
This is a medieval strategy war game where you can freely choose your faction, acquire resources, purchase armies from crystals, strengthen yourself, defeat enemy armies, break down enemy walls, and destroy enemy crystals to win the game. You can compete with AI and invite friends to play online.
Modeled estimate, not a reported figure. How we estimate →
Media

About
In this fantastical medieval world, the world is divided into two major camps, a battle between justice and evil. Which side would you choose?
Pixel Medieval
Unique units such as knights and orcs, buildings with special functions, equipment with powerful abilities, cute pixel style, and rich content.
Interesting game format
Recruiting soldiers can provide immediate combat power, buildings can both acquire resources and enhance soldiers' combat effectiveness, and equipment can greatly improve the combat effectiveness of individual soldiers. Reasonable utilization of resources is the key to victory.
Online Connection
The game supports both single player and online modes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Korean
Reviews
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 轻量级博弈的佳作,有儿时和玩伴一起摆兵人干仗的乐趣。骑士、兽人、城堡建筑均以精细像素呈现,个人非常喜欢。 推荐人群: 偏好轻度策略的像素爱好者、寻求开黑小品的联机玩家。
一款很小巧的战争策略游戏,乍一看与米拉奇战记十分类似,上手才发现其中还有皇室战争等等其他游戏的元素。 能在这样一款小体量的游戏里体现相对丰富的内容是很不容易的。这款游戏考虑到了作为一款策略游戏所应当具有的方方面面,同时具有两种资源可以分别购买士兵和建筑(也就和RTS一样一边出兵一边摆基地,不过造的建筑只有战斗用途),可以自己配置兵种卡组,每回合开始的时候还和rogue一样能够选择增益效果(额外资源或是法术),甚至可以手操士兵(是的这还是我们RTS游戏的梗,喜欢我帝国时代手操弓箭兵放风筝吗)。游戏规则也提供了更多策略选择——既可以占点取胜,也可以直接打掉对面老巢。 当然,有利即刻就有弊,小体量游戏想面面俱到的代价就是样样不精。首先从兵种卡组说起,最开始只有四张初始卡,后面的卡都需要通过对局攒金币买下来才能用(打AI要打赢才有,PVP没玩过不知道),而AI,尤其是高难AI用的兵是玩家没有的。各兵种之间的关系也比较模糊,做的并不如米拉奇战记,比如貌似不存在诸如长枪对骑兵、重甲对弓箭这样的克制关系(就算有也没写,我也没看出来,但这在其他游戏里都是很明显的),兵种之间的差别只体现在数值上,而飞行单位还是可以被地面上的近战单位攻击(气笑了),初级卡组里面三种近战兵的属性与价格差距并不大,没有所谓填线炮灰兵和高质量精英兵的区别。这些都导致战术玩法很单一,就跟全站战锤3的扛射体系一样,出一堆肉盾然后跟一大堆弓兵就行了。经济系统上,完全不存在RTS的运营,因为没有经济建筑(不能造新的但可以被摧毁),导致玩家的资源产出永远是固定的(甚至会减少),高难AI则是坐拥数倍于玩家的火星资源,导致他可以用人海淹没你,翻盘希望并不大。个人认为给高难AI火星资源而不是更智能的AI是任何策略游戏不应该出现的败笔:用无敌的数值弥补操作会给玩家以非常强的挫败感。困难AI则是笨到攒了一大堆资源但是不会修一座建筑,只会出兵;而极难AI又一下子上强度,根本打不过。另外占点取胜的设计可以说聊胜于无,一共五个点,双方只要出门就可以各自控到两个点,甚至可以在边上直接修建筑,所以打到最后完全变成了中点争夺战,并不会有太多的战略战术。 另外还有一些bug,比如我遇到的就有几个小兵卡在原地不动,手操都动不了。 总的来说这款游戏还是值得一玩的,毕竟有联机玩法,和朋友无聊的时候当小游戏玩也未尝不可(何尝不是一种电子斗蛐蛐)。游戏目前打下的基础值得肯定,不过当然还需要制作组继续深度挖掘,努力把核心的玩法部分做的更好,把想要展现的内容尽量表达出来。期待以后的更新。
Game is rather repetitive 10/10
Its fun, like Warcraft or another popular "Kingdom Rush". However, the Units needs some kind of Unit control/Info. Better UI needed, I build a Archer Tower but it doesnt show me how to put units in them. You right click them to move and attack, but once your next to the tower you have to left click it for units to go in. Need more Units and Building in my opinion. The game is fun but needs more MAPs/Map Editor!, Units, Interface/UI for units and buildings. For the price, its still a good and fun game. Update- Looks a lot better! the game has changed to a Limited selection of units and buildings while each round gives you a choice of rewards to boost your army. Building still has some issues and the game needs some kind of balance, but over all its a big improvement and a great buy at this point!
