Compare Kingdom Two Crowns prices across 50+ stores and find the best deal. Developed by Stumpy🐙Squid. Published by Raw Fury. Released on 12/11/2018. Available on PC, Xbox. Genres: Adventure, Indie, Simulation, Strategy.

A side-scrolling kingdom builder where every coin spent is a calculated risk and one bad night can unravel weeks of careful expansion.

Kingdom Two Crowns is a side-scrolling micro-strategy game in which you play as a monarch riding across a procedurally generated landscape, recruiting subjects, spending coins to erect walls and towers, and desperately trying to hold your kingdom together against nightly waves of creatures called Greed. The core loop is deceptively simple: earn coins by day, spend them wisely before dusk, survive until dawn. That simplicity is a feature, not a limitation. Every coin is a decision, and the game never lets you forget it. From a strategy standpoint, the resource economy is the whole game. You have a single currency, a finite number of builders and archers you can recruit at any one time, and a tech tree that gates catapults, bakeries, and siege equipment behind deliberate investment choices. The order in which you expand your walls versus upgrading your castle versus sending scouts into the wilderness genuinely matters. Expanding too fast leaves you defenseless on the flanks; turtling too long and the Greed sieges scale past your static defenses. It is a tighter decision loop than it first appears, and players who think in build orders will find something satisfying to optimize here. For newcomers, the tutorial is minimal by design, which is either charming or infuriating depending on your tolerance for discovery-based learning. The game communicates through iconography and consequence rather than tooltips. I would argue this makes the early hours a genuine beginner-friendly experience if you accept that dying and losing your crown is part of the curriculum, not a failure state. The campaign across the game's multiple islands has a clear progression arc, and each island introduces new mechanics like siege weapons, special mounts with unique abilities, and biome-specific challenges that layer in complexity without ever dumping a manual on you. The co-op campaign is where Two Crowns earns the second word in its title. Playing alongside another monarch, splitting resource-gathering duties and coordinating defense lines, elevates the strategic depth considerably. Communication matters. Spending the same coins your co-op partner was eyeing for a tower is the kind of mistake you only make once. Solo play is perfectly complete, but the co-op mode is clearly where the developers wanted the experience to land. Where the game falls short is in its late-game pacing. Once you have a mature kingdom with upgraded walls and a reliable coin income, the nightly sieges can feel repetitive before you unlock the tools needed to push into new islands. The AI governing the Greed is serviceable rather than sophisticated; it scales through numbers and speed rather than tactical adaptation, so seasoned strategy players may find the ceiling lower than expected. The mod ecosystem on PC adds replayability and some community-built content, but it is not the sprawling modding scene you get from something like a Paradox title. What is here is tight, atmospheric, and mechanically honest. If you want a strategy game that rewards patience and punishes greed (in every sense), this delivers that in sessions that fit neatly inside an evening. Diego, Scout Team

Kingdom Two Crowns
AdventureIndieSimulationStrategy

Kingdom Two Crowns

Dec 11, 2018Stumpy🐙SquidRaw Fury
GamerScout Says

A side-scrolling kingdom builder where every coin spent is a calculated risk and one bad night can unravel weeks of careful expansion.

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About Kingdom Two Crowns

Kingdom Two Crowns is a side-scrolling micro-strategy game in which you play as a monarch riding across a procedurally generated landscape, recruiting subjects, spending coins to erect walls and towers, and desperately trying to hold your kingdom together against nightly waves of creatures called Greed. The core loop is deceptively simple: earn coins by day, spend them wisely before dusk, survive until dawn. That simplicity is a feature, not a limitation. Every coin is a decision, and the game never lets you forget it. From a strategy standpoint, the resource economy is the whole game. You have a single currency, a finite number of builders and archers you can recruit at any one time, and a tech tree that gates catapults, bakeries, and siege equipment behind deliberate investment choices. The order in which you expand your walls versus upgrading your castle versus sending scouts into the wilderness genuinely matters. Expanding too fast leaves you defenseless on the flanks; turtling too long and the Greed sieges scale past your static defenses. It is a tighter decision loop than it first appears, and players who think in build orders will find something satisfying to optimize here. For newcomers, the tutorial is minimal by design, which is either charming or infuriating depending on your tolerance for discovery-based learning. The game communicates through iconography and consequence rather than tooltips. I would argue this makes the early hours a genuine beginner-friendly experience if you accept that dying and losing your crown is part of the curriculum, not a failure state. The campaign across the game's multiple islands has a clear progression arc, and each island introduces new mechanics like siege weapons, special mounts with unique abilities, and biome-specific challenges that layer in complexity without ever dumping a manual on you. The co-op campaign is where Two Crowns earns the second word in its title. Playing alongside another monarch, splitting resource-gathering duties and coordinating defense lines, elevates the strategic depth considerably. Communication matters. Spending the same coins your co-op partner was eyeing for a tower is the kind of mistake you only make once. Solo play is perfectly complete, but the co-op mode is clearly where the developers wanted the experience to land. Where the game falls short is in its late-game pacing. Once you have a mature kingdom with upgraded walls and a reliable coin income, the nightly sieges can feel repetitive before you unlock the tools needed to push into new islands. The AI governing the Greed is serviceable rather than sophisticated; it scales through numbers and speed rather than tactical adaptation, so seasoned strategy players may find the ceiling lower than expected. The mod ecosystem on PC adds replayability and some community-built content, but it is not the sprawling modding scene you get from something like a Paradox title. What is here is tight, atmospheric, and mechanically honest. If you want a strategy game that rewards patience and punishes greed (in every sense), this delivers that in sessions that fit neatly inside an evening. Diego, Scout Team

Tags

steamMicro-StrategyBase DefenseProcedural GenerationLocal Co-opResource ManagementSide-ScrollingPermadeath-LightDiscovery-Based Learning

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Reviews & Ratings

Steam
90%(38,250)

Game Info

Developer
Stumpy🐙Squid
Publisher
Raw Fury
Release Date
Dec 11, 2018

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