems - the city building aspect feels undercooked - lots of reused assets One thing worth mentioning outright is that almost all of the character, area, npc, and monster designs are taken directly from Kingdom's Return - Again! (もっと!ぼくらのキングダム), an older mobile game that Inti Creates made and operated around 2012. Worth noting is that that game had an additional 2 classes that this game doesn't, and both male and female variants for each class. That game also had equipment and a large variety of consumable items that this game lacks entirely. It seems like a lot of assets are also recycled from that game entirely, including material sprites, npc cut-ins, and the splash screens at the end of every mission. As far as the class balancing issue goes, it's extremely disappointing to see how mediocre alchemist and imperial are compared to the other two. Zipangu has an invincible dash that lets you just dash through most attacks in the game, and wizard becomes a one-button class once you unlock the lightning spear skill, since it's a full screen attack that can't miss. In comparison, the imperial's damage is very lackluster and it has poor sp recovery despite how expensive its skills are. Alchemist is probably the worst class in the game, no contest. Its main mechanic is lobbing potions that have an arc that's just large enough to be annoying to use, only 2 of its chemical shots are any good, and its skills are all either impractical to use in stages because of their cost or useless for boss fights because of their very low hitboxes. Boss fights are especially bad for alchemist too, because their entire gimmick is applying status effects, and it becomes harder to inflict statuses on bosses the more times they're used, so their dps during boss fights keeps dropping the longer you spend on it, when every other class has fairly even dps the entire time. The city building gameplay is basically pointless outside of being required for the true ending. Your castle of choice at the start of the game doesn't actually matter despite each castle type having a different area of coverage for stat bonuses. In theory, constructing buildings within the highlighted zone gives you stat bonuses for your character and gives you reason to plan out your city design and manage resources. In reality, there's a hard limit on how many buildings you can gain stats from, and the stat gains themselves are negligible. Even by the end of the game, you can only gain stats from a total of 12 buildings despite there being room for more than twice as many in the city map. The only people who will notice a tangible difference from the stats gained through construction during the actual gameplay will be either speedrunners who will just plonk down 12 level 3 attack boosting buildings, or unskilled players who will need more defensive buildings to make up for their lack of ability. Ultimately it's a very half baked system despite being narratively important and marketed like a bigger portion of the game than it is. I've been an Inti Creates fan for a long time, and it's disappointing to see this mediocre display. The difference in quality between, for example, Majogami and this game is stark, since that game has very tight and responsive controls and very well designed stages and boss fights. In comparison, this game feels like an indie game from a new studio and not the work of a 30 year old company with more than 60 titles under their belt. I get that it's probably a side project made by a B team, but it's just not worth full price. If you really want to get it, wait for a sale. Unfortunately $15 is just too much for how mediocre the game is overall. I really wanted to like this game, and I was looking forward to it since it was announced, but I genuinely cannot recommend it.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $34.1K | 160 | 78% | $5.99 | |