迷你王国战争 Mini Kingdom Wars is a compact real-time strategy game that focuses on delivering quick, accessible battles while trimming down many of the complexities typically associated with the genre. Set in a stylized medieval fantasy world, it places players in control of small but growing forces tasked with overcoming enemy defenses and securing victory through resource management and tactical deployment. Rather than aiming for large-scale, highly detailed simulations, the game chooses to streamline its systems, creating an experience that is easy to grasp and quick to engage with. The core gameplay loop revolves around collecting resources and converting them into units and offensive power. Instead of intricate economic systems, the game simplifies progression by allowing players to gather key materials and immediately turn them into reinforcements. This design accelerates the pace of matches, pushing players into combat scenarios much faster than traditional strategy titles. As a result, gameplay feels immediate and constantly active, with little downtime between decision-making and execution. However, this simplicity also means that strategic planning tends to focus on short-term efficiency rather than long-term development, which can limit the overall depth of the experience. Combat is straightforward and centers on deploying units effectively while managing pressure from opposing forces. Players must break through enemy defenses, protect their own structures, and adapt to the flow of battle as it unfolds. The inclusion of different factions and unit types adds some variety, encouraging experimentation with different approaches. While this variation helps keep matches engaging in the short term, the mechanics themselves do not expand significantly over time, leading to a gameplay loop that remains largely consistent from beginning to end. The game offers both single-player and multiplayer options, providing flexibility in how it can be experienced. Playing against AI allows for a more controlled environment where players can learn the mechanics and refine their strategies, while multiplayer introduces a more dynamic and unpredictable challenge. Competing against other players adds an extra layer of excitement, as human opponents bring a level of adaptability that AI cannot replicate. However, the long-term appeal of multiplayer may depend on the size and activity of the player base, which can influence how varied and engaging matches feel over time. Visually, the game adopts a pixel-art style that is colorful and easy to read, ensuring that units and structures are clearly distinguishable during battles. This clarity supports the fast-paced nature of the gameplay, allowing players to quickly assess situations and respond accordingly. While the presentation is functional and occasionally charming, it remains relatively simple and does not push for high levels of detail or visual innovation. The audio design complements this approach, providing basic sound effects that reinforce actions without significantly enhancing the overall atmosphere. One of the game’s strengths lies in its accessibility. It manages to introduce the fundamentals of real-time strategy in a way that feels approachable, making it a suitable entry point for players who may not be familiar with the genre. At the same time, this streamlined approach comes with trade-offs. The limited number of mechanics and the lack of deeper systems can make the experience feel repetitive after extended play, especially for those who are accustomed to more complex strategy games. The game prioritizes immediacy and simplicity over long-term depth, which shapes how it is best enjoyed. In the end, Mini Kingdom Wars offers a focused and approachable take on real-time strategy, delivering quick and engaging battles that are easy to pick up and play. It captures the essence of resource management and tactical combat in a simplified form, making it enjoyable for short sessions or casual play. However, its limited scope and lack of evolving mechanics prevent it from reaching the depth and longevity of more fully developed titles in the genre. It is a solid but modest experience that succeeds within its chosen scale. Rating: 6/10
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Related
| Food and Girls | $315.6 | 51 | 86% | $0.49 |
| Glasses and Girls | $315.6 | 51 | 82% | $0.49 |
| Dances and Girls | $322 | 52 | 83% | $0.49 |
| Anime Sunset Ride | $334.4 | 54 | 67% | $0.49 |
| Carnival and Girls | $334.4 | 53 | 85% | $0.49 |
| Cosmic Journey PC Live Wallpaper | $336.3 | 52 | 71% | $0.49 |