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.

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.


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.




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.




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.



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.



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.




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.




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.





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.




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.



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.





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.




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.




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.


Screens
From the current build















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 touchNext project
Last Frontier
Rebuild humanity's last city.


