In Mage Kingdom, you play as an archmage. A powerful spell caster with a mystical grimoire. Grimoires give the power to rule over all sentient life! But not the wisdom to rule... For that, you will need to prove yourself in an epic MMORPG adventure centered around player controlled trade, real time combat, pvp teamwork, a large tile map, and most importantly strategic thinking.
Your kingdom will sprawl across multiple hexagon tiles. It is up to you to conquer valuable resource tiles, sell or process goods in a player driven economy, expand your empire, and make powerful diplomatic ties.



Each tile you conquer becomes a part of your kingdom. Place buildings on tiles to increase yield, unlock new goods, or grant a bonus to other nearby tiles.



other games be like:
We believe that mobile game monetization and the free to play model as a whole doesn't have to be this way. We grew up in a golden era of browser games where money meant convenience, not an infinite scaling buff that alienates the casual player.
Design Pillar I:
Curb the exponential growth of supporter accounts in favor of linear boosts with seasonal resets.
Other Games:
Mage Kingdom:
Each season in Mage Kingdom will reset tiles, introduce new mechanics, and allow for server migration free of charge. Currently, we are planning on a year long season. Progress towards upgrading your spells and heroes will reset with all the materials spent refunded to your account. Progress towards upgrading your soldiers and buildings will reset, with no refund. This allows you to try a brand new strategy every season, allows us to rebalance combat mechanics, and renews the excitement of capturing tiles/territory.
Design Pillar II:
Create multiple progression systems that are entirely independent of each other.
Meaning, that some core mechanics of the game will ALWAYS keep active players at the same competitive level, regardless of monetary investment. With certain progression systems locked behind gameplay instead of paywalls, we will balance free to play accounts and supporters in some forms of player vs player combat.
Design Pillar III:
Cool, impactful things to buy that don't break the game.
We know in order to keep the lights on, we still need to offer great items at great prices. In Mage Kingdom, any purchased gold will impact the economy directly, benefiting our supporters, but also ALL players on a server. Supporter accounts will need to buy items from the market with their gold. This puts their gold into the pockets of free to play players in exchange for their goods, allowing the supporter to benefit immediately while also benefiting several other active players. Packs will be a primary source of market inflation. As more gold enters the economy, the level of growth all players can achieve is boosted. Packs include cosmetic items for your buildings, tiles, and avatar - Gold for use in the market (also naturally obtained) - Heroes for use in tile combat - Temporary buffs to aid during events - and votes (included with every pack) that allow you to vote on our development team's priorities.
Cosmetics
Gold
Heroes
Buffs
Defenses
VotesThrough linear growth, independent progression systems, and a player driven economy, we can create a game that is fun for everyone without the need for extreme pay to win mechanics.
Processed resources are practical - and highly necessary goods. You can't make everything yourself though. Specialize in a particular good, to gain an edge in the market and buy what you cannot make yourself.



Smart players will find a niche in the market or monitor price fluctuations to maximize their empire's profits. Players can monopolize specific tiles, allowing the land itself to make them rich. Lay seige to enemy tiles to control their production. Particiapte in events to gain rare resources and boost your empire's growth.



