Compare Kingdom: New Lands prices across 50+ stores and find the best deal. Developed by Noio. Published by RawenGroup. Released on 8/9/2016. Available on PC, Xbox. Genres: Indie, Simulation, Strategy.

A minimalist 2D kingdom-builder where every coin you spend is a decision that can doom your dynasty. Quiet, tense, and surprisingly deep.

Kingdom: New Lands is a side-scrolling strategy game with an economy loop stripped down to almost nothing on the surface, then layered with enough hidden complexity to keep you theorycrafting for dozens of hours. You play as a monarch on horseback, riding left and right across a procedurally shaped island, dropping coins to recruit subjects, build structures, and fortify walls before the nightly onslaught of Greed creatures tears everything apart. There are no build menus, no tech trees spelled out in tooltips, and no tutorial hand-holding beyond the basics. You learn by losing, and losing is frequent. For a strategy-and-sim reader expecting spreadsheets and toggles, the interface will feel almost recklessly sparse at first. That sparseness is the point. Every mechanic is communicated through visual and audio cues: the direction your archers face, the rhythm of a builder's hammer, the way a hermit camp glows when it is ready to unlock. Once you internalize the language, the decision-making density becomes genuinely impressive. Do you push toward the boat to trigger a new island, or fortify one more wall segment before wave cycles escalate? Do you hire more farmers to sustain your coin income, or rush archers to survive the next blood moon? Resource allocation here punishes greed and rewards patience in ways that would feel at home in a much more complex title. New Lands specifically adds mounts beyond the starting horse, new buildings, and a campaign structure that chains islands together rather than ending at a single escape sequence. Each island ramps up the aggression of Greed waves, and the late-game pressure of managing multiple defensive fronts while keeping your economy solvent is where the real strategy lives. AI enemies are simple in behavior but scale in a way that consistently outpaces careless players, which means complacency kills runs just as reliably as a bad build order. Roguelite structure means a failed island is a lesson, and a second attempt with better knowledge of spawn timing and building priority cuts dramatically into how long each island takes. The game is not without friction. The randomized island layouts can occasionally produce situations where key unlockable structures simply do not appear, capping what strategies are available in a given run. Some players will hit a wall with the communication-through-observation design and find it opaque rather than elegant. There is no in-game glossary and the mod ecosystem, while present, is not as mature or extensive as Noio's later entry in the series. Multiplayer is absent, so this is a solo experience through and through. For newcomers to the series, New Lands is actually a reasonable starting point precisely because the stripped interface forces you to think in terms of fundamentals: income, defense, timing. Anyone who has played a Paradox title knows that the most important skill in strategy games is deciding what not to do. Kingdom: New Lands teaches that skill with pixel art and ambient folk music instead of a 200-page wiki, and that is a legitimate approach worth respecting. It holds up well after multiple campaigns, and the tension of a blood moon hitting an underfunded wall never quite gets old. Diego, Scout Team

Kingdom: New Lands
IndieSimulationStrategy

Kingdom: New Lands

Aug 9, 2016NoioRawenGroup
GamerScout Says

A minimalist 2D kingdom-builder where every coin you spend is a decision that can doom your dynasty. Quiet, tense, and surprisingly deep.

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About Kingdom: New Lands

Kingdom: New Lands is a side-scrolling strategy game with an economy loop stripped down to almost nothing on the surface, then layered with enough hidden complexity to keep you theorycrafting for dozens of hours. You play as a monarch on horseback, riding left and right across a procedurally shaped island, dropping coins to recruit subjects, build structures, and fortify walls before the nightly onslaught of Greed creatures tears everything apart. There are no build menus, no tech trees spelled out in tooltips, and no tutorial hand-holding beyond the basics. You learn by losing, and losing is frequent. For a strategy-and-sim reader expecting spreadsheets and toggles, the interface will feel almost recklessly sparse at first. That sparseness is the point. Every mechanic is communicated through visual and audio cues: the direction your archers face, the rhythm of a builder's hammer, the way a hermit camp glows when it is ready to unlock. Once you internalize the language, the decision-making density becomes genuinely impressive. Do you push toward the boat to trigger a new island, or fortify one more wall segment before wave cycles escalate? Do you hire more farmers to sustain your coin income, or rush archers to survive the next blood moon? Resource allocation here punishes greed and rewards patience in ways that would feel at home in a much more complex title. New Lands specifically adds mounts beyond the starting horse, new buildings, and a campaign structure that chains islands together rather than ending at a single escape sequence. Each island ramps up the aggression of Greed waves, and the late-game pressure of managing multiple defensive fronts while keeping your economy solvent is where the real strategy lives. AI enemies are simple in behavior but scale in a way that consistently outpaces careless players, which means complacency kills runs just as reliably as a bad build order. Roguelite structure means a failed island is a lesson, and a second attempt with better knowledge of spawn timing and building priority cuts dramatically into how long each island takes. The game is not without friction. The randomized island layouts can occasionally produce situations where key unlockable structures simply do not appear, capping what strategies are available in a given run. Some players will hit a wall with the communication-through-observation design and find it opaque rather than elegant. There is no in-game glossary and the mod ecosystem, while present, is not as mature or extensive as Noio's later entry in the series. Multiplayer is absent, so this is a solo experience through and through. For newcomers to the series, New Lands is actually a reasonable starting point precisely because the stripped interface forces you to think in terms of fundamentals: income, defense, timing. Anyone who has played a Paradox title knows that the most important skill in strategy games is deciding what not to do. Kingdom: New Lands teaches that skill with pixel art and ambient folk music instead of a 200-page wiki, and that is a legitimate approach worth respecting. It holds up well after multiple campaigns, and the tension of a blood moon hitting an underfunded wall never quite gets old. Diego, Scout Team

Tags

steamRogueliteResource ManagementMinimalist UIWave DefenseEconomy LoopProcedural IslandsSolo ExperiencePixel Art Strategy

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Reviews & Ratings

Steam
86%(12,242)

Game Info

Developer
Noio
Publisher
RawenGroup
Release Date
Aug 9, 2016

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