Craft
Our own technology
We build the engine under our worlds ourselves: a simulation where every outcome follows rules you can learn, and a living 3D map that redraws itself as kingdoms rise and fall.
Rebellion Studio
We are engineers, artists and writers who have played strategy games all our lives. We build deep, living worlds on our own technology, and we build them for one audience: the people who play them.
Our first title
A medieval grand strategy game where you rule through people, not spreadsheets. Your ministers advise, argue, remember and scheme. Your orders cost something real. Your news arrives by horse, if it arrives at all. Hold the crown for sixty years and find out what your word is worth.
What drives us
Craft
We build the engine under our worlds ourselves: a simulation where every outcome follows rules you can learn, and a living 3D map that redraws itself as kingdoms rise and fall.
Passion
We make the games we stay up all night playing. Every system has to earn its place by being fun, readable and worth mastering. If it isn't, it goes.
Service
We put the game in players' hands early and often, and we change it because of what they tell us. Your time, your money and your trust are the things we protect.
Every feature has to answer one question before it ships: does this make the game better for the person playing it?
Why it's different
Ministers with their own ambitions, ideologies and grudges. They warn you, flatter you, plot against each other and sometimes against you.
Give an order the way you would say it, or take your advisers' counsel with a click. Either way, the realm answers.
Every change of heart is written down with its reason. You always know why the Chancellor turned cold.
Lay out a campaign with pieces and ink on the War Room table, then keep your armies fed along roads the enemy wants to cut.
Play it first
Join the playtest circle. Get early builds, talk straight to the developers, and see your feedback in the game.