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
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:
{STEAM_CLAN_IMAGE}/41865338/dfd6fdf96a24f7396ffe9c90a8b37fa4208833a9.png
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
Hello everyone!
This update significantly expands the tactical side of battles with a new AI difficulty system, improved delegated command behavior and more intelligent formation movement.
{STEAM_CLAN_IMAGE}/41865338/38613371d99bf78f7b936b87a91b4b6955f4df94.png
You can now choose between Cinematic, Normal and Tactician AI for both enemy formations and formations under delegated officer control. The new Tactician setting gives ranged and cavalry formations more advanced manoeuvring behavior, while the broader AI improvements also bring better pathfinding, order handling and formation movement across battles.
You can also prepare your army more effectively before battle begins. Formations can now be set to delegate or manual command during deployment, and mounted units can be ordered to begin battles mounted or dismounted.
{STEAM_CLAN_IMAGE}/41865338/76ba65347c1eff513577b198888c7dd04400500e.png
This update also adds a new dynamic action camera option, improved reinforcement feedback and several new equipment pieces, including a crown, multiple helmets, shields and pavise variants. Three new inland grasslands maps have also been added for big hillside combat.
Alongside the new systems and content, this patch resolves a number of issues with formations, mounted combat, reinforcements, campaign terminology and battle behavior.
The 14th Century Armory Pack has also received new helmets, armor additions and visual improvements to several existing bascinet variants.
Thank you all for the continued support, as always!
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/uEfNJ6jQc
Full changelog
- Add tactical AI difficulty setting
- Add improved enemy and delegated tactical AI
- Add menu option for enemy and delegated tactical AI: Cinematic, Normal, Tactician
- Add intelligent pathfinding to AI orders
- Add advanced manoeuvring to 'Tactician' difficulty level AI for ranged units
- Add intelligent formation movement system
- Add light target tracking when rushing with couched lance
- Add ability to set formations to delegate / manual command before a battle starts
- Add ability to set mounted units to dismounted or mounted during deployment
- Add better UI feedback effects to select reinforcements screen
- Add pending reinforcement unit cards to RTS UI
- Add dynamic action camera with new menu option
- Add crown item
- Add two new kettle helmets (Morgan and Malbork)
- Add two new great helmets (French Crusader and Lucera)
- Add curved heater shield
- Add round basic shield
- Add kite shield (late)
- Add pavise set (buckler, medium sized)
- Add 3 inland grasslands maps (huge 01, huge 02 and mudpit)
- Add difficulty group to gameplay settings to group all difficulty settings together
- Add extended option menu tooltips
- Improve waypoint resolving for formations to prevent stopping / issues
- Tweak some names and terms used in the campaign interface
- Small animation optimization
- Rearrange option menu, remove legacy menu options.
- Fix mounted attacks not respecting friendly damage setting
- Fix formations not respawning properly after waiting for night
- Fix bug causing wedge formations to never reach waypoints
- Fix population cost of new units not accounting for battle size setting
- Fix issues with delegate formation orders
- Fix waypoints not being cleared when giving orders from ground
- Fix player mounted hitbox
- Fix reinforcement card heraldry in quick battles
- Fix small issue with neck rotation locking equipment
- 14th Century Armory Pack: Add 14th century great helmet
- 14th Century Armory Pack: Add bascinet with cross visor with brass variation
- 14th Century Armory Pack: Add base bascinet
- 14th Century Armory Pack: Add bascinet with orle and painted leather
- 14th Century Armory Pack: Improve the look of some bascinet variations
- 14th Century Armory Pack: Add gambeson with breastplate to officer loadout
- 14th Century Armory Pack: Fix incorrect century info on some assets
- Add improved UI to rest of deployment interface
- Add 7 new shield items
- Improve look of 'forbidden' cursor in RTS mode
- Change look of reinforcement cards
- Fix reinforcement cards
- Fix issue when switching player and artillery selection in RTS mode
- Fix top of English enclosed helmet
- Fix ladder enable widgets being visible during deployment
- Fix tactical tutorial bug with new RTS camera
- Fix bugs related to tactical tutorial
- Fix issue with controller focus after playing campaign
- Add waypoint movement system to RTS UI (shift + right click)
- Add improved controls and UI to unit deploy phase mirroring the RTS camera controls
- Add realism option for RTS camera mode to option menu: disables RTS mode option and uses paper map mode
- Improve way move speed gets altered from RTS UI
- Fix small optimization related issues
- Fix camera issue
- Fix issue with fleeing units counting as valid when targeting through the RTS camera
- Fix issue with persistent stormram icon
- Add selection of artillery type units to RTS UI: cycle fire at will / hold fire, projectile type and manually set targets
- Add little zoom level indicator on RTS UI
- Fix RTS UI unit card heraldry shield when global heraldry is enabled
- Fix physics problems with dropped items when in RTS camera mode
- Fix crash / issues related to commander portrait in RTS mode
- Fix invalid UI state when selecting non present formation while in tactical camera mode
- Fix RTS UI not using updated key bindings on order buttons
- Fix pause key behavior in tactical map
- Tweak player combat flow logic related to knockdowns
- Reclassify some equipment to correct eras
- Fix pin-cushion officers happening on edge cases
- Fix allied reinforcement logic with large armies mode enabled
- Fix on foot javelin unit visual
- Fix officer era matching logic with various century equipment
- Fix transparent leg issue on some 14th century unit bodies
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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