Battle Siege Royale - A Medieval Combat Game
A unique battle royale adventure. Choose from 6 siege weapons, defend your castle, survive! The last player alive is crowned champion!
Battle Siege Royale - A Medieval Combat Game
A unique battle royale adventure. Choose from 6 siege weapons, defend your castle, survive! The last player alive is crowned champion!
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Battle Siege Royale delivers an authentic medieval gaming experience that is both unique and memorable, offering hours of quality replay value. The concept is simple, build your fortress, choose your siege weapon, defend your lands and outlast the enemy. If you and your castle can make it to the end you will be crowned champion of the siege!
We expect matches which will be between 5-20 players to last between 20-80 minutes depending on how players choose to approach gameplay. The game fits into the categories of strategy, battle royale and medieval.
We have adapted the core gameplay to suit the medieval siege engine theme. For example, while we keep the last man standing mechanic we've said goodbye to a shrinking circle in favour of cutting off areas of the maps if the castles that controlled them fall to siege.
Here are some of the many features we will include in the game:
It wouldn't really be a battle royale game without multiplayer! Battle Siege Royale will let you and your friends fight out your medieval fantasies in game. In each game you will battle 5-20 other players to winner the Hog Dinner. The game is highly tactical as you will have to guard your castle as being in it replenishes your health and go on the offensive against others.
Siege warfare really isn't siege warfare if you can't knock down a forts wall now, is it? That's why not only forts but; houses, barrels and even your local pub can be bulldozed in Battle Siege Royale.
Everything from your castle to crates lying on the ground are destructible in battle siege royale. We feel this brings an extra layer of realism while also allowing for extremely satisfying destruction.
More Siege Engine Variants
We plan to add at least 2 more siege engines to the current 3. We will try and make these culturally different focusing on middle eastern and Asian siege warfare. By backing the "Create a Siege Engine" Reward Tier you can choose from history and help us design one of these new siege engines.
More Castle Types
At the moment we only have a hand full of forts; however, we plan to add forts for Celts, Scots and Danes. In addition, we will add forts/castles for other factions as we introduce them to the game.
Shrinking Map Mechanic
Most battle royale games have a shrinking map that encircles the players ensuring that as the player base shrinks so nobody can just simply hide out. This mechanic forces players to confront each other in combat.
Most generally the shrinking map is done as a simple circle that starts large and slowly shrinks towards the middle of the map. Battle Siege Royale will also have a shrinking map mechanic, however, with a twist. The map will be broken into “kingdoms”. Each player will have their own kingdom with a castle and small town in which they may go to heal and replenish ammo. Should the player’s castle be sieged by an enemy player, their kingdom will fall and the territory surrounding their castle will be removed from the map shortly after, thus shrinking the map by sieging castles.
We may also consider adding a shrinking circle halfway through the game if the sieging mechanic proves not to be motivation enough to get players into combat situations.
We plan to add a variety of power-ups to the game to boost your gameplay experience. There will be a "More Engineers" power-up which increases your reload speed as there are more engineers working in your siege engine. There will also be repair power-ups and these can be found throughout the maps.
For the completionists among our fans we plan to add collectibles that can be found throughout the map. Collectibles are a fun way to compete and may unlock skins for your siege engine.
More Projectile types
For each siege engine we plan to have multiple projectile types. For example the Ballista will have flame arrows as well. These will be located around the map as power-ups and will be very limited so you'll have to use them very strategically. For example you could use your flame arrows on your enemies castle to try and prevent them from using the castle to regen health or you could use them on the enemies themselves but that would allow them to regen if necessary.
No Loot Boxes or MicroTransactions
It is extremely important to us that Battle Siege Royale does not contain any of these harmful practices. We believe these are intended to exploit users and that is something we will never do in this game or any future games we make.
In Battle Siege Royale you play as a siege engine so it's only fair that they get their own section. We currently have 3 siege engines planned though will add more throughout development. With the Design a Siege Engine tier you can help us choose a siege engine to adapt and bring into the game.
Here's a deep dive into the 3 currently in development siege engines.
The ballista is the sige engine you get to try out in the kickstarter demo which you can download from the top of this page.
The fastest and most agile of all the siege weapons, the ballista is easy to drive, steer and aim; however, it is also has the smallest punch of all siege engines. Having a lighter frame and lighter projectile makes the ballista an easy target for the more powerful siege weapons. If fast repetitive blasts and close combat are your style, the ballista is the perfect choice.
Originally pioneered by the early Romans, the ballista made its way through history as a tried and true siege weapon, landing itself in medieval warfare throughout Europe. Due to scarcity of resources and the advent of newer inventions, the ballista was a less common weapon than the trebuchet or catapult. The design of the ballista is similar to a great crossbow, set upon wheels and launching a great iron bolt.