| $34.1K | 86 | 92% | $19.99 | |
| $34.2K | 166 | 67% | $12.99 | |
| $34.2K | 468 | 79% | $3.84 | |
| $34.1K | 96 | 79% | $9.99 | |
| $34.1K | 101 | 70% | $14.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.6M | 8.6K | 89% | $11.24 | |
| $24.3K | 86 | 92% | $11.99 | |
| $10.1K | 47 | 83% | $12.99 | |
| $280 | 3 | 100% | $4.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Korean
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] 무너진 왕국을 부흥시켜라 [/h1] 우리들의 킹덤은 무너진 왕국을 부흥시키고 세계를 구한다는 용사물에 가까운 게임이다. 기존의 인티크리에이츠에서 나온 게임들이랑은 스타일이 약간 다른데, 기존의 인티크리에이츠가 건볼트와 같은 액션 플랫폼게임을 냈다면 이번에는 그것과는 다르게 rpg스타일의 게임을 들고 왔다. 기존의 rpg와 차별점이 있다면 각각의 스테이지를 클리어하고 얻은 소재로 왕국의 건물들을 새로 지을 수 있는데, 어떤 건물을 짓느냐에 따라서 추가적인 스테이터스가 올라가게된다. 생각보다 특이한 시스템을 가지고 있어서 예구를 했는데 솔직히 말하면 굉장히 아쉬웠던 게임이다. 우선 아트를 정말 잘 뽑아줬는데, 그 아트들을 매력적으로 사용을 하지는 못한 것 같다. 조금 더 스토리 라인을 탄탄하게 해서 여러 컷신들을 보여줬다면 굉장히 좋았을 것 같다. 지금도 아트가 훌륭한데 스토리도 짧다보니 컷신 같은게 생각보다 적었고, 플레이어 클래스에 대한 컷신도 따로 존재하지 않아 아쉬웠다. 제일 아쉬웠던 것은 바로 게임플레이인데... 특정 건물을 지어 스테이터스를 올린다는 점에서는 나름 참신한 소재라고 생각했지만 플레이가 굉장히 지루하다. 게임의 전체적인 메커니즘이 의뢰를 받는다 -> 스테이지를 클리어한다 -> 건물을 짓는다 이것이 반복되며, 스테이지도 단발성 스테이지를 여러 번 깨야해서 스토리를 진행할 수록 지루함이 점점 강해졌다. 마지막 도전과제 작업에는 특정 소재들을 모아야하는데, 그 드랍률이 생각보다 높지도 않아서 지루한 스테이지를 반복적으로 플레이 하는게 억지 플탐늘리기식인 느낌이 많이 들었다. 요약하면 전체적으로 매우 아쉬운 게임이다. 이게 원래 기존 ip를 활용해서 만든 게임이라고는 하지만 조금 더 스토리라인이라던가 스테이지 부분을 탄탄하게 만들어서 출시했으면 어땠을까 하는 생각이든다. 물론 지금의 게임이 19800원으로 그렇게 비싼편은 아니지만, '카드 앙 시엘'의 세계관에 우리들의 킹덤이 있고 그저 이 ip를 활용해서 억지로 게임을 만든듯한 느낌이 들었기 때문... 심지어 이 캐릭터들중에는 마녀가미에도 등장하는데 이 점을 이용해서 조금 더 스토리라인을 깊게 만들었으면 더 괜찮지 않았을까 하는 생각이든다. 정말로 아트 디자인에 비해 매우 아쉬운 게임이라 생각된다....
What this game need: - Remove battle result for each segment in the dungeon. A pop up on the top is enough. - Skip the introduction when continuing the segment in the dungeon (think of old games like Metal Slug). - Coop mode up to 4 players: Increase monster health and number in progress. - Skill balance: For example: Imperial Knight have little skill fighting air unit. Meanwhile, Witch can dash and use Lightning Bolt+ to cheese the whole map. - Item balance: 1% hp/sp is powerful, but it depends on luck. Make nameless dungeon has high chance to drop these items, and vice versa for main dungeon, to force player to explore more. - Items that can be used is terrible since it makes you vulnerable for 2-3 seconds. Remove those animation we don't need it. - Building is okay, but decoration should give some bonus, and dismantle should give 75% resource back to modify as the game runs. - Boss Rush mode. - Survive mode. (Best with coop) I give recommendation (for Ekoro) but the game needs to improve more.
It took around two hours for me to go: "Wait, is this it?" and yeah, that was it. The mission structure got me really excited at first since it's similar to Dragon Marked for Death, but the combat is shallow, there is no equipment or upgrade system aside from a simple talent tree ,and the city building aspect is negligible. It's a real kick in the balls to place down an armor and weapon shop into my town only to realize I can't interact with them in any sort of way, the buildings are just there for the sake of giving you extra stats.
