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Game · Open-world RPG

Path to the Crown

A story-driven open-world RPG.

Status
In Development
Platforms
Web, Android, macOS, Windows
Genre
Open-world RPG
Built with
JavaScript, HTML5 Canvas, Electron, Android
books, 18 chapters
3books, 18 chapters
hours of main story
15+hours of main story
races, 14 origins
6races, 14 origins
classes, 10 subclasses
5classes, 10 subclasses
biomes and realms
39biomes and realms
named characters
~300named characters
companions and a loyal dog
11companions and a loyal dog
original music tracks
15original music tracks

Trailer

Path to the Crown in motion.

From prisoner to king — seasons, sieges, sailing and a family that carries on. 1:11.

Overview

Path to the Crown is a story-driven, top-down RPG set in a medieval open world. The main story spans three books and eighteen chapters, with side quests on top — more than fifteen hours of play.

Beyond the story there are companions, dungeons, islands, trade caravans, property to manage and a family line that continues across generations, with multiple endings and light MMORPG elements woven through.

It is single-player and fully offline, with no purchases and no ads — and it runs everywhere from a browser to Android, macOS and Windows, with gamepad support.

Genre
Story-driven open-world RPG · 2D top-down
Players
Single-player, no internet required
Platforms
Android · macOS · Windows · browser
Language
Turkish (English planned)
Target rating
PEGI 12 · ESRB T (fantasy violence)
Business model
No ads, no in-app purchases

01At a glance

A saga, and a life.

Baldur's Gate–style choices, the warmth of Stardew Valley's daily life and Mount & Blade–scale battles, brought together in one hand-drawn world.

  • Choices that last: d20 checks, honour and ambition, bosses that surrender, peoples that remember for years — and more than eight endings across three books.
  • The world lives without you: woodcutters fell trees, builders raise houses, plague or fire breaks out, peoples go to war.
  • Every door opens: 84% of buildings can be entered, with notes, hidden compartments, locked chests and the secrets of the people who live there.
  • As much life as adventure: farming, fishing, crafting, marriage, children and inheritance; a bond with your mount and your dog.
  • The full game on a phone too — the same content on Android, Mac, Windows and the browser. Offline, ad-free, no in-app purchases.
The temple square of the capital, Aslankale, busy with townsfolk
Aslankale, the capital: temple square, museum and a crowd flowing into the bazaar.

02Story

Three books, one road.

An evil sealed for ages in the depths of the Black Tower is waking. The peoples have forgotten their old oaths — and a former prisoner wearing the Blood Seal falls, unwillingly, into the middle of it all.

  • Book I · The Black Crown (chapters 1–6) — from Yeşilvadi to the gates of Demirkale, the Red Steppe and the Land of Giants. Gather four seals, stop Morvath and decide the fate of a waking dragon.
  • Book II · Queen of Night (chapters 7–12) — the desert city of Altınkum, the Fairy Realm, the realms of the Dead and of Fire, the Sunken City. At the end: the Night Gate and Nyx.
  • Book III · Broken Banners (chapters 13–18) — the king is poisoned and the peoples turned against each other. 15 major decisions, 6 field battles, 4 endings and an 11-page epilogue.
Opening cinematic: giants, orcs and humans founding their homelands
Opening cinematic, “The Tale of the Realms”.
Three peoples swearing an oath around a glowing sigil
Dwarves, orcs and giants set old grudges aside — for now.

03Opening

The prisoner of Kararorman.

The game doesn't begin with a hero. It begins with a prisoner waking in a cell on the morning of an execution.

  • Your crime depends on your race and origin — a citizen of Aslankale stands accused of stealing a warhorse from the royal stables.
  • An old cellmate, the walk to the gallows, the murmur of the crowd, your last words.
  • A pardon arrives at the last moment — at the price of the Blood Seal on your neck.
  • Into Kararorman with a simple sword: survival and combat are taught while you play. Every origin has its own opening, and it can be skipped.
Prologue card: the dungeon of Aslankale
The gallows and the watching crowd
“From here on, it's your business.” The prisoner alone in a dark forest
Night in Kararorman: the beast Kararboynuz among glowing spores

04Your hero

Who you are matters.