Not as agile as the ballista, but not as slow as the trebuchet, the catapult is the tried and true siege engine of medieval warfare. The catapult has a sturdier frame and heavier projectile than the ballista, making it stronger against attacks and more devastating towards enemies. For those players that like balance, the catapult is for you.
Perhaps the most widely recognized siege weapon of all time, the catapult was actually pioneered earlier than the ballista by the Greeks. Countless variations made their way to the battle field throughout history, but the basic design remained the same. A bucket tied under tension would be pulled back with a large stone and released to launch the stone great distances.
The undisputed king of the siege engines, the trebuchet launches the most powerful projectiles (with the largest impact radius) and boasts the strongest frame. All of this power comes at a cost; however, with the trebuchet being painfully slow and awkward to steer. If over-powered raw muscle is your style, the trebuchet is the key to your victory.
The largest and perhaps most powerful siege weapon was the trebuchet (although much less mobile). Perhaps originally created by the Chinese as the early mangonel, a manually powered type of trebuchet, the larger and more powerful trebuchet is debated as to its origins. Some speculate the Norman English created the first, while others speculate the Franks. Nevertheless, this powerful siege engine wreaks havoc anywhere it goes. The weapon has a long arm attached to a heavy counter weight and held by a release rope or hook. When the arm is released the counterweight thrusts the arm forward launching even the heaviest of projectiles.
Castles are a key mechanic in battle siege royale and they contribute greatly to the game's very strategic gameplay.
Your castle is where you spawn on the map and while inside it you slowly regain health.
You can either hold your castle and wait for the enemies to attack or you can choose to go on the offensive to try however you will then be leaving your castle open to attacks.
Once your castle has been sieged that area of the map will be cut off and any players that choose to stay will start to quickly lose HP.
One of our favourite features for the castles is that they will be destructible so you can have the satisfaction of sieging them to dust.
Our goal is to provide at least 5 maps in the game by December's early access release.
Each map will be based off a real life location like the Scottish Highlands, The White Cliffs of Dover, Iceland, Wessex, Norway and more! Travel to medieval England as a Viking and bring down the walls of Mercia, or cross the channel to Normandy and extract payback as a Saxon lord. You will be able to choose your patron kingdom and desired location of siege in both multiplayer or the single player campaign mode.
We currently have a complete demo map, but we are excited to polish our game mechanics and then move all of our resources into providing unique and historical locations for your seiging desires! Our goal is to provide at least four additional maps for early access in December.
Since I was a small child, I’ve loved two things, creating and exploring. I was always escaping to some land of my imagining, fighting dragons or riding dinosaurs or stepping foot on an uncharted planet. It was my way of escaping the harsh reality of real life.
Growing up, I needed an escape. My mom was 15 when she had me and she started out a single mother. My biological father wasn’t part of the picture, but I had two step dads at different times. My first stepdad was physically abusive to both of us but my mom had the good sense to get us out of that situation. My second stepdad and I were never on good terms growing up. He and I would butt heads a lot. He was former military and I was a dreamer and explorer. He couldn’t understand why I loved video games so much, or why I would draw maps of fantasy places or why I would wander in the woods behind my hometown with a wooden sword. But the reason was clear to my mom, she understood that I had a vivid imagination and she was supportive of my creativity.
The most tragic day of my life happened June 11th, 2001 when my mom passed away in a car accident. I was 12 at the time and I wasn’t sure where I would go live. I stayed with my grandmother for a while, then went to stay with my aunt and uncle for a while after. I bounced around between the two of them till I was old enough to live on my own. It was around this same time that The Lord of the Rings came out in theaters. It is no understatement to say that Lord of the Rings changed my life. I had just lost my mom a few months before, and the attack of 9/11 was still fresh in all our minds. I grasped onto this story of small people (Hobbits) up against a dark and cold world. These kinds of stories always resonated with me. Stories like Pokémon, where a young boy goes on an adventure, or Zelda; Ocarina of Time, a story of a boy between 9 and 16 years old who travels through time to save the world from a dark lord named Ganon. These were stories that made sense of a sad world, that showed no matter how small you are, you can change your circumstances. These stories inspired me to believe that some good can still come of tragedy. And I knew I wanted to make my own story.
