Chronicles: Medieval

Chronicles: Medieval pillars

Published so farOpen the Early Access page

The four pillars are the dynamic sandbox, Tactical Battles, mod support, and co-op, and the diaries hang the rest of the design on them. The sandbox is described as interlocking systems with cause and effect, from the price of fish to the loyalty of a liege, and you are part of the world rather than its centre. Tactical Battles are large fields where the ground, the army, and the deployment matter, and you also fight in the battle you are commanding.

Mod support names Borg first, says tools will not be there on the first Early Access day, and points at the full release for the real toolset, with some tests possible earlier.

Four pillars

Co-op for Early Access is the single-player campaign plus custom battles for up to four friends; the co-op campaign itself is the later ambition, and the host leads. Five design principles sit under those pillars. Wheel of Time says life and death are cyclical, resources are finite, and characters age and die from beggars to kings. Information is Power says you do not start with a fully explored map and have to go get the news yourself. Sidetracking Through Opportunities says the sandbox does not funnel you along a critical path, with more of that planned after Early Access.

Historical Believability says this is not a textbook and not a simulation, grounded in how the medieval world worked, with a historian and in-house HEMA work. Dynamic Environment says the world runs whether you watch it or not. The Hundred Years War broke out in 1337, the game begins earlier, and that war may start sooner, later, or not at all. Taken together, the pillars are a promise about play, not a feature checklist with counts attached to every system.

Each pillar below is a studio sentence, kept short enough to compare.

Command slots start small and unlock up to ten, and on the pillars that shows up beside fish prices and loyalty.

Levy illustration sizes move from about fifty to about one hundred and then toward a thousand if paid and fed, and on the pillars that shows up beside fighting inside your own battle.

Offers for recruitment and replenishment reset every in-game week, and on the pillars that shows up beside Borg by name.

English is the only full-audio language on the Steam table, and on the pillars that shows up beside the host as leader.

The PC Early Access line in Diary 4 is early 2027, and on the pillars that shows up beside ageing rulers.

The FAQ line that is still up says 2026 on PC, and on the pillars that shows up beside an unfinished map.

Steam shows a coming-soon date string of 2027 with no demo and no DLC, and on the pillars that shows up beside leaving the critical path.

Co-op custom battles in Early Access allow up to four friends and the host leads, and on the pillars that shows up beside HEMA in the studio.

A co-op campaign is described as a full-release ambition rather than the opening build, and on the pillars that shows up beside a war that may wait.

Mod tools are expected by the full release with tests possible during Early Access, and on the pillars that shows up beside a world that keeps moving.

Borg is the procedural settlement tool the studio named first, and on the pillars that shows up beside fish prices and loyalty.

Skapa builds prop assemblies and is not generative AI, and on the pillars that shows up beside fighting inside your own battle.

Ymir shapes battlefields during development rather than during play, and on the pillars that shows up beside Borg by name.

Legitimacy runs from minus 100 to 100, and on the pillars that shows up beside the host as leader.

game pillar

Dynamic sandbox

Interlocking systems with cause and effect, from the price of fish to the loyalty of a liege. You are part of the world, not its centre.

game pillar

Tactical Battles

Large battles where the field, the army, and deployment matter. You also fight in the battle you are commanding.

game pillar

Mod support

Tools are not available on day one. Expected by 1.0, with some tests during Early Access. Borg was the first tool the studio named.

game pillar

Co-op

Early Access ships a single-player campaign and co-op custom battles for up to 4 friends. Co-op campaign is the 1.0 ambition. The host is the party leader.

Design principles

The principles explain how the sandbox is supposed to feel once the pillars are in motion.

design principle

Wheel of Time

Life and death are cyclical. Resources are finite. Characters age and die, from beggars to kings.

design principle

Information is Power

You do not start with a fully explored map. You have to explore and obtain information.

design principle

Sidetracking Through Opportunities

The sandbox does not funnel you along a critical path. More of this is planned after Early Access.

design principle

Historical Believability

Not a textbook and not a simulation. Grounded in how the medieval world worked, with a historian and in-house HEMA work.

design principle

Dynamic Environment

The world runs whether you watch it or not. The Hundred Years' War broke out in 1337. The game begins earlier, so the war may start sooner, later, or not at all.