Early access with 8 playable nations.
Balancing and bug fixing in progress.
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A fantasy wargame where you conquer the world with armies and magic.
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This game is inspired by the great Dominions series by Illwinter.
I discovered this series at the time of Dominions 2 in a strategy PC games magazine, and played the series up to Dominions 4.
These games are all incredible and I recommend anyone to try them: fantastic lore and hand-drawn graphics, old-school tabletop RPG feeling, and great depth with enough content for a lifetime. Also very fun multiplayer.
Around 2016 to 2018, I experimented with various projects, including an attempt to port the great Confluence / Legendary mod for Dominions 5 into a browser-playable version.
I believed that having a dominions-like game in the browser would be great because it would be easy to play from anywhere, and the browser graphics have enough power to render a 2D map and some simple 3D battles.
It was playable, but as it was my first experience with frontend development, it never got into a great state. It was also relying on dominions mechanics and data a lot, so I kept the learning from this experiment and moved on to other projects.
After this, life was very busy, but I still had time to experiment with creating browser games of a different type.
The first one was CounterStroke, a 2D survival shooter that I developed with a friend. We relied only on the HTML canvas with everything being programmatically drawn using Bรฉzier curves, giving it a special look and feel. The game is still playable, has many nicely different maps, and is still a good and quick dopamine source.
In 2023 - 2024 I used CounterStroke engine as a base to create an Action-RPG game, with some inspiration from my favorite game of all time: Diablo 2. It is somehow playable at rpg.legendary.wf. 5 classes, 4 acts with around 15 maps each, many items and a complex stats system.
It is unfinished though: making an RPG is very tricky with a lot of different moving parts and also a need for quite some content. I also realized that these simple graphics are not good enough for an RPG, as there are many great games of the genre with great atmosphere. Still, it feels that none of them managed to fully catch the simplicity and atmosphere of Diablo 2, even to this day.
In 2025 I finally came back to this dominions-like project, after I realized that I had enough ideas to create a unique game. I decided to move to a 3D world map after quite some experimentation for the map system, with some inspiration from Amit Patel's wonderful blog about hex maps and terrain generation, and Civilization graphics.
Regarding the philosophy with regards to Dominions, some elements of the approach were:
In early 2026, the game is already playable, although a lot needs to be polished. You are welcome to give it a try, any feedback is much appreciated!
A turn-based strategy game on procedurally generated hex maps. Build your empire, recruit armies, research magic, and conquer your rivals.
Each player controls a nation vying for dominance across a procedurally generated hex map. You manage provinces, recruit armies, research spells, and wage war against other players and AI opponents.
Victory conditions:
Defeat conditions:
From the lobby you can create a new game or join an existing one. When creating a game you choose the map size, number of player slots, and other settings. Each player picks a nation before the game starts.
Private games will only be visible to you and are typically played against different AIs, for solo play.
Public games will be visible to all and other players can decide to join the game.
Once all the players and AIs are set up, the admin can start the game.
Map generation takes a minute or two, unless a map of this size and seed has already been generated. Use seed 123 for fast map generation.
The world is made of hexagonal provinces, each with a terrain type (plain, forest, mountain, swamp, desert, hill, tundra, sea, deep sea, jungle).
Terrain affects movement, combat, and which independent units guard the province.
Movement is forbidden over mountain ranges (except for mountain survival units) and rivers without a bridge (except for swimming, amphibious or waterwalking units).
Entering sea provinces is allowed only for aquatic and amphibious units, and aquatic units cannot leave the sea.
Flying units can fly over one province and are unaffected by rivers and mountains.
Sailing units can cross small seas.
Each province generates gold (for recruitment and upkeep) and production (for building and equipping units). Forts and terrain affect income.
Three building types can be constructed in provinces:
Buildings take multiple turns to construct and can be upgraded for stronger effects.
Labs allow one ritual and one forging per level, up to 3 for a level 3 lab.
Forts of higher level provide more production bonuses and better defense.
Temples of higher level spread faith faster.
In provinces with forts, you can recruit units each turn using gold and production:
Independent provinces also have local units that can be recruited once conquered.
Commanders lead armies of troops. Each commander has a leadership value limiting how many units they can command. An army without enough leadership cannot move.
Army orders (issued each turn):
Use drag and drop to move armies to neighbouring provinces: click and drag the army title and the possible targets will appear.
Use drag and drop on a commander to send him to a neighbouring province, for instance to send a single scout or mage around. This will create a new army with only this commander.
Use drag and drop to move troops and commanders between armies.
Mages in a province will automatically contribute to research if there is a lab. Priests will also automatically preach.
Mages staying in a province will automatically search for magic sites.
Battles occur when armies meet in the same province. Before battle, you can position your units on the battlefield using the army setup screen.
Battles resolve automatically โ units fight, cast spells, and use abilities based on their stats and AI. After resolution, you can watch the battle replay to see what happened.
Armies losing a lot of troops can rout. The best 10 commanders contribute to global army morale. Low morale units can even rout when wounded.
Sieges: Fortified provinces require a siege to break the walls before the garrison can be attacked. Walls need to be broken before the fort can be stormed.
Magic is organized into 8 paths: Fire, Water, Air, Earth, Astral, Death, Nature, and Blood. Mages have levels in one or more paths.
Research unlocks spells across 5 schools (Destruction, Creation, Alteration, Preservation, Enchantment). Mages in provinces with labs contribute research points each turn.
Magic sites are found by mages and produce gems each turn.
Lairs are special sites containing a guardian that must be defeated to claim the rewards and income.
Favor resource allows you to buy blessings (bonuses to sacred units), scales (bonuses to provinces), and to recruit heroes (the first one is free).
The player starts with 400 favor points and can reach up to 600 points. Temples generate additional favor.
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