Thronebound — Kingdom‑Building Survival RTS (Concept)
A first-person kingdom‑building survival RTS concept built around a single core rule: protect the throne at all costs. Thronebound blends voxel mining, villager automation, RTS combat, and age progression into a unified kingdom simulation.
Key Features
Throne‑Centric Gameplay
Your throne is your respawn, progression hub, and loss condition. Lose it, lose the kingdom.
First‑Person Kingdom Building
Gather resources, place buildings, and command villagers directly from ground level.
Villager Workforce System
Hire workers, builders, soldiers, and specialists to automate your economy and defend your realm.
Age Progression
Advance through multiple ages, unlocking new tech, units, and structures.
RTS Combat & Defense
Build armies, fortify walls, and defend your throne from raids, factions, and rival kingdoms.
Engineering Notes
Thronebound is being designed from the ground up in Rust using the Bevy engine to ensure scalable AI, efficient ECS-driven simulation, and lightweight performance for large villager populations and RTS-scale battles. The project is currently in the concept and architecture phase, with voxel terrain, AI behavior trees, and throne progression systems planned.
Tech Stack
Roadmap
Voxel terrain prototype
plannedPlayer controller + basic gathering
plannedThrone system (respawn, upgrades, ages)
plannedVillager AI (workers, builders, soldiers)
plannedRTS squad controls
plannedProcedural world generation
plannedMultiplayer sync model
planned