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
- 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
- Add legacy bridge for heater shield masks: Can be enabled in faction editor, enabled by default for old saved factions
- Add a little bit of destruction to houses of very low public order settlements
- Add sorting to afterbattle casualty list
- Tweak unit balance
- Fix project data structure
- Fix small UI issues
- Fix royal guard unit appearing on friso-hollandic wars factions
Changelog
Add specific arrow block property for AI units to shields
Improvements to formation stability
Fix rotation drag controls on wedge formations
Fix bug related to formation logic
Fix bug causing units to show idle animation when getting executed
Fix bug related to formation dragging
Fix bug with era-matched equipment shield loadout
Fix bug related to garrison size with castle under construction
Fix ranged units getting stuck in place after a draw melee order
Fix visual bug with unit level in unit detail screen
Fix several sally out bugs
Fix sally out siege attacker AI
Fix late medieval shield clipping
- Add multi formation select to RTS mode
- Add multi select to deployment
- Add new AI battle setup logic
- Add early 15th Italian great bascinet
- Add mid 14th century bascinet
- Add early 15th century shield
- Add 12th century kite shield
- Improve and update the tactical battle tutorial
- Tweak tactical AI
- Reorganize shield item order
- Small improvements to the initial performance calibration screen
- Fix defeated factions joining tournaments during campaign
- Fix defeated factions showing up in diplomacy conversations
- Fix unit outline bug when going into battle from the deployment phase
- Fix siege stalemate when the enemy only has ranged units remaining
- Fix issue with loader during battle tutorial
- Fix issue with mouse cursor in RTS / deployment UI
- Fix deployment zone visual when the player is the siege defender
- Fix battle overview camera height when defending a castle
- Fix siege rock throwing
- Fix visor / closed helmets with signal units using officer loadouts
- Add featured workshop items section to main menu
- Add AI resource cheating flag to campaign editor
- Fix Morgan kettle helmet century info
- Fix drag functionality activating when placing waypoints
- Fix mirrored heraldry on emblem surcoat
- Fix issues with waypoint visuals
- Fix bug with custom units not getting refreshed when deleting a unit
- Fix breastplate gambeson clipping
- Fix feudal infantry neck clipping through tunic
- Fix infantry brace logic
- Fix legacy formation shape widget interfering with new deploy interface
- Fix AI cavalry logic bug
- Fix reinforcement unit card not appearing properly if reinforcement spawns with RTS UI open
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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