BUILD
Place production, military and defense structures to shape a personal stronghold.
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.
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.
Place production, military and defense structures to shape a personal stronghold.
Recruit specialized troops and deploy up to three heroes as your citadel grows.
Scout defenses, select where to deploy, trigger hero skills and earn siege stars.
Players continually expand their castle, strengthen their troops and raid enemy bases. Quests and seasonal goals provide direction without replacing strategy.
Collect resources → queue construction → train troops → attack one AI base → claim a mission reward.
Reshape defenses → scout multiple bases → experiment with hero synergies → contribute to a guild objective.
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.
Open Build Mode — choose Economy, Military, Defense or Utility.
Place on valid tiles — green outlines permit placement, red outlines block overlap and paths.
Spend resources — upgrades consume listed resources and assign an available builder.
Wait or earn boosts — timers continue while offline; no mandatory paid construction acceleration.
The kingdom economy supports both construction and warfare. Production continues passively up to storage capacity, while raids provide an additional way to gather resources.
| Resource | Produced by | Main uses | Lv. 1 production rate |
|---|---|---|---|
| ● Gold | Gold Mine, battles | Upgrades, hero equipment | 120 / hour |
| ● Wood | Lumber Mill | Walls, towers, construction | 100 / hour |
| ● Stone | Quarry | Citadel, fortress defenses | 75 / hour |
| ● Food | Farm | Training and troop recovery | 140 / hour |
| ◆ Starshards | Quests, events, milestones | Hero awakening, cosmetics | Reward-based only |
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.
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.
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.
| Building | Purpose | First unlock |
|---|---|---|
| ♛ Citadel | Capital core; raises city tier and unlocks features | Lv. 1 |
| ⌂ Farm / Lumber Mill / Mine / Quarry | Generate the four primary resources | Lv. 1–2 |
| ▣ Warehouse | Expand and protect resource storage | Lv. 1 |
| ⚔ Barracks | Train army units and manage training queues | Lv. 1 |
| ✷ Hero Hall | Recruit, level and assign active or defending heroes | Lv. 1 |
| ♜ Walls / Archer Towers | Redirect troops and deal ranged defensive damage | Lv. 2 |
| ⚒ Forge | Craft and improve non-randomized hero equipment | Lv. 3 |
| ✦ Academy | Research economy, army and defense technologies | Lv. 3 |
| ◈ Cannon Tower / Watchtower | Area damage and early warning against raids | Lv. 4–5 |
| ✧ Rune Obelisk | Magical defense; counters clustered enemies | Lv. 6 |
| ⚑ Guild Hall | Guild membership, donations and war support | Lv. 6 |
| Upgrade | Upgrade cost | Build time | New feature |
|---|---|---|---|
| 1 → 2 | 1,000 Gold + 400 Wood | 3 min | Walls, Ranger training |
| 2 → 3 | 2,800 Gold + 1,200 Stone | 30 min | Forge, Academy, second builder quest |
| 3 → 4 | 6,500 Gold + 2,800 Stone | 2 hrs | Second active hero, Cannon Tower |
| 4 → 5 | 14,000 Gold + 6,000 Stone | 6 hrs | Mage units and advanced research |
| 6 → 7 | 45,000 Gold + 24,000 Stone | 20 hrs | Third hero, third builder quest |
Citadel progression covers 10 levels at launch, with higher tiers unlocked through economy and defense requirements.
Heroes lead squads, contribute passive army bonuses and trigger one powerful active ability each. Every starter hero begins at Level 1, 0 / 100 EXP.
Frontline duelist. Solar Divide cuts through fortified targets and inspires sword-bearing troops.
PASSIVE: Guards gain +8% ATK · ACTIVE: Arc slash, 220% ATK, 32s cooldownFortress 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 cooldownRanged precision commander. Verdant Volley fires five fast arrows toward priority towers.
PASSIVE: Rangers gain +12% ATK · ACTIVE: 5 × 65% ATK arrows, 29s cooldownArea-damage mage. Nebula Burst punishes groups of defenders behind dense walls.
