Of Crowns & Chains
Release date: Oct 16, 2025
Developers: BlueJayAvis
Publishers: BlueJayAvis
Genres: Indie, Simulation, Strategy, Early Access
Categories: Single-player, Family Sharing
Supported languages: English, French, German, Polish, Russian, Spanish - Latin America

Of Crowns & Chains is a solo-developed grand-strategy sandbox where every nation, army, and populace is dynamically simulated on a seamless spherical Earth (albeit simplistic at the moment). Lead a nation of your choice in January 1910 and influence the course of your nation as time marches onwards. IMPORTANT NOTE FROM THE DEVELOPER Since the game is currently in early Alpha , you may encounter bugs, optimization issues,  and  limited content (currently lacks navy system, save/load system, economy system, etc). If you're not prepared to encounter these challenges and wait for patches/updates, please hold off on purchasing until the game transitions from Early Access to Full Release . CURRENT FEATURES Sphere World & Accurate Landmass – No flat-map distortion on a spherical globe. Landmasses are generated from real-world geospatial data; highly accurate coastlines and islands. Tile Density Modes – Procedurally generated tiles covers  only Europe for now (including Ottoman Empire, excluding Russia east of the Urals) . You can select tile density mode upon starting a  New Game (no restart required). Historical states and provinces are not yet implemented; only procedural tiles for now. The Low tile density mode features around 7,000 tiles across Europe: The Medium tile density mode features around 22,000 tiles across Europe: The High tile density mode features around 42,000 tiles across Europe: Nation Selection  – Choose any nation currently available, from the British Empire to the Ottoman Empire or the microstates of San Marino and Liechtenstein. National Treasury & Debt System – Manage your nation's treasury by balancing hourly income from taxes and territory against the upkeep costs of your divisions. Unit System – Each unit represents a division (≈20,000 soldiers), with many divisions fitting inside a single tile. Combat System – Battles can last for weeks under certain conditions. There are three hidden phases of combat—Skirmish, Assault, and Breach. Divisions get exhausted during combat and newly captured tiles must be consolidated. Dynamic Population & Manpower – Populations grow, age, and decline over time. Casualties directly impact age distribution, while manpower pools adjust as soldiers retire or new recruits become eligible. Demographic change is simulated realistically in backend code (infant mortality, fertility rates, gender imbalance). These hidden variables will be displayed to the player and integrated further as the game develops. Wars, Ceasefires & Limited Alliances  – Occupy tiles and declare wars; hostilities can end in ceasefire  (peace conferences in-development) . Cascading calls-to-arms can pull suzerains, vassals and allies into conflict; tiles can be occupied and liberated. Alliances cannot be negotiated yet (only historical alliances are active on game start). 


Notes: Gameplay depicts a globe representation of the Earth populated by nations potentially disputing territory. Army units are shown as 2D icons that capture enemy tiles and engage in combat with enemy units. Combat is represented by 2D icons frozen together with animated shapes as battle intensity indicators. No blood, gore, realistic violence, or personal harm is shown (only icons disappearing and color-coded tiles changing ownership/occupation). Realistic war effects on demographics (e.g. casualties distributed across military-aged pops) are presented as statistics (population pyramid, numbers) that impact demographic change.