Race isn't just a look. Characters treat you accordingly, and some doors only open for some people.

  • 6 races, 14 origins — elves see in the dark, dwarves shrug off poison, orcs grow angrier as they bleed, giantkin ignore the cold. Each origin has its own opening and quest chain.
  • 5 classes, 10 subclasses — Knight, Archer, Mage, Witch Hunter and the shapeshifting Druid. Seven abilities and two paths per class; level cap 60.
  • Your look, your call: skin, hair, beard and eyes; 25 cosmetic outfits at the tailor, a new cut at the barber; wear any look over your armour.
Five-step character creation: race, origin, class, path and appearance
The playable races lined up side by side
A druid calling down a beam of moonlight
Origin cinematic: Demirkale

05Choices & politics

The world remembers.

No two players finish the same chapter the same way.

  • d20 skill checks and dialogue options that open up based on who you are.
  • Honour and ambition: every decision leaves a mark in your ledger. Spare a defeated boss, exile them or put them in chains.
  • Seven factions wage war, make peace and form alliances. Fronts appear on the map; news arrives by raven.
  • Six clans, five ranks: swear to a banner, rise through it — or found your own clan.
  • Field battles with up to 68 soldiers: infantry, spearmen, archers, cavalry and giants. Give orders, hold morale.
A watercolour atlas showing wars, alliances and tensions between realms
The watercolour atlas: realm politics at a glance.
A great battle at the foot of the mountain
The quest journal: story, objectives and rewards

06A living world

A world that turns without you.

Aslankale is a real capital, with four gated walls and its own neighbourhoods.

  • Up to 72 people on the streets, crowds that change with the hour, town criers, street musicians, jugglers and brawls.
  • Guards and crime: witnesses report you and wanted stars rise. Surrender, bribe or run.
  • City events — a fair, a royal wedding, plague, a great fire, an execution — spread as news and change the streets.
  • 29 professions at work: woodcutters, builders, fishers. Lend a hand, or buy straight from the maker.
  • A reactive world: spreading fire, freezing water, powder kegs, pushable boulders and dungeon puzzles.
The great fire of Aslankale spreading through the streets
The great fire: events become news, and the city changes.
The travellers' tavern with bards and a dice game
Fire spreading across dry grass

07Exploration & stealth

Behind every door, a story.

You can step inside 84% of the buildings in the world. Someone lives there — and at night, they sleep.

  • 13 interior styles: farmhouse, dwarven stone house, elven home, orc tent, witch's hut, noble manor…
  • Readable notes and diaries, hidden compartments, map fragments, a collection of 24 curiosities and 24 house quests.
  • Stealth: crouch, slip past vision cones, watch the ring of suspicion.
  • Lockpicking mini-game, pickpocketing and shady fences for stolen goods. The first offence is a warning; after that it's on your conscience.
Inside an orc tent: “Leave your weapon at the door… kidding. Come in.”
Inside an elven house
A witch's hut at night
Lockpicking: tap when the pin is in the golden zone

08Companions

You never walk alone.

Every companion has their own past, their own quest chain — and an opinion about your choices.

  • 11 companions — a healer priestess, a fire mage, a shield tank, a tracker, a thief, a bard, a dwarven artisan, a druid and more. Travel as a party of three.
  • Campfire conversations, 19 duo talks between companions, heart events and marriage.
  • Family and legacy: your children grow up, train and become companions; your heir can take over the game.
  • A loyal dog: adopt, name, sniff out buried treasure, growl at danger, bite in battle.
  • Mounts from a village horse to a griffon, a witch's broom or a red dragon. Care deepens the bond; at bond 10, a special ability.
Companions travelling with the dog Karamel
Party panel: tactics, approval and camp
Caring for a mount — feed, brush, love
A campfire in snowy Ayazköy

09Discovery

The blank spaces on the map.

In a world of 48,000 × 15,000 pixels, every hill and every waterfall might be hiding something.

