Features and skills

What hides beneath the simple conquest.

🗺️ Conquest

Deterministic maps

Each level is a randomly generated map of territories — but seeded by the level number. Level 47 is identical for the whole world, and level 999 exists from day one.

Color = chance

A territory's color reveals its resistance at a glance: green a sure win, orange ~80 %, red ~50 %. Difficulty grows from the center of the map outward.

Pity system

A failed attack permanently raises the next chance (80 % → 100 %, 50 % → 75 % → …). Failure is not a punishment but an investment — a dilemma: risk it now, or save up for two tries?

Endless levels

Conquer 100 % of territories to advance. You can return to lower maps to farm resources and loot.

⚒️ Real-time economy

Armies cost something

No "energy". You pay for attacks with resources produced in real time — whether you play or not. Pace is held by the economy, not screen time.

Grows with you

Every conquered territory adds production (fields, forests, mines, smelters). More territory means faster conquest, but pricier targets — the curve holds a fair band.

City building

On conquered land, build a citadel and structures that upgrade your realm.

Welcome back

Storehouses have no cap. After a few days away you return to a full treasury and conquer several territories at once.

Forge
Mill
Sawmill
Mine shaft
Watchtower
Temple

💎 Relic hunt

Six rarity tiers

From common to legendary — and above them a handful of mythic uniques with a chance as low as 0.000001 %, the ones legends are told about.

Hall of Relics

Not a backpack but a gallery. What drops once is yours forever. Unowned ones glow as "???" silhouettes — a collector's pull.

Loadout

Relics grant bonuses only while in your active loadout. Swaps "attune" over a few hours — so you plan ahead (production at night, combat in the morning).

No duplicates

Nothing drops twice. A cascade also promotes rolls once you complete a tier — collecting itself speeds the path to rarities.

🌙 Daily rhythm

Patrols

While the game is closed, your army patrols conquered territories. On return the game tells you what happened — skirmishes, spoils, finds.

Expeditions

Send an expedition into the unknown. Higher risk, higher reward — but also a chance it comes back empty, or not at all.

Daily chest

Twice a day (every 12 h) — a morning/evening rhythm without skipping sleep. Day streaks raise your chances.

Event of the day

The whole world shares the same event each day ("Silver Mountains +50 % today") — derived from the date, no server needed. A free community topic.

⚖️ Fairness and privacy

Rule no. 1

Exactly the same conditions for every player. Every decision in the game is checked against it.

No head start for sale

A one-time price, no progress IAP, no ads. Everyone pays the same and inside they are equal.

No accounts

Just a nickname and a secret ID. No name, no e-mail, no tracking.

Leaderboard protection

The server checks plausibility (server time, pace caps) — a cheater quietly vanishes from the board without spoiling your game.

Want to see how others are doing? Check the leaderboards. Open the leaderboards →