Konung is a strong RPG with some RTS and Adventure
In contradiction to Diablo-like games, Konung
goes beyond action-style role-playing and offers adventure-style gameplay with dozens of
non-linear quests and strong storyline set in the complex atmosphere of VII-century
Scandinavia, the mystical “Land of the North”.
Konung features the most
attractive RTS elements, including settlement management. The player has the opportunity
to seize settlements, manage their resources and build various constructions and
installations, enjoying the best of RTS elements.
The world of Konung is a
unique and spacious fantasy land that combines parts of known history with classical myths
and the legends of the Chronicles, including immortal heroes, magical artefacts and
ancient sorcery. The whole world is shaped by three cultures on the verge of the second
millennium: tribes of wild Slavic hunters, noble traders of the still-powerful Byzantine
Empire, and fearless Viking warriors.
Our work on Konung is
based on a firm belief that a combination of elements from various game genres will
broaden the potential user platform of the title.
In Konung, we aimed at
blending together the most popular and attractive playing concepts of classic role-playing
games and realtime strategies within the framework of the new and well-developed fantasy
universe of CHRONICLES OF TIME.
We have considered contemporary tendencies in
the industry and designed Konung to satisfy the expectations of a wide
range of players. A deep, intriguing storyline is supported by numerous non-linear quests;
all quests are unique, creating the illusion of a “real” life within the game.
RPG enthusiasts will enjoy the sophisticated
system of character development: every character has seven attributes and five basic
skills. To simplify gameplay, the user can command up to four parameters, others are
Unlike action-type RPGs, Konung’s
most important and distinctive features is that the game allows a player to command a
group of up to nine NPCs. The Player can convey personal commands and direct part of the
group or the whole group, utilising strategy-like interface in a way that would be easy
for most of RTS fans. Strategy enthusiasts will be happy to find construction assignments
together with military and economic management of locations in the RPG.
In developing the graphic style of the game,
our goal was to give the player maximum immersion into the world of Konung.
All landscape elements are based on photographs of northern territories. Monsters and
immortals create a mystic impression on the background of photo-realistic landscapes. All
buildings in the game, as well as clothing and weapons, are historically accurate, based
on extensive consultations with the National Historical Museum staff.
The world of Konung
effectively combines elements of real history, such as the Vikings’ savage raids to the
East, Byzantine military trading outposts, and hunting camps of ancient Slavic tribes,
with the myths and folklore of these cultures; for example, Konung bestiary
includes Northern European dragons and trolls, Greek centaurs, and Slavic characters
completely foreign to American users. This unique combination of characters and historical
settings is interwoven with the with geography and and storyline of the CHRONICLES OF TIME
universe, which contains its own immortal heroes, powerful warriors and magical artefacts.
Konung uses algorithms
developed by military professionals, using their vast experience in tactical and strategic
planning and modelling acquired in the Soviet Army during the Cold War. This makes Konung
the first RPG with absolutely real, mathematically-verified system of strategy and tactics
calculated in real time.
Konung’s concept of various
game genres, set within a sophisticated and well-developed game world, created from
mixture of myths and folklore, reality and alternate history will attract a range of
players across genre spectrum and around the world.