Unfortunately this game stinks. The story is boring and thin, the time to kill is all jacked up, the character gameplay is not very good, and the town building is far to basic to be interesting. The game starts you off with the town and gives you a tutorial for building and you learn to build and make roads that touch buildings and the outer wall of the buildable areas for buffs. You build a home base which allows you to get upgrades based on building positioning in certain fields. Each building gives different stats and you can raise your crit chance, damage, etc. you can also renovate the buildings to level them up for greater boost. There are 4 classes to play and you can switch between them. The main girl knight character plays the best. She does good damage, has counters, and a moveset which is pretty fluid. The witch girl has an extremely weak ranged attack which does very little damage but does close to double damage when charged. She has very weak defense. The alchemist has a weird flask ability where he tossed the flash and it hits at a specific point in range. He has some crazy good skills like the mad puppet summon which does as much damage as the witch by itself and with the upgraded version twice as much. When you accept missions from the HUD you set out and there is a short over world map where you can move around and find chest and fight enemies and multiple dungeons. There are named dungeons and nameless dungeons. The named dungeons have bosses at the end whereas the nameless ones don't and appear to be more varied. Ultimately if they tweaked the time to kill to make it less of a slog it would be a much better game because it is so repetitive and uninteresting in the combat and town building. Imo other inticreate games like dragon marked for death are much better for a similar grind if that is what you were going for. I wanted a grind but I wanted it to be fun and interesting which unfortunately this isn't.
It's on the lower end of my recommendations, mainly because this is a fun enough game, very casual with 4 different characters with unique styles to play as, a kingdom to build with a few unique concepts to it in terms of what they do but I could see it being a lot more than it ended up being, if ya just want a semi long game where you don't really need to think all that much it's fun and simple enough for a single run through, if ya fancy playing the other characters maybe three more times but I can't say I was invested enough for that personally dood. So in depth time! Kingdom's return has you play as a "hero" in a peaceful era working with a fairy to return a kingdom to it's former glory! As it's time has been taken from it and left in ruins, you can choose from a knight, samurai, mage/sorceress and an alchemist to play as, (I played as the alchemist because cool glasses and chemicals that go boom always sits well with me) you'll adventure through a few lands taking on requests and getting materials for the kingdom dood! Quests are usually a basic affair, accept them, go to an overworld where your sprite moves along to find the dungeon and fight/avoid the enemy icons, there are usually three-four dungeons in each place, some are unique, others are bossless versions of a dungeon that can have some nice stuff and a higher chance of chest/reward rooms, you can carry up to four extra items ranging from healing and buff items to accessories with some decent effects as long as you carry them and are sold off for more money after you beat the quest sadly dood. Combat has you move freely from left to right of the screen, typically you always start on the left in dungeons but in icon battles you could start left or worse yet the middle, which as an alchemist is noooot fun, you have a basic attack, two special attacks that cosy meter, four skills you can learn from a skill tree that cost a lot more meter but are more useful or damaging among other handy effects, a dash and a block oh and a jump I guess too lol dood Enemy variety is kind of very...reskin like sadly, there's a decent few mind you but you'll find more than a few copies just with different looks of enemies you've faced, that said they do a great job of changing them up enough to at least feel different to fight, dungeons also have unique quirks to them that can impede or even help in