✦ OFFICIAL GAME DESIGN DOCUMENT V1.5 / GAMEPLAY DOC

BUILD YOUR KINGDOM.
LEAD THE SIEGE.

Raise your citadel, train an army, choose legendary heroes and conquer enemy fortresses. Every wall, formation and command shapes the fate of the Dawn Realm.

IN DEVELOPMENT KINGDOM FLASH is being developed as a castle-building, tower-defense and fortress-attack strategy game. Season 01 and the Hall of Champions begin with the official release.
CHAPTER 01 ✦ GAME VISION

What is KINGDOM FLASH?

A colorful fantasy strategy game centered on building and defending a castle, commanding heroes and raiding hostile strongholds. Build powerful walls and towers, position defensive troops and lead real-time castle sieges.

28 × 28City layout tiles
180 SECRaid duration
4 HEROESInitial roster
28 DAYSSeason 01 duration
♜

BUILD

Place production, military and defense structures to shape a personal stronghold.

⚔

COMMAND

Recruit specialized troops and deploy up to three heroes as your citadel grows.

✷

CONQUER

Scout defenses, select where to deploy, trigger hero skills and earn siege stars.

DESIGN PRINCIPLE A good layout should defeat a stronger army with smart defenses; a clever army should overcome a higher-level wall by choosing its route and timing.
CHAPTER 02 ✦ PLAYER LOOP

The Gameplay Loop

Players continually expand their castle, strengthen their troops and raid enemy bases. Quests and seasonal goals provide direction without replacing strategy.

01COLLECTGold, Wood, Stone, Food
02CONSTRUCTEconomy, walls, towers
03TRAINTroops and research
04COMMANDHeroes and formations
05ATTACKPvE forts or PvP bases
06GROWLoot, XP, rankings

Onboarding — the first 15 minutes

  1. Arrive at the Dawn Citadel (Lv. 1), choose Lyra as the tutorial hero and collect starter resources.
  2. Place one Farm, Lumber Mill and Gold Mine in free build mode.
  3. Build Barracks, recruit 8 Shieldguards and 4 Rangers and learn basic army capacity.
  4. Scout an AI-held Goblin Outpost. Deploy outside the walls and break the gate.
  5. Complete a three-star beginner raid, claim Gold and EXP and unlock the second castle upgrade.

SHORT SESSION · 5–10 MIN

Collect resources → queue construction → train troops → attack one AI base → claim a mission reward.

LONG SESSION · 20–40 MIN

Reshape defenses → scout multiple bases → experiment with hero synergies → contribute to a guild objective.

CHAPTER 03 ✦ YOUR CAPITAL

Build a Living Kingdom

Each player owns an editable 28×28-tile city. Construct structures on valid empty terrain, rotate applicable buildings and rearrange walls without losing resources. The Citadel is the strategic center.

✦ THE DAWN REALMROYAL CAPITALCITADEL · KINGDOM MAP
Detailed isometric Dawn Realm fantasy castle map: grand blue-roofed citadel at the center, stone defensive walls and watchtowers, entrance gate, barracks, farm fields and windmills, quarry, forest, bridges and turquoise rivers.
✦ THE DAWN REALM · ROYAL CAPITAL
Expanded isometric castle environment artwork for KINGDOM FLASH

Royal Citadel · Main Gate · Watchtowers · Barracks · Farms · Quarry · Workshops

How building works

1

Open Build Mode — choose Economy, Military, Defense or Utility.

2

Place on valid tiles — green outlines permit placement, red outlines block overlap and paths.

3

Spend resources — upgrades consume listed resources and assign an available builder.

4

Wait or earn boosts — timers continue while offline; no mandatory paid construction acceleration.

BUILDER CAPACITY Begin with one builder; unlock a second after Citadel Lv. 3 tutorial missions, and a third through Citadel Lv. 7 progression. These builder unlocks are part of the kingdom progression system.
CHAPTER 04 ✦ IN-GAME ECONOMY

Resources & Production

The kingdom economy supports both construction and warfare. Production continues passively up to storage capacity, while raids provide an additional way to gather resources.