Creating a story worth telling is no small feat, but I’ve always been enamored by overwhelming challenges. For me, every day was a challenge, and so I gravitated towards crazy goals. Growing up very poor to a teenage mother, nobody expected me to be a University graduate. So I worked full time night shifts and went to school during the day. People told me I would never excel in a competitive arena like Rodeo, so I rode my way to the Circuit Finals in 2014 (yeah, I’m a real-life cowboy!). When I wanted to start my own construction business, my wife was the only person who told me I could make it. Now I’m a business owner, homeowner, husband and father. I worked to defy the odds against me at every corner, and now I want to defy the odds against me as I try to launch a game studio! But I can’t do it alone. I have a great team surrounding me, but I also need people like you to join our team and help us beat the impossible odds. Just like Frodo, the smallest of creature in Middle-earth, even the smallest contribution makes a big difference! Come be a part of our studio and help us change the world! I have full faith that our prayers are not misplaced by believing in the generosity and kindness of contributors like you.
I've loved medieval things and times since I first visited the burial grounds of Sutton Hoo. During that period great kings were often buried with their ships and this among other things was one of qualities that intrigued me about this era and makes me super excited to be working on Battle Siege Royale.
I previously worked as Head of Marketing and PR at Crytivo, the creators of the universim, and I’m pleased to be able to bring some of Crytivo’s passion for quality and players alike to Skjold.
I grew up in the English countryside, where all around me was Tudor and Norman buildings as far as the eye could see. The nearest town boasted a Norman castle which I played in as a child (one that is now all fenced off because, you know, health and safety).
The ruins of Whalley Abbey lay 1 mile from where I lived, in a place where Tolkien is said to have gained many of his ideas from for the Lord of the Rings when he stayed there for several months.
Across the river Ribble not 200 yards from the front door there was a large mound that sat plumb in the centre of a field. The mound contained the bodies of Roman soldiers that were piled up there after an ancient battle.
I'm Skjold's resident 3D artist and sarcasm manager. I started as a coder, way back in the early 80s, starting his own software company (Unicorn Software) when all you needed was an idea and a computer. After being involved with several commercial titles on the ZX Spectrum, and later the Commodore Amiga, I moved on to creating load screens, and 2D sprite creation in the early 90s.
After leaving my own company I started another one with a different angle, this time I would be coding for machinery. This business was quite lucrative and took me all over the world, and as PC's advanced, I started using CAD/ CAM software to supply customers 3D images of their machinery designs. In the latter half of the 90s, 3D software had become quite common, and modding games had become a thing.
Half-Life was one of the first games that I modded, followed closely by the Sims in 2000.
After 9/11, I decided that spending 8 out of 12 months a year in the Middle East wasn't in my best interest and worked freelance designing the layout of a large aluminium foundry, and continued to model for the Elder Scrolls III in my spare time. In 2008 I started a construction company that specialised in the restoration and maintenance of Tudor, Georgian and Victorian buildings, using models to locate structural issues and to supply clients with a 3D walkthrough of their buildings.
I gave all that up in 2016 to concentrate on writing. I've written several books and this year started a series of volumes on 3D modelling.
I now live in a village close to Manchester, it isn't quite city living, and most of the buildings here are still 100s of years old, but it's just not the same. My love for Tudor architecture is reflected in the models I make and the opportunity to make them for BSR was an opportunity I wasn't going to pass on.
Find out more about Simon on his Blog: https://stgbooks.blogspot.com/
I am Newt Welch, a graphic and motion designer mostly focused on Logos and Branding. I have done other designs such as Game UI, Web UI, and intros for motion design. I'm currently being homeschooled, 9th grade, I will be soon going to college, hopefully next year.
I'm a Brazilian composer and sound designer for film and games as well as an orchestral arranger. I've been passionate for the universe of soundtracks since I was a child, I became a specialist in composition and narrative languages. In 2018 I completed postgraduate studies in soundtrack composition for film and television at Anhembi Morumbi University in São Paulo.
I currently act as a composer and sound designer for a variety of different audiovisual projects.
Risks and challenges
Being a small studio is inherently risky. We don’t have the same tools as bigger AAA studios nor do we have the same team size. What we do have is a passion for the medieval era and for games that we believe will allow us to succeed.
We have no misunderstandings, we don’t think that making indie games is somehow a ‘Get Rich Quick’ process, in fact we know it’s the opposite. Making indie games is a life long endeavour and that’s what we intend for it to be at Skjold. None of the big AAA studios such as Bethesda or EA haven’t had to fight for their place.
I, Jordan, am able to and will if necessary fund this game with the proceeds from my day job so there is no risk that the game will not be made however development time in that scenario would be doubled or even tripled. In order to launch early access by Christmas this year as we intend to do we will need to be brave and work hard because it won’t be easy.
That said being a small studio does have its advantages. As a small studio we control our fate and we know that we want our community to be at the centre of what we do. We will constantly be asking you especially as our kickstarter backers for feedback so we know we’re heading on the right course. If things go downhill you will be the first to know and when we have success we’ll be celebrating it with you.
Thank you for considering backing our Kickstarter!
The Skjold TeamLearn about accountability on Kickstarter
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