Chronicles: Medieval - Your Questions Answered

Here’s a more detailed look at what you can expect from Chronicles: Medieval.

Chronicles: Medieval FAQ


We’ve seen your questions popping up all over - and we absolutely love the curiosity and excitement around Chronicles: Medieval!

So, we grabbed a few of the devs, sat them down, and asked some of the most common questions we’ve been seeing. This FAQ is just the beginning - we’ll keep updating it as more details come together as our goal is to give you real answers, not just “yes” or “no,”. Thanks for sticking with us while we craft, tweak, and slowly peel back the curtain. The best is yet to come!

Here’s a more detailed look at what you can expect from the game’s structure, gameplay, battles/ combat, story design, and much more.


(Chronicles: Medieval is in active development, so everything is still subject to change.)


Q: Is it an open world or something different?
A:
The game features an overworld map explored from a top-down perspective and we call this the “Exploration Map”. While it’s not a traditional open world in the third-person sense, it is open in structure - where you can explore any accessible region on the map. As you explore the world, you’ll encounter points of interest like settlements, battlefields, camps etc.. Many of which you can enter, transitioning seamlessly into detailed third-person instances for a closer and more immersive experience. We’re also actively working on a layered Fog of War system to make exploration more immersive and strategic. Here's how it's shaping up:

  • Layer 1: Unexplored - Areas you've never visited remain completely hidden - blacked out or obscured - to capture the mystery of the unknown. 👀
  • Layer 2: Explored but outdated – You’ve been there before, but the information is outdated - some of it might still hold true, but the world may have moved on. Returning could reveal new threats... or opportunities? Knowledge is key, and is gained in different ways. The upper hand isn’t always a sword - it’s what you know.
  • Layer 3: Current scouting range – These are regions within your party’s line of sight, where data is live and accurate, giving you the full tactical picture and advantages.

This layered visibility adds tension and depth to your choices, emphasizing the power of information. What you know (and don’t know) shapes how you move, prepare, strategize and react. It’s all part of delivering a more immersive and decision-rich experience.

Q: Can I switch between different camera views while playing?
A: The game combines both top-down and third-person perspectives. The top-down view is used while traveling the world, whereas third-person mode is enabled during activities such as battles, exploring cities, missions, and more. You cannot freely toggle at any time; the view changes contextually.

Q: Is there a defined storyline?
A: There is no predefined linear story, no. Instead, you select a historical chapter (e.g., the Hundred Years’ War) with dynamic world events related to the chapter you’ve chosen. Rather than following a fixed narrative, you’ll encounter a variety of quests, often rooted in historical context. These quests differ in length, complexity, and consequence, offering you meaningful choices that shape both your character and the world around you. It’s all about sandbox-style storytelling - giving you the tools, setting, and opportunities to craft your own unique journey.

Along the way, you'll also interact with powerful factions, navigating their agendas and rivalries. Whether through diplomacy, reputation, or brute force, you'll have opportunities to rise through the ranks and leave your mark on the era.

Q: Will the story unfold across multiple eras?
A: You will select the historical chapter that is most interesting to you and develop your story within. Each playthrough occurs within a single historical chapter lasting up to 35 in-game years. Time passes and characters age and when you retire you'll receive a summary of your journey - a reflection of the legacy you've built.

Q: How does character progression work?
A: Characters level up through what we like to call "use-based skill development"- which is just a fancy way of saying: swing more swords, get better at swords. Prefer bows? Use 'em often enough, and you’ll be sniping like an e-sport pro. You grow at what you do - simple as that!

You’ll also earn perk points to fine-tune your character’s build and playstyle and unlock new perks in various disciplines. Beyond that, your journey includes troop training, diplomacy, and even climbing the ladder of social status. It’s all part of our goal to create a player-centric RPG experience.

Q: Can you become a priest?
A: Forgive me father, I have sinned… Currently there are no plans to let players become priests. Religion is thematically present but not playable. What the future will bring regarding religion - time will tell.

