Empires end. Banners fall. Bloodlines endure. You do not rule a nation; you carry a bloodline across ten thousand years of history, on a hex map of the real Earth, from the retreat of the glaciers to an age shaped by artificial intelligence. Play offline on desktop, online in your browser, or on your phone, with one save that follows you.
Open Alpha · $14.99 on itch.io · Steam coming soon Buy on itch.io, $14.99 → Wishlist on Steam → ▶ Watch the trailersBuild an empire on a real Earth map. Raise a house that ages, marries, produces heirs, and carries your name across ten thousand years.
Bloodlines & Banners puts two kinds of strategy game in the same campaign: a hex-map empire spanning recorded history, and a living house whose choices echo across it. It joins the empire, technology and wonders of a Civilization game with the dynasty, succession and intrigue of a character-driven strategy game, the heroes and tactical battles of the Three Kingdoms tradition, and branching event chains that follow your house through the ages.
Your ruler is mortal. They age, accumulate stress, marry, and die, leaving heirs who inherit their traits by blood and by upbringing. How you raise a child matters: upbringing stances shape war, leadership, politics, intelligence, charisma, and prowess. Your court is alive too, with officers whose loyalty can curdle into factions, coups, and civil war. When your heir dies, the game does not end. Houses fracture, fall and are succeeded; the banner passes on regardless.
Meanwhile the empire climbs a 146-technology tree, raises 55 buildings and 40 world wonders, works twenty-one resource types, and meets rivals under first-contact fog: you do not know a civilization exists until you find them. Ten-plus victory paths are open, from domination to wonders to dynastic prestige. Play solo, or with friends in asynchronous and synchronous multiplayer.
Every age changes how the game feels: the map, the music, the unit art, the portraits, the buildings on every hex, and the questions history asks of your house.
Age 1Neolithic
Age 2Bronze Age
Age 3Iron & Classical
Age 4Medieval
Age 5Renaissance
Age 6Industrial
Age 7Modern
Age 8Atomic
Age 9Information
Age 10The far futureTwo cuts: the Steam trailer, and the anthem trailer set to the game's main theme, "Blood of My Blood", played whole.
The footage is a mix of gameplay from the current build and the game's own in-game cinematics; every shot is labelled.
$14.99 once. Play offline on your PC, online in a browser, or on your phone, with one save that moves between them and every update included.
Rulers age, marry, produce heirs with inherited traits, and die. Succession genuinely reshapes your realm. History is not a backdrop; it is your family.
A hex-map empire of real Earth layered with a living house, officer-led battles on a three-quarter stage, champion duels, and branching historical event chains.
Play-by-cloud turns let a multiplayer campaign span weeks at minutes a day. Friends in different time zones share one history, on their own schedule.
Rulers age, marry, raise heirs, and die. Traits pass down by blood and upbringing; succession genuinely reshapes your realm. One mortal bloodline spans all of history. Your choices compound across centuries.
A hex map of real Earth, ten ages from 10,000 BC to the far future, 88 civilizations (48 playable from the start), a 146-technology tree, 55 buildings, and 40 world wonders with narrated construction cinematics. Every age changes how the game feels: portraits, music, unit art, and nine voiced era narrators included.
Your house is woven into a tapestry as it goes: the births, the wars, the treaties, the deaths, drawn in the style of each age it happened in. Your house, remembered age by age.
First-contact fog means you do not know a civilization exists until you meet them, and AI rivals play a genuinely full game: settling, researching, raising wonders, and chasing non-military victories of their own. Your choices in one age also carry forward into the conditions of the next.
Arm stratagems in the War Council, set city defense postures, lead officers onto a three-quarter battle stage, and settle a war with a duel between champions. Spears beat cavalry, cavalry beats archers, and sieges depend on the garrison. Then watch the whole engagement replay beat by beat on the Battle VCR.
Keep a court of rivals in line, scheme in the shadows, and answer the Khan's envoy at your gate. Resist the Horde, or submit to it.
No premium currency, no pay-to-win, no energy timers, and play-by-cloud turns that let a campaign span weeks at minutes a day. Depth earns your attention. History rewards it.
In most strategy games, your ruler is a stat block that happens to have a name. In Bloodlines & Banners, your ruler is a person, with stress, traits, relationships, heirs, and a mortality clock.
When your sovereign dies, succession fires. The heir inherits your bloodline standing, their parent's traits (by genetics or upbringing), and the accumulated legacy of the house. A well-raised heir with strong traits is a gift. An heir raised in neglect, with high stress and a vengeful streak, is a crisis waiting to happen.
Your court is alive too: officers with their own stats and loyalties, factions that form and demand concessions, and civil wars that can shatter a realm when cohesion falls too low. Die without an heir and the empire can fragment outright; whether your successor inherits an ally or an enemy depends on the cohesion you spent decades building or neglecting.
And the line compounds. At each age transition, your bloodline's standing, earned through deeds, marriages, and prestige, feeds into where your next dynasty begins. A run of capable rulers is a stronger starting position in the next age. Succession crises leave scars. History here is not reset between ages; it accumulates.
Start in the Neolithic, build an empire, raise a house through ten ages, and win or lose by one of ten-plus victory paths. The game is in development and the price is the introductory Alpha price: $14.99 on itch.io now, Steam Early Access next, and every update included after one purchase. An in-game feedback button sits on every session.
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