KING'S CHESS
Awaken the sleeping soldiers: the battlefield is right on your desk. > King's Chess redefines strategy by fusing RTS operations with tabletop chess logic. Forget about APM-heavy micro; here, deck synergy and physics reign supreme. Use momentum to disarm foes, manipulate the terrain to unleash the elements, or crush frontlines with massive siege units. No more stat-checking—experience a true "Physics War" in a beautifully crafted miniature world.
DeveloperNone Studio
PlatformSteam
Looking for
Seeking PublisherSeeking Investment
Genre
Card GameRogueliteStrategy
Contact Developer
Development Stage
In Development
Demo
PlayTest
Early Access
Released
About the Game
Awaken the dormant legion—your desk is the battlefield. King’s Chess is a strategic masterpiece that fuses the macro-decision-making of RTS with the tactical depth of turn-based wargames. In high-stakes 15-minute matches, you are thrust into a miniature sandbox free of digital HP bars or floating UI. Open the drawer, unveil exquisite figurines and cards, and as the clockwork gears begin to grind, a pure battle of wits unfolds.
Core Gameplay: Tactile Physical Warfare
1. Visceral Survival Rules Forget tedious health bars. As Commander, you hold 5 "Defense Lines," represented by grey "X" marks on your base. Every breach turns an X into a piercing scarlet. When the fifth X bleeds red, your dynasty falls.
2. Dynamic Card-Driven Tactics The battlefield is defined by the cards in your hand:
- Instant Class Swapping: Outmaneuvered? Don’t panic. If your infantry is suppressed, play a [Longbow] card to instantly re-arm them for a counter-volley. Need to shatter a line? A [Warhorse] card transforms them into a devastating cavalry charge.
- Environmental Stances: Borrowing the "Stance Dance" from classic Roguelike deckbuilders, you can trigger [High Tide] for a frenzied, unarmored offensive, or [Low Tide] for tactical repositioning behind cover.
3. Newton is Your Lieutenant Terrain isn't just a backdrop—it’s a weapon. Leverage physics to command cavalry to disarm foes via kinetic momentum, detonate crumbling walls to bury opponents, or shove them into the abyss. Here, positioning and angles outweigh raw stats.
4. Dual-Track Resource System Capturing the essence of RTS without the frantic clicking. Balance AP (Action Points) for troop maneuvers and TP (Tech Points) for constructing defensive towers or key structures. Every decision dictates whether you can protect those final "X" marks.
Team
None Studio
Fionn
Game Designer
The "B-Tier" Designer
Kunjian
Lead Programmer
Top-Tier Code Wizard
Echo
Art Director
The "Struggling" Illustrator

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