About the Game

Fight for control during the Friso-Hollandic Wars. Set in the medieval 13th century, the game features a strategy campaign and historical battles. Fight with your army in 3rd person battles and command your troops.
Voor de kroon is a medieval wargame.
The game uses Unreal Engine and Metahuman technology to make the historically researched characters come alive.
Fight in medieval battles: participate in 13th century skirmishes or play intense siege battles.
Conquer a historical recreation of the 13th century low countries. Manage settlements and eliminate your enemies.
Dive into rich customization options which allow you to create your own factions, swords and campaigns and share them in the Steam workshop.
Solo developed with ♥ in The Netherlands
Screenshots
20 imagesVersion Information
Steam Patch Notes
Official update history
This is a small Halloween update with a couple additions for the Dark Fantasy Pack. It contains wings that can be equipped in the shoulder slot, 2 skulls masks and a variety of new skin and hair colors! 👻
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Full Changelog
- Add missing icon for copy army button in quick battle screen
- Fix mesh of new horse type
- Dark Fantasy Pack: Add several new items
- Add ctrl + click copy control to quick battle unit interface: Ctrl clicking unit in army duplicates it
- Add 'copy army' button to the quick battle interface: Allows you to copy army from one side to the other
- Add suicide button hold interaction: Special button left on controller or K on keyboard
- Add spear bracing support to one handed spears: disabled for all default units, can be enabled through the unit editor if wanted
- Add ability for player to deploy pavise shield: Same control as stab / brace spear if pavise is held in hand
- Add new horse model variation
- Improve garrison editor in campaign editor: Refactored to new system allowing organising into army hosts and possible castle garrison seperately
- Improve performance loading into the campaign map after battle
- Tweak spear bracing behavior, don't brace backlines of the formation
- Tweak camera behavior during AI campaign turns
- Various UI improvements
- Fix campaign stamps not working
- Fix issues related to campaign map loading / army persistence
- Fix upper body animation of standard bearer on foot
- Fix bug related to muster screen
- Fix faction perks that make factions like cavalry or longbow units (E.g. AI England in HYW campaign should now prefer longbow units)
- 15th Century Armory Pack: Add Voulge Weapon
- 15th Century Armory Pack: Add Early Halberd
- 15th Century Armory Pack: Add 2 Barbute helmets
- 15th Century Armory Pack: Add Infantry Pike
- 15th Century Armory Pack: Add Heavy Infantry Unit Body
- 15th Century Armory Pack: Add Medium Infantry Unit Body
- 14th Century Armory Pack: Add Pollaxe 02
- 14th Century Armory Pack: Improve Pollaxe 01 handle
- 15th Century Armoy Pack: Add several new unit body types including 15th century militia
- 15th Century Armoy Pack: Add 3 example units to 15th century armory pack, can be found in 'gothic late' category
- 15th Century Armoy Pack: Fix hand scale of late lance
- Add visor toggle to faction editor
- Add 15th century armory pack items
- Add early halberd
- Add longsword primary weapon
- Add late lance
- Add Gothic Mace Set
- Fix various small crashes
- Fix vassals not repairing buildings
New free DLC incoming in a few days!
The campaign gameplay should feel different after this update, more armies, but less pressure under lower difficulties.
Changelog
- Add swift deploy mode selector to new campaign screen: if enabled, you skip deploying your army entirely and go straight to battle
- Add drag to reorder controls to unit view in battle dialog
- Add default delegation gameplay setting: allows you to set all your formations to delegate by default
- Add breach potential % used in auto resolve below siege engines in siege turn dialog
- Add campaign map sight to watchtower building
- Add musee l'armee great bascinet
- Add musee l'armee hounskull
- Add late 14th / early 15th great helmet
- Add kloot dolk
- Add back old frisians as unit body
- Add extra loyalty logic to officer captured screen
- Add new escape logic for officers: important officers are hard to capture
- Add enemy officer stance combat gameplay option: if enabled enemy officers will use stance combat
- Improve after battle prisoner handling to accommodate larger battles
- Improvements to campaign AI: make it scale better with campaign difficulty and harder for normal and legend difficulties
- Various small fixes and improvements to new campaign logic
- Allow retreat commands to commander formation
- Remove no faction leader loyalty loss on easy difficulty
- Fix crash related to uploading workshop items
- Fix commander unit being destroyed after winning battle if player is still alive as commander
- Fix bug related to siege relief
- Fix quality and pixelation of face portraits on campaign map
- Fix balance bar in formation UI to show entire battle balance
- Fix dead officers being released and back at enemy faction
- Add improved start campaign widget
- Add drag to reorder controls to reserves dialog during battle allowing you to decide entry order
- Add back officer campaign speech as speech bubbles on the map
- Add no auto resolve attacks setting to new campaign screen, enabled by default (mimics old behavior)
- Add 'Fast Muster' campaign modifier: Brings back old muster logic, entire production queue will be ready in one turn
- Streamline all unit drag interactions to the same drag to swap system
- Several big UI improvements to the new campaign mechanics
- Improve building tree screen
- Improvements to campaign balance
- Small optimization work
- Fix forge reverting to default sword if opened and confirmed without any changes
- Fix bug when respawning as reserves officer
- Fix AI danger weighting in campaign
Fantasy Variety pack
- Fix dragon morale weighting
Changelog
- Add missing razed state marker to foreign settlement panel
- Add back and improve custom sword support in new campaign
- Add back building tree menu to right click context menu
- Decrease replenishment rate of armies on allied ground to 5%
- Improve look of continue button on season report screen
- Fix issues with razed settlement states
- Fix not being able to open building slot context menu when it's under construction
- Fix bricked campaign tutorial by recent UI optimization
- Add formation projectile count to unit tooltip in campaign ui
- Add missing scrollbox to port connection dialog
- Big optimization pass for campaign gameplay
- Improve various dialogs and campaign UI
- Several small fixes
- Fix retreat logic from field battle dialog
- Fix several UI bugs
- Fix being able to upgrade damaged buildings
- Fix issues with tooltips during campaign
- Fix crash related to court administration dialog
- Fix crash related to new campaign logic
Changelog
- Add improved faction defeated dialog
- Improve reinforcement spawning
- Improve court news with clickable information and move to sidebar to reduce turn end noise
- Several small fixes
- Fix freeze on npc turn
- Add better land granting dialog
- Add new info panel for non-owned settlements
- Add new seasonal tax screen
- Add info tooltip to upcoming battles in campaign sidebar
- Add new tournament related UI screens
- Add some interactivity to campaign paper map view
- Add muster time to unit tooltip in mutser screen
- Change bored officers logic
- Update equipment lists of friso-hollandic wars factions with new equipment
- Lower loyalty desertion threshold
- Disable loyalty penalties from boredom for castle garrisoned officers
- Fix commander portrait resolution for battles
- Fix tooltip on policy dropdown
- Fix officer portraits for spawned in reserves
- Fix bug related to rts camera mode
- Fix war events not being registered
- Fix crash on turn end
- Fix ransom amounts and scale with amount of turns
- Fix several crashes related to new logic
Small update focusing on the new campaign with balancing changes. It also contains a couple of small additions.