battle, that said the game could do with not having the win screen for each floor go on so long like it's a turn based victory screen all the time, it killed the pacing and got kind of annoying after a while sadly for just showing EXP and money earned dood. So we talked about dungeons but what about home base? So at home base you start off choosing from four castles, they all have a unique look but also range, what range you ask? Range of effect that boosts other buildings you build as long as it's touching the cool glowy part it shows but what effects do buildings have you ask? Well actually this is one of the fun redeeming qualities of the game to me, you can build various buildings, of which you get more options for as time goes on to boost your stats, connect the castle and buildings together for more stat boosts! Connect the road to the end of the map and even more stat boosts!!! It's a fun little builder idea I super wish they worked more on but it's not a huge game so I can get why not dood. The music is fine and bosses unlike enemies are pretty darn awesome to fight, go in unprepared and underlevelled and you will probably eat dirt even with the really powerful healing items you have, with some brutal attack patterns at times and high damage, your health will quickly lower, even when blocking which you at times should make sure to do dood. The story is just okay too, it's again very basic all around, typical of Inti it's a semi serious thing with a comedic reason we shall say, you'll see if ya get it dood. And that's really it, this game honestly reminds me of flamefrit, another inti game ironically where I feel what let's it down is all the potential it has but they kind of just make it feel like a demo of something bigger, it's a fine, fun game but you feel like it could have been so much more and the DLC is just skins rather than characters which is also a shame, even if it was cool playing as GV XD if it goes on a good sale? It's an okay enough time I can suggest it but I wouldn't bust my account for this one I'll say dood. Thank you for reading and if you buy I hope you super enjoy what the game has to offer dood! ^-^7
Dragon Marked For Deathのようにマルチプレイあるならまた違ったんでしょうねえ マップ往復虚無ループの現状作業ゲーです。 ビルド要素→アクトレイザーに比べるとほぼ建てるだけのお粗末仕様。 低価格路線でゲーム出しまくるのはいいですがもうちょっと記憶に残るもん作りましょうよ、インティさん。
This might well be Inti Creates' first outright bad game. The addictive mission format and its forward momentum is pretty much the only thing the game has going for it. Aside from the Inti staple of gorgeous sprite art, of course. The combat is incredibly stale, restrictive and repetitive, no matter which character you're playing. Movement feels incredibly stiff at all times. Level design is plain non-existent and since enemies seem to be placed at random there's no design intent to be found in that regard either. Bosses are competent at least - they're not good, mind you, just competent. The "city building" aspect meanwhile is outright ♥♥♥♥♥♥♥♥, all you do in that mode is place down nodes that increase your stats based on the way you arrange them, even if what you build is complete nonsense - functionally it's a more convoluted version of a skill tree entirely comprised of minor stat bonuses. This game is essentially Dragon Marked For Death, but brainless and bad. What a mess. EDIT: Just finished it out of spite and I think I hate this game. What willfully lazy design. I understand that this was originally a mobile game, but my god, this is such unambitious, repetitive, brain-numbingly boring... I guess "content" would be the word for it, that the fact that competent devs like Inti decided to make this genuinely irritates me. This game sucks.
Fun game if you like grinding. Not super deep but there's enough to keep you entertained. Try the demo and if you like it, buy a copy and play it!
八小时可以达成真结局 专门等到买了少女射击DLC再玩的 INTI牢粉的适应性和承受能力极强 但是依旧感觉这部游戏有点坐牢 基本没啥剧情 偏搞笑放松 女主的名字库洛诺斯应该是neta了克洛诺斯 游戏有四个职业角色 开局可以选择对应的主城 其他附属建筑的外观也会跟着选择的主城变化 但是同一个存档不能改变主城 四个职业角色虽然可以切换但是等级不共享 难道他觉得玩家会打四个存档一个档一个角色???至少我玩不动 虽然我感觉我已经很结晶但是我做不到 而且打完结局后全成就都不想刷了 建造以及升级附属建筑可以获得属性加成 但是要贴着主城 离得远就算用道路连接也没用 想摆个好看的外观都不行 而且有建造限制 强迫症哭了 虽然说有些建筑近战可以不建 法师不建近战加成的建筑 但还是不爽想要全部升满 素材刷起来也很蛋疼 总之暂时放弃全成就了 要是没有银白钢铁和苍蓝雷霆的联动外观真不想玩 还有不知道为什么天穹卡牌录现成的配音不用 请几个新cv也总共没几个角色 复古的话倒是挺复古的。。 感觉精灵机弗烈利特的体验更好
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