In Mage Kingdom, you can customize your mage's appearance, magic style, the units your kingdom uses, the goods you produce, and more. Our team despises the generic tech "trees" you see in other games. Our goal is to bring back impactful choices, and make you feel entirely unique in your playstyle.
Fire
Identity: Sunder, Damage, Buff
Fire is a destructive school of magic that applies Sunder to enemies hit, increasing the damage they take from additional attacks. The school of fire has access to multiple long lasting buff spells that focus on increased damage output. Fire mages have well rounded AoE and single target damage, making them perfect for dealing with many types of threats.
Water
Identity: Absorb, Slow, Balanced
Water is an offensive and defensive school of magic that can Absorb enemy spells in a torrent of water. Spells from this school can extinguish fire, capture stone and light, and effectively disable spells from all other schools of magic. When water spells hit their target directly, they will inflict damage and Slow making it a versatile school of magic.
Earth
Identity: Big Damage, Burst, Range, Slow cast times
Earth is a school that favors raw power in its spell roster. Its spells have high damage, long cast times, and high burst potential. Earth spells are generally very effective at long range, and mages that favor this school must master positioning and timing to maximize their damage output.
Air
Identity: AoE Damage, Knockback, Evasion, Move speed
Air spells have great AoE and Knockback potential, pushing enemies far away from their caster. Buffs from the school of air focus on increasing evasion, which gives a chance to avoid damage. Air buffs can also increase ally move speed. While air spells are not as powerful as other schools in damage output, they are a versatile school that can be used to control the flow of combat.
Ice
Identity: Snare, Pierce, Defensive
Ice mages gain mastery of crowd control through Snare, which locks enemies in place for a short duration. Coupled with ice's ability to Pierce through enemies, they are dangerous and tricky mages to deal with. Ice spells by nature are more defensive, making this school of magic a great choice for reckless mages. Snared enemies make diving into PvE combat far less risky, and make PvP encounters more predictable.
Holy
Identity: Healing, Teamwork, Protective
Holy magic is unique in its ability to heal and bolster defenses through fortification buffs. Holy spells that target allies will provide valuable healing, but can also deal damage when hitting enemies by searing them with holy energy. Holy mages are essential for any team's long term success. While damage is lacking in this school, the value of teamwork and protection is unmatched. Holy magic is often sprinkled into other mages' grimoires to ensure some sustain.
Occult
Identity: Debuff, Lifesteal, Balanced
Spells of the Occult, are the opposite of holy magic. They focus on debuffing enemies, making them more vulnerable to damage or deal less damage. Occult mages can use lifesteal on their spells to sustain damage, making them balanced specialists that tend to grow more difficult to deal with as the battle drags on. As masters in battles of attrition, Occult mages are the kings of slow, steady, dreadful damage.
Poison
Identity: DoT, Consistent Damage, Slow Projectiles
Poison mages focus on damage over time effects, which dispatch enemies over time. Poison spells are generally more powerful than other schools in damage output, but have a shorter range and projectile speed than most other schools. With great AoE and Single target damage, Poison mages are deadly foes to be near.
Lightning
Identity: Bounce, AoE Damage, channeled, Critical Damage
Lightning spells can bounce from target to target, making them effective AoE tools. The school of lightning has many channeled spells, which cast for long durations dealing high damage but locking the caster into decisions. Lightning spells also have a chance to deal critical damage, which deals increased damage to enemies on a random basis.
Light
Identity: High Speed Damage, Critical chance, Multiple Projectiles
The school of light magic is unrivaled in casting speed and projectile speed. Where individual projectiles may not deal much damage, Light magic makes up for this by firing many projectiles at once. With the chance to deal critical damage relatively high for the school of light, Light mages are a high DPS force to be reckoned with.
Dark
Identity: Homing, Absorb, Slow Cast Times, Balanced
Dark mages are the opposite of light mages. They work with slow cast times, and slow projectiles. However, the school of darkness is not to be underestimated. With the ability to absorb enemy spells using gravitational force for defense, coupled with high damage projectiles, they are balanced casters that can deal with a variety of threats. Their deadly art of homing spells make their projectiles able to track and follow enemies leaving no room for escape.
Time
Identity: ???
Time magic is a mystery to most, and the rarest form of magic. Little is known about this school of magic, since the ability to control time is considered a godlike ability. Time mages defend the secrets of their school fiercely, and are not to be trifled with.
Spearmen
Bonus Damage: Cavalry
A cheap infantry unit that deals bonus damage to cavalry.
Swordsmen
Bonus Damage: Spy
A well balanced infantry unit.
Heavy Infantrymen
Bonus Damage: Crossbow, Spearmen
A heavily armored infantry unit that blocks damage and shreds low armor units.
Rogues
Bonus Damage: Heavy Armor
An agile unit that out maneuvers heavy armor units.
Saboteurs
Bonus Damage: Wizard, Priest
A stealthy unit that can flank and assassinate key units.
Light Cavalry
Bonus Damage: Priest
A fast moving cavalry unit that quickly closes the gap on enemy units. Effective against ranged units due to speed.
Heavy Cavalry
Bonus Damage: Archer, Spy
A heavily armored cavalry unit that mows down archers and tramples spies.
Wizards
Bonus Damage: Heavily Cavalry, Heavy Infantry
A slow moving ranged unit that ignores defense, making it ideal against heavily armored units.
Priests
Bonus Damage: None
A ranged support unit that heals allies but cannot deal damage on its own.
Archers
Bonus Damage: Swordsmen, Wizard
A very long range unit that can deal damage to enemies before they arrive.
Crossbowmen
Bonus Damage: Light Cavalry
A ranged unit that can deal heavy damage at medium/close range.