Roadmap

What's coming to Realms of Iron. This is a solo project — priorities shift, timelines are loose. Feature requests welcome on the Forum.

In progressPlannedConsidering

Phase 1

Depth — make every system richer

Race-specific units

Planned

Each race gets unique unit names, stat profiles, and asymmetric strengths & weaknesses.

  • Humans: balanced — no strong weakness
  • Elves: fast & precise, weak vs heavy cavalry
  • Orcs: devastating charge, slow & fragile on defence
  • Goblins: cheap swarm, crumble against archers

Prestige system

Planned

Define what Prestige is and what exclusive rewards players can spend it on.

  • Earned through PvP victories, zone control, and high-level raids
  • Spend on cosmetics, General boosts, or rare items

Academy building

Planned

New endgame building unlocked at Keep level 10. First researches: food consumption, attack/defence penalties, gold production, and a Gold Mine.

  • Unlocks at Keep level 10
  • Research tree with trade-off choices (more gold = more upkeep)
  • Gold Mine: passive income at a food cost

Hero skill tree

Planned

Spend XP points earned in battle to unlock passive bonuses — attack, defence, loot multiplier, spy success rate, and more.

Phase 2

Threats — the world fights back

AI attacks on controlled zones

Planned

AI factions periodically raid zones you control. Defend or lose your bonus.

  • Escalating difficulty — the longer you hold a zone, the harder the attacks
  • Push notification when a zone is under attack

Random map events

Planned

Unpredictable events appear on the map: plague, gold rush, wandering armies, merchant caravans.

  • Positive and negative events
  • Limited-time windows to interact
  • Some require cooperation between players

IA raiding parties

Planned

AI armies march on player villages. Hide resources to minimise losses, or stand and fight for maximum rewards.

  • Advance warning via notification
  • Hideout building lets you protect a portion of resources
  • Fighting back gives bonus loot and prestige

Hideout & resource vault

Planned

Build a Hideout to stash resources before a raid. Complement: a Resource Vault home building.

Phase 3

Competition — player vs player depth

General duels

Considering

Challenge another player's General to a 1v1 duel. Outcome based on gear, level, and skill tree — no troops involved.

  • Duel leaderboard separate from village score
  • Winner earns prestige and a chance at a rare item drop

General quests

Planned

A dedicated quest line for your General — unlock gear slots, unlock skill tree nodes, and chase legendary items.

Points of interest

Considering

Named locations on the map (ancient ruins, mountain passes, harbours) that grant unique passive bonuses to whoever controls them.

  • +% production, +% speed, +% attack depending on location type
  • Captured by garrisoning troops, lost if outgunned
  • Creates natural conflict hotspots between players

Weekly challenges

Planned

A harder set of 3 weekly challenges with premium rewards — designed to require sustained effort across multiple days.

Have an idea or feedback?

Create an account and drop a message in the in-game Forum — player feedback shapes what gets built next.