Q: Can you play as a bandit in EA? Or what other routes/professions can you start with?
A:
It’s a sandbox - so you’re free to play your way. Want to be a bandit? Go for it. Trader? Knight? Mercenary? Captain? All on the table. That said, not every path will have a fully fleshed-out progression or unique content just yet. At the beginning, we’re focusing on the role of becoming an Army Commander in Early Access, so while you can absolutely roleplay however you like, the most developed content (for now) revolves around leading troops and carving your legacy on the battlefield.

Q: Battles! How do they work?
A: Battles in Chronicles: Medieval blends strategic planning with third-person action. You’ll set your tactics before the battle - like initial orders or unit placements - and then dive into the fight head-on, issuing commands as chaos unfolds around you.

It’s all about capturing the heat of battle, not just managing from above. Think immersive and dynamic - not a traditional top-down RTS. This system is still evolving, and the team is actively experimenting to strike the right balance between fun and realism. Not a fan of getting your hands dirty? No problem. If you’re leaning into diplomacy or trade and prefer the "pacifist" path, we’ve got you covered with a robust auto-resolve system. It’ll handle battles for you with plausible outcomes and realistic damage - though fair warning: it might not be as perfectly efficient as a seasoned commander doing it themselves. But hey, not everyone dreams of muddy boots and flying arrows.

Q: How will battles look and feel like, what exactly can we expect?
A:
At the launch of Early Access, battles in Chronicles: Medieval will unfold across three immersive layers: General, Captain, and Combat.

  • The General layer is your pre-battle command stage - where you set the strategy, deploy your troops, and decide how the fight begins.
  • *cracks knuckles* Once the clash kicks off, you drop into the Captain layer in Third Person Perspective, issuing real-time orders to nearby units while navigating the battlefield.
  • When things get up close and personal, you step fully into the Combat layer, engaging enemies directly in the thick of the action. This is where you show them who's boss.

You can seamlessly switch between the Captain and Combat layers on-the-go. It’s designed to be fast, fluid, and intuitive - so you can issue commands on the fly using muscle memory while staying immersed in the action. As for accessing the General layer mid-battle… we’ve got some exciting ideas, but it’s not time to reveal them just yet.

Early Access is just the beginning - as we’ll keep shaping /improving/evolving these systems alongside our players. Because your feedback on how these layers play, blend, and evolve will be crucial in refining the Chronicles battle experience into something truly legendary.

Q: How does combat work?
A:
Combat is super important for our game without a doubt, so we will share way more on that soon. But we won’t leave you hanging -  so here is a little snack on what we’re doing.
In broad strokes: To keep combat feeling fluid, responsive and downright satisfying, we’re adding “motion-warping” - a system that helps your character automatically adjust combat position and close the gap when you're just out of range or slightly off-target. (But don’t worry, you won't warp around the map like the Enterprise.. ew)  It’s all about making every swing feel impactful and just right. Combining this with our HEMA expert Björn Rüther's insane attention to medieval combat details- it just clicks.

Need more precision? Just flip on the optional lock-on mode to keep your camera locked-in on your target. Perfect for duels, that one SUPER annoying bandit scumbag - or just showing off your skills.

We’re balancing realism and fun, aiming to make every battle feel like it could go either way. We want you to feel the urgency, the tension, the grit - right in the heat of the battle. With some exceptions of course, I mean, if you roll up with a massive army to crush a small bandit camp... yeah, that one’s probably in the bag.   But in most cases, the stakes will be real - and we can’t wait to show this in action.

As your character gains “veterancy” - from untrained rookie to seasoned master- your combat repertoire grows with you. Not only your character but also NPCs will unlock new attacks and refined techniques, evolving through stages like Apprentice, Journeyman, and Master. This progression doesn’t just add new moves - it replaces basic ones with more advanced, satisfying versions, making combat feel sharper, faster, and more skillful the more experienced you become.


Q: How many weapons and what weapon types will you be able to use in the game?
A:
Weapons. Lots of weapons...
We’re bringing in a wide arsenal to capture the full scope of medieval warfare - whether you're clashing in duels, bracing for a cavalry charge, or defending a castle wall. Every weapon has a role. Every fight tells a story.