ResourceProduced byMain usesLv. 1 production rate
● GoldGold Mine, battlesUpgrades, hero equipment120 / hour
● WoodLumber MillWalls, towers, construction100 / hour
● StoneQuarryCitadel, fortress defenses75 / hour
● FoodFarmTraining and troop recovery140 / hour
◆ StarshardsQuests, events, milestonesHero awakening, cosmeticsReward-based only

STORAGE & PROTECTION

Storage buildings have capacity limits. PvP attacks can seize up to 10% of unprotected stored base resources per raid, with a cap determined by matchmaking tier; Starshards are never lootable.

ANTI-SNOWBALL RULES

New kingdoms receive up to 48 hours of attack protection, ending if they initiate PvP. After a successful enemy raid, grant an 8-hour defense shield to reduce repeated attacks.

CHAPTER 05 ✦ INFRASTRUCTURE

Buildings & Upgrades

Your Citadel level determines building access, hero deployment slots, army capacity and research tiers. Defensive layouts have meaning: walls delay units, towers control lanes and traps punish predictable routes.

BuildingPurposeFirst unlock
♛ CitadelCapital core; raises city tier and unlocks featuresLv. 1
⌂ Farm / Lumber Mill / Mine / QuarryGenerate the four primary resourcesLv. 1–2
▣ WarehouseExpand and protect resource storageLv. 1
⚔ BarracksTrain army units and manage training queuesLv. 1
✷ Hero HallRecruit, level and assign active or defending heroesLv. 1
♜ Walls / Archer TowersRedirect troops and deal ranged defensive damageLv. 2
⚒ ForgeCraft and improve non-randomized hero equipmentLv. 3
✦ AcademyResearch economy, army and defense technologiesLv. 3
◈ Cannon Tower / WatchtowerArea damage and early warning against raidsLv. 4–5
✧ Rune ObeliskMagical defense; counters clustered enemiesLv. 6
⚑ Guild HallGuild membership, donations and war supportLv. 6

Citadel Upgrade Requirements

UpgradeUpgrade costBuild timeNew feature
1 → 21,000 Gold + 400 Wood3 minWalls, Ranger training
2 → 32,800 Gold + 1,200 Stone30 minForge, Academy, second builder quest
3 → 46,500 Gold + 2,800 Stone2 hrsSecond active hero, Cannon Tower
4 → 514,000 Gold + 6,000 Stone6 hrsMage units and advanced research
6 → 745,000 Gold + 24,000 Stone20 hrsThird hero, third builder quest

Citadel progression covers 10 levels at launch, with higher tiers unlocked through economy and defense requirements.

CHAPTER 06 ✦ THE FOUR CHAMPIONS

Choose Your Commanders

Heroes lead squads, contribute passive army bonuses and trigger one powerful active ability each. Every starter hero begins at Level 1, 0 / 100 EXP.

⚔
KNIGHT · LIGHT

LYRA DAWNBLADE

Frontline duelist. Solar Divide cuts through fortified targets and inspires sword-bearing troops.

PASSIVE: Guards gain +8% ATK · ACTIVE: Arc slash, 220% ATK, 32s cooldown
◆
GUARDIAN · EARTH

BRONN STONEFORGE

Fortress breaker and tank. Titan Hammer stuns a defensive cluster and protects nearby siege units.

PASSIVE: Siege squads gain +10% HP · ACTIVE: 160% area ATK + 2s stun, 38s cooldown
➶
RANGER · NATURE

SYLWEN MOONLEAF

Ranged precision commander. Verdant Volley fires five fast arrows toward priority towers.

PASSIVE: Rangers gain +12% ATK · ACTIVE: 5 × 65% ATK arrows, 29s cooldown
✦
MAGE · ARCANE

NYX STARWEAVER

Area-damage mage. Nebula Burst punishes groups of defenders behind dense walls.

PASSIVE: Mages gain +10% armor penetration · ACTIVE: 190% area ATK, 40s cooldown

HERO DEPLOYMENT

Citadel Lv. 1: 1 hero. Lv. 4: 2 heroes. Lv. 7: 3 heroes. An assigned garrison hero cannot be simultaneously deployed on an attack until reassigned.

