Crown of Greed is a fantasy RTS that launches on PC on March 31st, built around a single provocation: what if your subjects refused to listen? Inspired by the classic Majesty, this is a strategy game where direct orders don't exist. Players rule the kingdom of Rodovia not through commands but through coin, setting bounties on monster dens, posting rewards for dangerous expeditions, and bribing heroes into action. The entire management layer runs on indirect influence, making gold the only language anyone in this kingdom speaks.
The core tension sits in that gap between what you want done and what your heroes feel like doing. Each champion you recruit carries randomized traits, both helpful and harmful. A Devout Warrior might excel against the undead but buckle under fragile health and low stamina. A skilled Rogue might hide a costly vice that drains your treasury. You can't order them into battle, so the question becomes one of economics: how much gold does it take to make someone risk their life, and is the objective worth emptying the vault? Building your settlement feeds directly into this loop. Every structure you place attracts different hero types with their own skills and price tags, turning city planning into a recruitment strategy. When gold alone can't solve a problem, arcane magic fills the gap, with spells and abilities unlocking as your strongholds grow.

Rodovia itself draws from European medieval folklore, its regions ranging from dense forests and swamps to icelands and deathlands. Basilisks, Drowners, and the legendary Baba Yaga populate forgotten ruins, caves, and graveyards across these biomes. The world carries a gloomy atmosphere supported by a soundtrack composed by Polish artists, and the source material makes a point of tying risk to reward: the more dangerous the territory, the more gold flows back into your coffers. The feedback loop gives exploration a mercenary logic that fits the game's central theme.

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The campaign spans 12 story missions designed with side objectives that shift based on player decisions. The developers have built these scenarios to encourage replaying missions for different solutions rather than simply progressing through a checklist, and some missions run significantly longer and more complex than the initial demo suggested. Between missions, the Heritage System lets players spend points earned during the campaign on permanent kingdom upgrades, so each subsequent scenario begins on stronger footing. Riskier missions yield more Heritage Points, reinforcing the same gamble that drives everything else in Crown of Greed.

There's a consistent thread running through every system here: greed as both tool and liability. Your heroes act on their own desires, your economy runs on bribery, and even the progression system rewards you for chasing danger. Crown of Greed is priced at $19.99, with an optional Supporter Pack offering a digital artbook, the original soundtrack by composer Ignacy Zalewski, and desktop wallpapers. The kingdom of Rodovia doesn't care about your orders. It cares about what you're willing to pay.