And while swords get all the Hollywood spotlight (we get it - they are cool!), medieval armies relied heavily on polearms. These weren’t sidearms - they were the backbone of real historical battles. We're committed to making them feel just as powerful, versatile, and essential in-game. This is where our HEMA expert, Björn Rüther, has been invaluable - his deep medieval knowledge ensures these often-overlooked weapons are treated with the respect (and lethality) they deserve. We’ll share more soon about the specific weapon types you can expect. Stay sharp.

Q: Will the game support co-op play?
A: Absolutely. For Early Access we will have co-op in custom battles - where you can team up with a buddy. For full release meaning after early access - our vision is to bring co-op mode to the campaign. Exactly how this will work is still being developed - so we can't promise anything at this point. But it is our big vision. Riding into battle with a mate - just hits different. Literally…

Q: Are real historical events and people featured?
A:
Yes, the game includes real historical settings and figures, depending on the chosen scenario. While the world is grounded in historical realism, some liberties are taken when it comes to historical accuracy and plausibleness. It's all carefully balanced to keep the gameplay fun and engaging. Our game is the most historically accurate right up until the point you press “create your character”. From there, it’s your story.

Q: What historical periods are covered?
A:
Chronicles Medieval is still in active development so specific periods are still being finalized. However, each scenario will focus on a particular era spanning between the 14th and 15th century - with its own unique flavor (e.g., the Black Plague, and the Hundred Years’ War). More chapters will be added post Early Access launch.

Q: Will politics and religion play a role?
A: Politics and social dynamics are an integral part of the experience of Chronicles: Medieval. When it comes to  Religion - it was an important part of the medieval world and we want to have it reflected in various ways. The Church will be present, but the scope is still being mapped out. 👀

Q: Can I rule a kingdom?
A:
Of course, my Liege! Players can rise to rule their own kingdom, with control over territories and vassals. However, the game is not a kingdom management simulator; the focus remains on you as a character. How you manage your kingdom is done through character interactions. So be on the lookout for good people to trust.

Q: How deep is the simulation?
A: The game features economic, social, diplomatic, and world simulation systems that let us craft meaningful content and impactful experiences. Your choices carry real weight - shaping the world both locally and globally.

Let’s be clear: this isn’t a medieval life simulator. It’s a rich, player-driven sandbox built for dynamic storytelling and endless replayability. Every playthrough should feel fresh, rewarding - and yours.

Q: Will the game support modding?
A: Yes. The team is actively collaborating with experienced modders to build strong modding tools from the start. This ensures the platform is future-proofed for community creativity .We love modders and can’t wait to see what you conjure up! That said, it’s still early days. Our goal is to make modding as accessible as possible, with strong documentation and support to help you get started. We’re not quite ready to share specifics yet, but it’s definitely something we care deeply about - more on that down the line. If you're interested in modding or just want to stay in the loop, make sure to join our Discord! It’s the best place to catch updates and chat with the team.

Q: How much does the game feel like a living world, does what you do have consequences?
A:
Our design philosophy is rooted in emergent systems - we’re building a world where your actions ripple outward, shaping events around you, and where the world pushes back in meaningful ways. It’s a work in progress, but our goal is clear: to create a living, reactive world full of opportunities to impact - and be impacted by - your surroundings.

Q: When will there more gameplay be released?
A:
Just wait ❤️We love your excitement - and we’re right there with you! We’ll be sharing dev updates along the way, including some awesome features and sneak peeks at work-in-progress content that’s already looking seriously cool. That said, the next big gameplay drop is still a little ways off - sorry! No promises on timing just yet… but hey, good things take time.

... (more questions and answers to come...)

This is just the beginning of our FAQ journey. More juicy details are cooking - and when they’re ready, we’ll serve them hot. We see your questions, we feel your hype, and we can’t wait to answer… well, most of them.


// The Chronicles Community Team