HERO GROWTH

Gain EXP through PvE and raids. Equipment slots unlock at hero Lv. 3; talent paths at Lv. 5. Hero ascensions require obtainable in-game fragments.

CHAPTER 07 ✦ ARMY STRATEGY

Troops & Formations

Armies are assembled by housing capacity, not just unit count. Players choose troop types and assign a hero leader before an attack.

UnitHousingRole & counterUnlock
🛡 Shieldguard2Tanks damage; protects fragile troopsCitadel 1
➶ Ranger2Long range; effective against magesCitadel 2
⚑ Lancer3Anti-cavalry charge; controls chokepointsCitadel 3
♞ Rider4Fast flanking attacks; targets RangersCitadel 4
✧ Arcanist4Magical damage; breaks armored guardsCitadel 5
⚒ Siege Golem8Slow; prioritizes gates, walls and cannonsCitadel 6
✚ Warden5Heals allies; vulnerable when isolatedCitadel 7
Rangers beat ArcanistsRiders beat RangersLancers beat RidersArcanists beat Shieldguards

Formations

SHIELD WALL

Frontline troops absorb hits; effective versus towers and open lanes.

WEDGE STRIKE

Fast army concentrates on one breach; risky against cannons.

SPLIT SIEGE

Two entry points pressure separate defenses and divide target priority.

Training consumes Food and sometimes Gold. A defeated raid loses deployed troops but never permanently destroys the player's buildings.

CHAPTER 08 ✦ CASTLE SIEGE

Attack & Defense System

Battle style: short, real-time, asynchronous castle raids. The player prepares an army and heroes, scouts an enemy layout, deploys troops along the perimeter and activates hero abilities when the timing is right. Defenses respond automatically.

01

SCOUT

20 seconds

Inspect towers, traps, walls, loot and citadel location. Adjust hero and troop mix.

02

DEPLOY

Up to 180 seconds

Drag or tap troops onto allowed border zones. Choose one or several attack lanes.

03

COMMAND

During the attack

Use timed hero abilities and tactical Flash Orders to alter the battle.

04

RESULT

End of raid

Stars, loot, trophies, EXP, replays and quest progress are calculated.

Three-star objectives

★50% DESTRUCTIONDestroy at least half the enemy base's buildings.
★★CITADEL FALLSDestroy the enemy Citadel; awards another distinct star.
★★★100% CLEARDestroy all eligible buildings and finish the raid.

Stars are based on these three independent achievements; the total cannot exceed three. A player may win with one or more stars, while zero stars is a defeat.

The signature mechanic: FLASH ORDERS

Each raid has a shared Command Meter (0–100). Destroying enemy military structures charges the meter. Players may issue up to two orders per battle, creating a tactical choice rather than passive auto-combat.

⚡

RALLY CRY · 40

Nearby allies gain +25% movement speed for 6 seconds.

✧

AEGIS WARD · 50

Absorbs damage equal to 18% max HP for 6 seconds.

⚒

SIEGE PULSE · 60

One area strike deals bonus damage to walls and defensive buildings.

Defensive rules & fair matchmaking

INTELLIGENT GARRISON

Towers prioritize enemies by range, type and threat. A defending hero uses predefined defensive abilities.

LAYOUT SNAPSHOT

Raids attack a stored snapshot of the city. Destruction does not damage the permanent home base.

FAIR MATCHES

Matchmaking first checks Citadel levels within ±1 and army power ratings within 20%, then progressively expands the search range.

RAID PROTECTION

Matchmaking rate limits repeated attacks, caps loot and gives protection after significant defeats.

CHAPTER 09 ✦ WAYS TO PLAY

Four Battle Modes

PVE · STARTER

FRONTIER CAMPAIGN

Hand-crafted enemy fortresses across Dawn Fields, Ember Pass and Astral Rift. Ten bases per region, with fortress bosses at the end of each chapter.

REWARD: resources, hero EXP, equipment materials
PVP · ASYNC

ROYAL RAID

Scout and attack a snapshot of another player's fortress. Win stars, claim capped resources and earn seasonal rating without requiring both players online.

REWARD: trophies, capped loot, missions
CO-OP · GUILD

GUILD WAR

Coordinate siege targets with guild members. Every member contributes limited war attacks; defense stars break ties and objectives refresh weekly.

