Compare Outland Kingdoms prices across 50+ stores and find the best deal. Developed by GBL. Published by GBL. Released on 9/25/2024. Available on PC. Genres: RPG, Simulation, Strategy, Early Access.

If RimWorld and Dwarf Fortress had a darker, more RPG-heavy child set in a colonial dark-fantasy continent, Outland Kingdoms is roughly what you'd get - rough edges and all.

My first instinct when I loaded Outland Kingdoms was to check whether the developer had secretly played every colony sim ever made and tried to fit them all into one Early Access title. The scope here is genuinely audacious for a solo-developer project: you are dropped onto the dark continent of Arkana as a colonial expedition leader, tasked with building a settlement from a single hut up to a full kingdom, managing five different playable races, brokering deals with rival factions, and - if you fancy it - pivoting your entire civilization into a necromancer's undead enclave. The procedurally generated story system means no two runs feel identical, which is the right design instinct for this kind of sandbox. The systems that work best are the ones with real mechanical teeth. The RPG leveling model rewards specialization: characters improve skills through use, so your blacksmith actually gets better at blacksmithing if you keep her busy, rather than through abstract XP dumps. The tactical combat layer has genuine depth - heavy armor blocks arrows but makes your soldiers vulnerable to fire, which means defensive layout and unit composition actually matter before a fight starts. Weather and seasons feed into farming output and patrol behavior, so a cold snap is a resource management problem, not just scenery. The undead path is particularly interesting as a late-game branch: vampires are fast and powerful but daylight-vulnerable, liches are high-power mages locked out of basic labor tasks, and zombies are your expendable workforce. Running a pure undead settlement is a real strategic challenge, not a cosmetic choice. Where the game struggles is exactly where most ambitious Early Access colony sims struggle: tutorial depth and AI consistency. The onboarding does its best, but the volume of interlocking systems - diplomacy, prisoner management, crafting chains, mana-powered buildings, creature taming, romance mechanics - can feel like being handed six instruction manuals at once. Veterans of Dwarf Fortress or RimWorld will find their footing faster than newcomers, but even genre regulars should expect a few fumbled early runs. The developer is actively updating the game, with recent patches targeting the world map, multi-settlement support, and undead system expansion, which signals genuine post-launch commitment - though that also means balance shifts between sessions are a real possibility. For strategy fans who treat early-access roughness as part of the hobby rather than a dealbreaker, Outland Kingdoms has more decision-making surface area than most finished games in the genre. The ability to run a peaceful trading settlement, a slaver camp, or a vampire kingdom inside the same mechanical framework is a meaningful design achievement. Just come in with patience calibrated to a work-in-progress, and do not expect the UI to hold your hand through the harder corners of the resource chain. Diego, Scout Team

Outland Kingdoms
RPGSimulationStrategyEarly Access

Outland Kingdoms

Sep 25, 2024GBL
GamerScout Says

If RimWorld and Dwarf Fortress had a darker, more RPG-heavy child set in a colonial dark-fantasy continent, Outland Kingdoms is roughly what you'd get - rough edges and all.

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About Outland Kingdoms

My first instinct when I loaded Outland Kingdoms was to check whether the developer had secretly played every colony sim ever made and tried to fit them all into one Early Access title. The scope here is genuinely audacious for a solo-developer project: you are dropped onto the dark continent of Arkana as a colonial expedition leader, tasked with building a settlement from a single hut up to a full kingdom, managing five different playable races, brokering deals with rival factions, and - if you fancy it - pivoting your entire civilization into a necromancer's undead enclave. The procedurally generated story system means no two runs feel identical, which is the right design instinct for this kind of sandbox. The systems that work best are the ones with real mechanical teeth. The RPG leveling model rewards specialization: characters improve skills through use, so your blacksmith actually gets better at blacksmithing if you keep her busy, rather than through abstract XP dumps. The tactical combat layer has genuine depth - heavy armor blocks arrows but makes your soldiers vulnerable to fire, which means defensive layout and unit composition actually matter before a fight starts. Weather and seasons feed into farming output and patrol behavior, so a cold snap is a resource management problem, not just scenery. The undead path is particularly interesting as a late-game branch: vampires are fast and powerful but daylight-vulnerable, liches are high-power mages locked out of basic labor tasks, and zombies are your expendable workforce. Running a pure undead settlement is a real strategic challenge, not a cosmetic choice. Where the game struggles is exactly where most ambitious Early Access colony sims struggle: tutorial depth and AI consistency. The onboarding does its best, but the volume of interlocking systems - diplomacy, prisoner management, crafting chains, mana-powered buildings, creature taming, romance mechanics - can feel like being handed six instruction manuals at once. Veterans of Dwarf Fortress or RimWorld will find their footing faster than newcomers, but even genre regulars should expect a few fumbled early runs. The developer is actively updating the game, with recent patches targeting the world map, multi-settlement support, and undead system expansion, which signals genuine post-launch commitment - though that also means balance shifts between sessions are a real possibility. For strategy fans who treat early-access roughness as part of the hobby rather than a dealbreaker, Outland Kingdoms has more decision-making surface area than most finished games in the genre. The ability to run a peaceful trading settlement, a slaver camp, or a vampire kingdom inside the same mechanical framework is a meaningful design achievement. Just come in with patience calibrated to a work-in-progress, and do not expect the UI to hold your hand through the harder corners of the resource chain. Diego, Scout Team

Tags

singleplayertier:aaaNecromancy PathSkill-Based LevelingMulti-Race ColonyTactical CombatProcedural StoriesUndead MechanicsFaction DiplomacyCreature TamingDark Fantasy Colony

System Requirements

Minimum

OS
Windows 7 64-bit
Memory
8 GB RAM
DirectX
Version 10
Storage
4 GB available space
Graphics
AMD/NVIDIA dedicated GPU, 2GB dedicated VRAM (Radeon HD 7870, Geforce GTX 750)
Processor
AMD or Intel, 3 GHz (AMD A10 7850K, Intel i3-2000)

Recommended

OS
Windows 10 64-bit
Memory
16 GB RAM
Storage
4 GB available space
Graphics
AMD/NVIDIA dedicated GPU, 4GB dedicated VRAM (Radeon R9 380, Geforce GTX 960)
Processor
AMD or Intel, 3.3 GHz (AMD FX 8300, Intel i5 3000)

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Game Info

Developer
GBL
Publisher
GBL
Release Date
Sep 25, 2024

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What platforms is Outland Kingdoms available on?

Outland Kingdoms is available on PC.

When was Outland Kingdoms released?

Outland Kingdoms was released on 25 September 2024.

Who developed Outland Kingdoms?

Outland Kingdoms was developed by GBL.