  • 12 treasures behind riddled, hand-drawn maps — some only findable at night, in the rain or on misty mornings. Dig with a shovel or with your dog.
  • 5 secret dungeons — the Sunken Temple, the Forgotten Dwarf Forge, the Witch's Cellar, the Ruins of the Dragon's Nest and the Elven Cemetery — each with its own boss and legendary reward.
  • Exploration percentage across 18 regions; reach 100% for a title, a banner and a celebration.
  • Parchment atlases for dungeons and the underworld, travel stones, climbing and a gliding cloak.
The atlas of Middle Realm with exploration percentages per region
A door hidden behind a waterfall
A midnight treasure dig
The guardian of the Elven Cemetery
100% explored: Explorer of Kararorman

10Sky & seasons

Look up.

The sky is part of the game. Events are announced two days ahead — prepare, or get out of the way.

  • Blood Moon: the sky turns red and the dead rise from their graves.
  • Solar eclipse: shadows come alive and witches grow stronger.
  • A comet splits the sky and leaves a crater where it lands; northern lights and meteor showers return.
  • Four seasons change the weather, the crops and market prices — each with its own festival. Day and night, rain and storms, windows that light up after dark.
Blood Moon: the dead rise from their graves
Northern lights over Ayazköy
Solar eclipse over the Silver Lake: night at midday
A comet and the crater it leaves behind

11Combat & loot

The weight of the sword.

Fast, readable, satisfying action — and then a Diablo-style hunt for loot.

  • Three-hit combos, blocking and a perfect parry. Enemy attacks are telegraphed; bosses enrage.
  • Every ability has its own effect: meteor, ice ring, chain lightning, holy fire.
  • Loot with 5 rarities, 33 random affixes, 18 legendary powers, 15 unique items and 6 sets.
  • Beams of light on drops, comparison cards, blacksmith upgrades up to +10, rerolling and salvage.
  • Elites and treasure rooms in the Well of Depths, with a weekly record board. Injuries, bandages and healers.
A mage's meteor and the crater it leaves
The moment of a legendary drop
A unique item card: Soul Reaper

12Life

When you put down the sword.

There's something as important as adventure: living.

  • A farm: plough, sow, water, harvest. 11 crops; cows, goats, sheep and chickens; cheese and butter from the churn.
  • Fishing with a tension-bar mini-game — 49 species that depend on water, hour, season and weather — and a fishing log.
  • Crafting: smithing, tailoring, carpentry and more, with recipe discovery and three quality tiers.
  • Trade: run your own caravan, buy property, govern a village, sail to the islands.
  • Survival: hunger, thirst and sleep; a campfire you feed with wood. A museum, dig sites and 34 readable books.
Your farm: crops, a barn, cows and chickens
A new species caught: pike
Crafting at the anvil
A new hat at the tailor
The museum's aquarium

13Fame & legend

Let them speak your name.

Everything you do becomes a story — and the story reaches town before you do.

  • A Royal Tournament every season: jousting, archery and sword duels, with a trophy and tournament armour.
  • Renown from Unknown to Legend: hero or feared, children copy you, bandits flee, prices change. 15 titles.
  • The Hero's Journal writes what you did in your own voice, and is read back as “Your Story” in the epilogue.
  • A travelling circus — fire-eaters, acrobats, a dancing bear — seasonal festivals, horse races, grape stomping. 60+ achievements.
Jousting, semi-final
The archery contest
The Hero's Journal
A fire-eater at the travelling circus

14Realms

From village to glacier.

39 biomes, each with its own creatures, music and people.

  • Yeşilvadi and its plains, the walled capital Aslankale, the dwarven fortress Demirkale, the orc homeland Taşyürek.
  • The desert city Altınkum, lantern-lit Martı Harbour, vineyards and the Witches' Council.
  • The Eastern Realms: the elven city Gümüşvadi, the dwarven kingdom below the mountains, trolls, riddle duels and an escape by barrel.
  • The Sunset Isles: pirates, a sea dragon, sunken treasure. The Snow Realm: a frozen lake, ice fishing, the Frost Palace.
  • The Fairy Realm, the Realm of the Dead, the Realm of Fire — and the Sunken City at the bottom of the sea.
Ayazköy while it snows
Woolly mammoths in the Snow Realm
Ysmera, the Ice Queen
On horseback across the Green Plains

15Atmosphere, access, tech

The same game on every screen.