REWARD: guild prestige, banners, cosmetics
PVE · PRACTICE

TRAINING GROUNDS

Attack training fortresses without permanent troop losses or farmable resource rewards. Practice formations, hero timing and lane selection freely.

REWARD: tactical learning, optional tutorials
GAMEPLAY FOCUS Build and fortify your city, prepare heroes and troops, defend against raids and attack rival fortresses. Season 01 rankings will launch together with the official game.
CHAPTER 10 ✦ DAILY PROGRESS

Quests & Missions

Quests encourage a balanced routine across collecting, constructing, army preparation and attacking. Daily goals reset at 00:00 UTC; weekly goals reset Mondays at 00:00 UTC.

Daily Quests

QuestObjectiveIn-game reward
Morning TributeCollect from two production buildings100 Gold + 75 Food
Stone & TimberStart one building upgrade50 Wood + 50 Stone
Sound the DrumsTrain 20 housing-worth of troops80 Food + 15 Starshards
First ConquestWin one PvE raid100 Gold + 25 Starshards
Royal StrategistUse two Flash Orders during battles35 Starshards

Weekly Quests

01MASTER BUILDER

Complete four construction upgrades.

02RISING COMMANDER

Raise any two heroes by one level.

03FRONTIER CONQUEROR

Earn twelve PvE stars across the week.

04ROYAL CONTRIBUTOR

Donate to your guild's development goals.

Missions count authoritative event progress, cannot be infinitely claimed, and never grant redeemable cash or on-chain tokens.

CHAPTER 11 ✦ KINGDOM EVENTS

Events & Guild Activity

Rotating events focus on construction, defending the kingdom and attacking enemy castles. Event times are displayed in UTC in the game calendar.

⚒
MON–WED

BUILDERS' FESTIVAL

Score points by improving a Citadel, defense or production building. Earn construction materials and cosmetics.

✹
THU–FRI

FRONTIER SIEGE

Defend your fortress against escalating waves of AI raiders; score by survivors and tower integrity.

⚑
SAT–SUN

GUILD BANNER WAR

Asynchronous guild-vs-guild castle raids; balanced attack limits and fair defense snapshots.

◆
SEASON-LONG

RELIC HUNT

Collect map fragments from campaign bosses, complete milestone sets and earn themed castle decorations.

Guild systems

UP TO 30 MEMBERS

Member roles, guild chat with reporting, construction help, donations and cooperative progression objectives.

GUILD WARS

Schedule a battle, preview defenses, allocate two attacks per eligible member and resolve by total stars, then destruction percentage.

CHAPTER 12 ✦ LONG-TERM GOALS

Progression & Balance

EARLY GAME

Citadel 1–3

Learn resources, walls, first hero and basic infantry. PvE unlocks core systems and a second builder.

MID GAME

Citadel 4–6

Build specialized towers, recruit a second hero, research formations and start competitive raids.

LATE GAME

Citadel 7–10

Lead three heroes, develop advanced siege armies, unlock guild warfare and compete for seasonal cosmetics.

Balancing commitments

  • Counterplay matters more than raw combat power. Avoid unstoppable hero combinations.
  • Core heroes and troops must be earnable by playing, not locked behind purchases.
  • Defense losses never erase a player's city. Raid loot has strict caps and protections.
  • Boosts may accelerate preparation but should not provide decisive exclusive combat statistics.
  • Review win rates by hero, army composition, Citadel tier and opponent power before adjusting balance.
CHAPTER 13 ✦ KINGDOM FLASH ECOSYSTEM

$FLASH

$FLASH COMING SOON

The KINGDOM FLASH token. Official details, contract address, network and release date will be announced later.

✦ THE DAWN REALM IS WAITING

Every Kingdom Begins with a Crown.

BACK TO TOP ↑ RETURN TO WEBSITE →
KINGDOM FLASH · MOBILE RELEASE

YOUR ADVENTURE AWAITS

The kingdom is preparing to open its gates. Select your future platform below.

Google PlayGoogle PlayCOMING SOON
App StoreApp StoreCOMING SOON

KINGDOM FLASH is not yet available for download. Official links will be provided at launch.