PASSIVE: Mages gain +10% armor penetration · ACTIVE: 190% area ATK, 40s cooldownCitadel 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.
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.
Armies are assembled by housing capacity, not just unit count. Players choose troop types and assign a hero leader before an attack.
| Unit | Housing | Role & counter | Unlock |
|---|---|---|---|
| 🛡 Shieldguard | 2 | Tanks damage; protects fragile troops | Citadel 1 |
| ➶ Ranger | 2 | Long range; effective against mages | Citadel 2 |
| ⚑ Lancer | 3 | Anti-cavalry charge; controls chokepoints | Citadel 3 |
| ♞ Rider | 4 | Fast flanking attacks; targets Rangers | Citadel 4 |
| ✧ Arcanist | 4 | Magical damage; breaks armored guards | Citadel 5 |
| ⚒ Siege Golem | 8 | Slow; prioritizes gates, walls and cannons | Citadel 6 |
| ✚ Warden | 5 | Heals allies; vulnerable when isolated | Citadel 7 |
Frontline troops absorb hits; effective versus towers and open lanes.
Fast army concentrates on one breach; risky against cannons.
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.
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.
Inspect towers, traps, walls, loot and citadel location. Adjust hero and troop mix.
Drag or tap troops onto allowed border zones. Choose one or several attack lanes.
Use timed hero abilities and tactical Flash Orders to alter the battle.
Stars, loot, trophies, EXP, replays and quest progress are calculated.
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.
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.
Nearby allies gain +25% movement speed for 6 seconds.
Absorbs damage equal to 18% max HP for 6 seconds.
One area strike deals bonus damage to walls and defensive buildings.
Towers prioritize enemies by range, type and threat. A defending hero uses predefined defensive abilities.
Raids attack a stored snapshot of the city. Destruction does not damage the permanent home base.
Matchmaking first checks Citadel levels within ±1 and army power ratings within 20%, then progressively expands the search range.
Matchmaking rate limits repeated attacks, caps loot and gives protection after significant defeats.
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 materialsScout 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, missionsCoordinate siege targets with guild members. Every member contributes limited war attacks; defense stars break ties and objectives refresh weekly.
REWARD: guild prestige, banners, cosmeticsAttack training fortresses without permanent troop losses or farmable resource rewards. Practice formations, hero timing and lane selection freely.
REWARD: tactical learning, optional tutorialsQuests 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.
| Quest | Objective | In-game reward |
|---|---|---|
| Morning Tribute | Collect from two production buildings | 100 Gold + 75 Food |
| Stone & Timber | Start one building upgrade | 50 Wood + 50 Stone |
| Sound the Drums | Train 20 housing-worth of troops | 80 Food + 15 Starshards |
| First Conquest | Win one PvE raid | 100 Gold + 25 Starshards |
| Royal Strategist | Use two Flash Orders during battles | 35 Starshards |
Complete four construction upgrades.
Raise any two heroes by one level.
Earn twelve PvE stars across the week.
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.
Rotating events focus on construction, defending the kingdom and attacking enemy castles. Event times are displayed in UTC in the game calendar.
Score points by improving a Citadel, defense or production building. Earn construction materials and cosmetics.
Defend your fortress against escalating waves of AI raiders; score by survivors and tower integrity.
Asynchronous guild-vs-guild castle raids; balanced attack limits and fair defense snapshots.
Collect map fragments from campaign bosses, complete milestone sets and earn themed castle decorations.
Member roles, guild chat with reporting, construction help, donations and cooperative progression objectives.
Schedule a battle, preview defenses, allocate two attacks per eligible member and resolve by total stars, then destruction percentage.
Learn resources, walls, first hero and basic infantry. PvE unlocks core systems and a second builder.
Build specialized towers, recruit a second hero, research formations and start competitive raids.
Lead three heroes, develop advanced siege armies, unlock guild warfare and compete for seasonal cosmetics.
The KINGDOM FLASH token. Official details, contract address, network and release date will be announced later.