
Voor de Kroon is an immersive medieval strategy-action game with historically inspired arms and armor. Fight historical battles and command your troops from the front line or the RTS camera. Use the Warforge editor to reshape the entire game and build your own medieval campaigns.
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About

Voor de Kroon is an immersive medieval strategy-action game with historically inspired arms and armor. Fight historical battles and command your troops from the front line or the RTS camera. Use the Warforge editor to reshape the entire game and build your own medieval campaigns.
Voor de kroon is a medieval wargame.
Get ready for immersive historical battles
Pull back to the RTS camera to maneuver your formations, time your charges and hold your lines. Then drop into third person and fight in the mud alongside your men while the battle decides itself.
Grounded in real medieval warfare
All arms and armor are drawn from contemporary sources. Helmets, mail and plate, weapons and equipment all belong to the era they represent and are modeled after manuscript and effigy references.
Build anything with the Warforge editor
The editors ship inside the game ready to use the moment you launch it. Create units, factions, castles and entire campaigns as easily as laying out a level, then share them on the Steam Workshop or play what the community has already made.
The Friso-Hollandic Wars campaign
Voor de Kroon's first native campaign is a full historical conquest set in the 13th-century Low Countries. Fight as Floris V to avenge your father's death against the Frisians or play the Frisians in their struggle to survive against the feudal lords. It's the first of more official campaigns to come.
Solo developed with ♥ in The Netherlands
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Having been gifted this game by a friend just a bit over two years ago, I jumped straight into it and did not like it. It felt raw. Then, after about two years since then, I decided to see what's changed, because I could see the game getting patches upon patches upon patches, but... The game still feels virtually unplayable. To me it seems like it retains the following issues : 1. The combat and the animations (when the player takes part in it) feel disconnected and unpolished. One would probably prefer the feeling of being more in tune with all the moves rather than the flashiness of those moves. a) Sometimes the game decides to do a "finishing" animation to kill off an enemy that is injured enough. Sometimes those animations are quite long, which, on hard mode, means that you're exposed to said enemy's allies poking you till death. But I did not choose to be involved in that animation, did I? Maybe I wanted to do a tiny poke and hide back behind my shield, instead of wallowing in the midst of the crowd showing off for half an hour? b) The game's relationships with it's own formation system is unclear. If it suggests that I do primarily "large" field battles, I would expect it to have some semblance of deep control of how I want my formations to be arranged? Uniting all of the infantry into one big line sounds like a pretty basic thing to do, but then deploying it as one and maintaining it while maneuvering in the battle, specifically engaged in microcontrol of that and, at the same time, the player character, is a bit like playing the piano. Granted, you can learn how to do it with time and effort, but what is it all for, in my case? If you want formation cohesion to be a factor - make it a passive factor, but not the one that has to be mitigated by constant Warcraft 3 Competitive Lobby style management. Tactical gameplay does not have to mean performing a thousand clicks per minute. 2. The UI on the campaign map looks nice, minimalistic and convenient on the surface, but... a) It's unnecessarily complicated in places, with the player having to navigate through unnecessary steps to perform certain actions (such as sending your troops to another settlement). b) There are almost no tooltips to provide information on what you're about to build and what exactly each of those tiny icons mean. Going through a separate tutorial for the campaign just to keep forgetting about certain tiny icons is just not the way to go. Total War Rome has already invented a very simple system to remind the player what each building and unit are capable of. In this game, building feels odd in the way that I don't only not know what results I get from each one, but I also don't even know what to expect to change in the first place. I think using proper extendable tooltips would help greatly. c) No pop-ups for important events. I am all for paying attention and realistic gameplay, but would a lord not get notified about the enemy literally laying siege to their fortress? Why do I have to be finding out about this from having to click on the settlement that SUDDENLY has proven to be under siege? I don't want to be dissuading people from playing an already struggling game. I know that developing such a project with a small studio is a lot of work. I'm just expressing my disappointment seeing almost no actual progress in how the game feels within the past two years.
The Game is amazing and only getting better still needs optimization and feature expansion in a few areas but the progress and change the game has undergone has turned it into a very fun and highly cinematic medieval experience and the level of customization from factions to units to armor and weapons and for once there is some serious historical love with the equipment i 100% recommend getting this game.
Expected some explosive gameplay, jsut got confusing controls and the same few animations. refunded but might check back later
Game looks like: M&B Warband on low settings. Power draw on GPU: like a AAA game with Path tracing enabled. Of course it's UE engine... Has been in early access for years now and it doesn't have much to show for. Full of placeholders for UI and mechanics. 3/10
Huge potential and I won't refund it as I can see this being super fun, its just pretty broken at this state
fun fighting based game
we need chinese
I wish I knew why I have to fight the mouse cursor in order to change anything in the options. I almost ended up refunding the game over it. I couldn't see the cursor even during the tutorials so I could click on continue. I'm going to have to check if playing with a controller eliminates the annoying glitch. I do think that the "player" is a tad OP. I mean I one shot mounted cav, light or heavy with a 1h sword, let alone when I am swinging a 2H axe. I suppose that balances itself out since the other units are nowhere near as capable as the player in combat.
This is only gonna get better
Love this game, keep coming back to it
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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