
The King is Watching is a roguelite kingdom builder. Rule by the power of your royal gaze! Decide between producing resources, training armies, or balancing both, while adapting to unique events every run
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
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): 5.29/day in the week to Sep 14 → 14.29/day in the week after.
About
Ah, my glorious kingdom! A land where peasants toil, miners dig, and knights train... but only when I look at them! My gaze is law—progress thrives where I watch, but the moment I turn away? Laziness! Chaos! I must choose wisely: should I focus on the fields for food, the mines for riches, or the barracks for defense? With resources, I can even expand my all-seeing gaze, ensuring my kingdom flourishes… and that no one slacks off under my rule!
Water, wheat, stone, coal, silver—every resource fuels my empire! Farms feed my people, mines fund my ambitions, and workshops forge mighty defenses. Shall I invest in archers, reinforce the walls, or harness magic? Even my castle needs repairs when the enemy strikes! Every decision shapes my reign, and only a well-managed kingdom will survive the storm.
Rulership is no easy task! Each land presents new trials, from cursed cemeteries to infernal depths, forcing me to adapt. Yet every defeat is a lesson! As a true roguelite, my efforts grant permanent upgrades, unlocking new abilities, stronger defenses, and powerful strategies for my next reign. A true king doesn’t just rule—he evolves, forging an unstoppable legacy with each attempt!
Each battlefield hides unpredictable threats—enemies are led by unexpected Generals, demanding unique tactics to defeat. Want to conquer them all? You’ll need multiple runs! But fear not! My royal council aids me with cavalry masters, arcane sages, and cunning strategists. With their wisdom—and my unwavering gaze—victory is inevitable!
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, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.74−35% | 10.6Kreviews | 89% | — | $3.6M |
| $14.99 | 166ratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1068 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
My favorite roguelite kingdom builder! Hours into it, I still have numerous unlocks to look forward to and the gameplay is far from boring. The countless small details add up to show the devs put A LOT of care into this game
Hard stuck au premier niveau de difficulté, j'adore ce jeu la progression est très bien gérée, du style de Hadès, graphismes très stylés et de nombreuses fonctionnalités (apres 10h de jeu j'en découvre encore...)
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 5.71/day in the week to Jul 30 → 8.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, Russian, Simplified Chinese, French, Japanese, Korean, Polish, Portuguese - Brazil
| $14.99 |
| 47ratings |
| 94% |
| — |
| not modelled |
| $11.99−20% | — | — | — | 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.
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm a gamedev myself, and that's the only review you need [h1]Idea/Highlights 7/10[/h1] [hr][/hr] - "Gaze". Not everything you build works, only things you gaze at. You can freely move and rotate your gaze to cover the buildings you want to activate. - Resources. There is no storage limit; each basic resource building has limited stock, so you constantly place new resource buildings as others run out - Awesome music with 2 variants. When the tutorial window opens, I hear the same music as in the main game, but a different version, more muffled, with a slower tempo. Very interesting idea. Overall, awesome music, piano-heavy - Prophecy (you can choose which enemies attack you) and council (extra run buffs). I'll describe these in more detail below [h1]Gameplay 6/10[/h1] [hr][/hr] You use building cards to place buildings in your kingdom. Some give resources, some produce units, and some are defensive structures (towers that shoot at enemies while your gaze covers the structure). From time to time enemies approach and you must defend. If they hit your castle too many times, you lose. You can get building upgrades (unique modifiers, usually 2/building type), increase your army limit, upgrade your gaze, and use spells and king abilities to help yourself Most enemies are random, but some you can choose yourself in "prophecy." You basically have mandatory and optional enemy cards that determine which enemies will attack you. You may choose 1-3, so you can control which rewards you get, which enemies attack you, and how many of them there are. Quite interesting. When receiving a reward, you choose 1 out of 3 options. Such as which resource building to get [h1]Progression 5/10[/h1] [hr][/hr] You can unlock new maps and torment levels and buy upgrades in a meta progression tree Upgrades can: - Give you permanent upgrades. Such as a bigger army - Council. You can buy a council slot and unlock new advisors. Each advisor provides a buff such as "+5% to all production", allowing you to combine different bonuses and make "builds" - Heroes. Unlock new heroes Overall, you do not get access to that much more content as you play; you do not become way stronger either. Which can be good for some and bad for others [h1]Replayability 3/10[/h1] [hr][/hr] Different kings (with different abilities and passives), councils, and maps can make runs seem quite varied on paper, but in practice there is very little variety. Kings are different for sure, but they force you to play in one way or another. For instance, one king's passive: "Your defensive constructions deal more damage; you get 1 defensive construction from time to time". It's quite unique and shows you the game from a different perspective, but at the same time it forces you to play defensive structures; otherwise you would have a hard time And many kings are just like that. They force you to follow a specific playstyle There are few differences between playthroughs overall. Units feel very similar, with no high rolls and no fun, unique, or weird builds I think roguelikes are all about replayability and randomness. Here, I felt almost none of either I only played for 8 hours, around 8 runs or something, so not all that long. But I already got tired of it; it's just too repetitive for me [h1]Controls/UI/bugs[/h1] [hr][/hr] All good [h1]Design overview[/h1] [hr][/hr] Worth mentioning (positive) - stylish pixel art, feels great. I particularly like small animated images of the king in the bottom right corner. [h1]Overall rating 21/40 (5/10) [/h1] [hr][/hr] Great, unique core idea. Decent implementation visually and technically I thought a lot about whether to recommend it or not. It's average, just in the middle But decided to be harsh and not recommend it I think randomness and replayability are the most important parts of roguelikes. "King is watching" does not do well in those areas, and so I don't recommend it. If you want a game with high replayability and randomness, I suggest skipping it. If you just want a unique experience without much rng - give it a shot Other players may still enjoy it. But it's bad for me [h1]Extra[/h1][hr][/hr] Follow my curator page, [url=https://store.steampowered.com/curator/45084582-Dev-inspiration/] Dev inspiration[/url], for more reviews from a developer's perspective.
第二關一直當機
dlc 구매하고 게임이 진행이 안됩니다...
Extremely repetitive and non enjoyable grind.
Really enjoying this game so far. The idea of only being able to manage what you can see makes things surprisingly interesting, and I like how it forces you to think carefully about where to expand. Simple to understand, but there's still plenty to figure out as you play. Definitely worth checking out if you enjoy strategy games.
Solid production with a few good mechanics and nice visuals, but the game lacks some depth. It feels a bit too random and could use more building options that actually matter for longer, more meaningful gameplay. It would also be nice if buildings could be combined for stronger structures, if there was some form of building evolution/upgrades, and mechanics for placing buildings next to each other for bonuses. Adding more strategy would help too — especially giving the minions proper movement and positioning options so you can actually decide what they do. Right now they just march forward, and even ranged units end up fighting in melee. That said, for this price I didn’t really expect more. It’s fun to play and takes a bit of time to fully understand, so overall a positive review from me. The difficulty is tough but fair. 6.8/10
为什么更新后,亡灵图无法拖动工作单位啊?教程里面都可以就是正常游戏不行,还有这个界面更新的真是大粪。为啥改啊?好好的维持不行吗?改完再给好评
游戏好玩,平衡性略有不足
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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