I also want to present the updated roadmap for the remainder of the summer:
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The roadmap is not in order of appearance but provides a general outline of what you can expect in the coming 2 months.
Thank you all for the continued support!
https://discord.com/invite/MQXFbqpWpW
Changelog
- Add portraits to the muster screen
- Add the ability to rename anyone on the unit roster
- Add kill tracking at individual unit level
- Add rebellion logic: A settlement under 30 public order has a chance to split off into a separate hostile faction
- Add rebellion chance % line to public order tooltip
- Add another button to the unit count display on the unit detail screen that opens the muster screen
- Add new vassal logic: Vassals can travel freely
- Add several new cheats
- Add missing building descriptions
- Add small chance backline sector also gets bigger garrison on campaign start
- Improve several random calculations to prevent clashes in larger campaigns
- Various campaign tweaks and balance changes
- Tweak battle and morale behavior of militia cavalry
- Tweak assorted muster loadout
- Only deal knockdown damage with cavalry that has infantry damage bonus applied
- Raise the cavalry flee threshold to 20%: Cavalry units now flee when below 20% strength instead of 10% to offset smaller unit sizes and prevent a fight-to-the-death feeling, also prevents 5 remaining units rampaging an entire infantry unit
- Change all cheats to medieval references
- Fix storm ram path painting in the castle creator
- Fix the officer-killed notification for dagger kills
- Fix the difference between income calculations and the displayed income value
- Fix cursor color during winter
- Fix cavalry counter-charging
- Fix units that cannot block arrows playing the shield-up animation
- Fix UI on screens with square aspect ratios
- Fix empty settlements counting toward the frontline public order penalty
- Fix AI vassal logic
- Fix switching between attacking sectors on the siege relief widget
- Fix historical officers acquiring settlement heraldry when becoming vassals if they carry the faction heraldry. e.g. the Dauphin of France
- Fix the interaction prompt remaining on screen when mounting or dismounting
Small update again with iterative fixes and additions. Also the first set of balance changes to the new campaign attempting to decrease the snowball of larger factions while keeping it playable for smaller factions.
Fixes and balance changes will continue while I start working on the next bigger additions: Cannons and new campaign mechanics.
Thank you for all the support! Love the reception of the new campaign
If you have suggestions, bugs or just general ideas for the next update, feel free to join the discord or drop by in the discussions. Always happy to hear your input.
https://discord.com/invite/MQXFbqpWpW
Changelog
- Add tactical pause button to RTS UI
- Add new dagger kill system: Earn a stored dagger kill by perfect blocking. Spend it on a wounded, fleeing or disorganized heavy armor unit
- Add ability to import HYW campaign into the campaign editor
- Add dagger model selection to the faction editor
- Add logic to determine whether a heraldry field should be applied to irregularly shaped banners (e.g. show repeating fleur de lis on long banner, not vassal bar)
- Add great bascinet with orle
- Add missing mountains thumbnail
- Tweak tax curve
- Lower monthly cost of preplaced officers and the faction leader
- Increase cost of mid-14th-century elite units
- Shuffle officers into random spot in formation
- Fix dagger executions
- Fix great bascinet model issues
- Fix incorrect dagger attachment for some dagger executions
- Fix issues with hold-the-line mode orders: Infantry units would still get dragged into fighting late battle
- Fix being invited to a tournament in your own settlement
- Fix outline on jousting UI shields
- Fix RTS mode double-click response time
- Fix range indicator on ranged units in RTS mode
- Fix data on opened default factions in the faction editor
- Fix incorrect bump damage multiplier on cavalry
- Fix crash related to AI logic
- Fix crash related to campaign logic
Current Release
Build 24458264
Uploaded Jul 30, 2026
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System Requirements
How to Install
FormationSystem.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Voor De Kroon for PC with a direct link or via torrent. Get the full version of Voor De Kroon for free. Voor De Kroon is a Action released by Future Minimalism.