Built to feel right everywhere — with a phone in one hand or a keyboard under both.

  • 15 original music tracks that shift softly with region, battle and story; tavern chatter, footsteps, anvils and bells.
  • Photo mode: hide the interface, free the camera, change the hour. 9 filters, 3 poses, straight to your gallery.
  • For everyone: 24 remappable actions, 4 text sizes, colour-blind modes, reduced flashing, a step-by-step First Steps guide and an in-game encyclopedia.
  • Touch joystick on phones, keyboard and mouse on desktop. Three backup saves per slot with automatic recovery. No internet, no data collection, no ads — and every build passes 47 automated test files.
Photo mode: evening light and depth of field
Photo mode with a sepia filter

From the current build

Path to the Crown title screen: a gold crown logo over a moonlit mountain castle and campfire, with the main menu on the left
Path to the Crown title screen: a gold crown logo over a moonlit mountain castle and campfire, with the main menu on the left
Character creation: a knight hero rotating on a stone pedestal between braziers, beside a parchment panel for choosing race and origin
Character creation: a knight hero rotating on a stone pedestal between braziers, beside a parchment panel for choosing race and origin
Aslankale capital market square at morning, crowded with townsfolk, merchant stalls, guards and speech bubbles
Aslankale capital market square at morning, crowded with townsfolk, merchant stalls, guards and speech bubbles
Ayazköy in the snowy north: wooden lodges, pine trees and frozen ground as the Kar Diyarı region banner appears
Ayazköy in the snowy north: wooden lodges, pine trees and frozen ground as the Kar Diyarı region banner appears
Altınkum desert crossing with sand dunes, cacti and a palm-lined outpost, with a raven letter notification at the top
Altınkum desert crossing with sand dunes, cacti and a palm-lined outpost, with a raven letter notification at the top
Blood Moon night over Yeşilvadi: a huge red moon tints the village crimson as a warband warning appears
Blood Moon night over Yeşilvadi: a huge red moon tints the village crimson as a warband warning appears
Mage combat in the village market: fireball and lightning spells burst among enemies with floating damage numbers
Mage combat in the village market: fireball and lightning spells burst among enemies with floating damage numbers
Inside the Kadim Mahzen crypt dungeon: a dark stone chamber lit by a blue portal, with an achievement toast
Inside the Kadim Mahzen crypt dungeon: a dark stone chamber lit by a blue portal, with an achievement toast
Parchment world atlas of the Western Realms showing regions, discovered places, travel routes and the player marker
Parchment world atlas of the Western Realms showing regions, discovered places, travel routes and the player marker
Inventory panel open over the village, listing food, mana and healing potions, a fishing rod and bait with use buttons
Inventory panel open over the village, listing food, mana and healing potions, a fishing rod and bait with use buttons
Fishing at Gümüş Göl lake shore: the line is cast and a tension bar mini-game shows a fish on the hook
Fishing at Gümüş Göl lake shore: the line is cast and a tension bar mini-game shows a fish on the hook
The player's farm plot with rows of wheat at different growth stages, a well and a watchtower nearby
The player's farm plot with rows of wheat at different growth stages, a well and a watchtower nearby
A d20 Strength check card rolling 18 plus 1 against difficulty 12 for a success
A d20 Strength check card rolling 18 plus 1 against difficulty 12 for a success
Path to the Crown title screen — a night camp below the mountains
Villagers talking at the market in Path to the Crown

What's next

Life & world

  • Home decoration and boss trophies on the wall
  • Become a headman or a lord and govern a town
  • A population that marries, ages and changes over time
  • New Game+, permadeath mode and dream sequences

Story & atmosphere

  • A rival hero who crosses your path throughout the game
  • Letters by raven, and visible marks of your choices in the world
  • A strategy card game in the tavern and duels of song with bards

Before launch

  • A larger map, English language support and controller support
  • Store pages on Google Play, Steam and itch.io

Availability

Not in stores yet. Store links will appear here at launch.

Press & collaboration

Writing about the game, or interested in working together? We'd love to hear from you.

Get in touch

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