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Concept Game Dev Rust

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.

Thronebound — Kingdom‑Building Survival RTS (Concept) screenshot

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

Rust Bevy Engine ECS Architecture Voxel Systems (Planned)
License Proprietary
Version 0.0.1-concept
Last Updated Dec 2025
Platform PC (Windows/Linux planned)

Roadmap

Voxel terrain prototype

planned

Player controller + basic gathering

planned

Throne system (respawn, upgrades, ages)

planned

Villager AI (workers, builders, soldiers)

planned

RTS squad controls

planned

Procedural world generation

planned

Multiplayer sync model

planned