- Release Year: 2016
- Platforms: Windows
- Publisher: Atriagames
- Developer: Atria games Studio
- Genre: Strategy, Tactics
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: City building, construction simulation, RPG elements
- Setting: Fantasy
Description
Era of Majesty is a real-time strategy game with RPG elements set in a fantasy world. Players must manage citizens to build and develop a thriving city while defending it from threats like vicious Orcs, Golems, and even a terrifying Dragon. As the city grows, players can expand their territory to form a country, engage in diplomacy or war with other nations, and send their equipped heroes on adventures to face ancient world-threatening creatures.
Gameplay Videos
Guides & Walkthroughs
Era of Majesty: A Forgotten Kingdom in the Age of Indie
In the vast and ever-expanding library of Steam, countless games are released, flourish, and fade into obscurity. Some are masterpieces, some are disasters, and a great many exist in a nebulous state of unfulfilled potential. Era of Majesty, a 2016 indie strategy title from the enigmatic Atria Games Studio, resides firmly in this latter category. It is a game that promised a rich tapestry of city-building, real-time strategy, and RPG progression, but whose legacy is defined not by what it achieved, but by the yawning chasm between its ambitious vision and its stark reality. This is the story of a kingdom that was built on shaky foundations and abandoned by its creators before the walls could even be raised.
Development History & Context
The Two-Person Dynasty
The story of Era of Majesty‘s creation is a classic, if cautionary, tale of the 2010s indie game boom. Developed by a studio consisting of, according to MobyGames credits, merely two individuals (“Atria games Studio” and a special thanks to “Stickdoesminecraft Butter”), the project was a product of passion operating with severely limited resources. Released into Early Access on February 26, 2016, it entered a marketplace saturated with innovative management sims and survival games. This was the era where games like RimWorld and Kingdom were capturing player imaginations, proving that a compelling core loop and strong aesthetic could triumph over AAA budgets.
Vision Amidst Constraints
The developers’ vision, as articulated in the Steam description, was remarkably ambitious. They sought to create a hybrid RTS/RPG/city-builder where players would not only construct a settlement from the ground up but also manage its defense, equip its citizens, engage in diplomacy with rival nations, and eventually send out adventuring parties to confront world-ending threats like ancient dragons and mad magicians’ golems. This scope suggests aspirations to create a fusion of Majesty: The Fantasy Kingdom Sim’s indirect unit management and the more hands-on, granular survivalism of titles like Terraria or Starbound.
However, the technological and developmental constraints of a two-person team are glaringly apparent. Built on a custom engine, the game lacked the polish and stability of its contemporaries. The decision to enter Early Access was likely a necessity—a hope that community feedback and financial support could fuel the long development journey required to realize such a grand vision. It was a gamble that, as the historical record shows, did not pay off.
Narrative & Thematic Deep Dive
A World of Unwritten Lore
Era of Majesty presents a world teeming with implied narrative. The official description speaks of a hostile fantasy landscape besieged by “vicious Orcs, infuriated Ants and Golems who come from the depths of the earth,” and even a “terrifying Dragon.” There are hints of larger geopolitical structures, with other countries to trade with or wage war against, and epic, world-threatening villains like ‘The Ancient’ and a ‘mad Magician’.
Yet, this is where the narrative begins and ends. There is no evidence in player discussions or available media of any crafted campaign, scripted events, character dialogue, or discovered lore. The narrative exists solely as a premise, a backdrop of potential against which the player’s own emergent story was meant to unfold. The themes are classic high fantasy—the struggle of civilization against chaos, the growth from a humble settlement to a powerful kingdom—but they remain entirely theoretical, reliant on the player’s imagination to fill in the cavernous gaps left by the underdeveloped game systems.
Gameplay Mechanics & Systems
The Promise vs. The Reality
The core gameplay loop, as advertised, involves managing citizens to gather resources (wood and stone), construct buildings, equip a militia with weapons and armor, and defend against waves of enemies. The eventual goal is to expand your influence from a single city into a full-fledged nation state, engaging in diplomacy and warfare.
The reality, as painfully detailed by the player community on Steam, was starkly different. The most damning criticism, from a user in the “Gameplay – is there any?” discussion, notes: “I’ve watched COUNTLESS videos… and have NEVER seen anyone build any structure that looked like a structure other than a mine. No forts, no houses, no towers, no walls, no shops, no nothing. I mean all people seem to do is chop wood and mine rocks.”
This sentiment is echoed throughout the scant community discourse. The game appears to have been released in a profoundly incomplete state. The city-building, the central pillar of the experience, was seemingly non-functional beyond the most basic resource extraction. The RPG elements—equipping squads with a “great variety” of weapons and armor—were either absent or so poorly implemented that no players documented them. The grand strategic ambitions of nation-building and diplomacy exist only as text in the game’s description, never realized in code.
A Kingdom of Bugs
Player discussions are dominated by technical issues. A pinned post from 2021 titled “Bug reports” simply states, “Many bugs can be solved by recreation of the world,” suggesting a fundamental instability. The UI/UX is frequently described as clumsy and unintuitive, a common pitfall for small projects without dedicated design expertise. The game lacked even basic modern features players had come to expect, such as cloud saves, controller support, and achievements, as explicitly requested by a player in the “Plans for the future” thread.
World-Building, Art & Sound
Aesthetic Ambition and Execution
The game utilized a pixel-art style, viewed from a side-on perspective. Screenshots shared by players on Steam show a minimalist, somewhat crude aesthetic. The color palette is muted, and the character sprites—particularly the infamous, bug-eyed king that became a minor meme in the community (“He can see your soul,” as one artwork caption reads)—possess a certain unintentional charm but lack the detail and animation needed to sell the fantasy.
The world feels empty and static. There are no atmospheric touches, no ambient soundscapes of a bustling town or a foreboding wilderness. The sound design, like every other aspect, is functional at best and non-existent at worst. The overall impression is not one of a lived-in world, but of a sparse tech demo—a blank canvas that never received its painting.
Reception & Legacy
The Sound of Silence
Era of Majesty‘s reception can be quantified by a profound absence. There are zero critic reviews on Metacritic or MobyGames. User reviews on these aggregator sites are similarly non-existent. On Steam, the community hub is a ghost town, a digital relic filled with unanswered questions from years past: “Is this still in development?” (2016), “Russian translation” (2022).
The game has no Metascore, no user score, and no MobyScore. It was not reviewed; it was largely not played. It slipped into the Steam store with barely a ripple, a fate shared by hundreds of other abandoned Early Access projects. Its legacy is not one of influence—it inspired no sequels, no clones, no passionate modding community—but rather it serves as a textbook example of the risks of the Early Access model. It is a monument to over-ambition and under-delivery.
The only legacy it possesses is a minor, ironic one within its own tiny community. The bizarre, staring king sprite became a recurring joke in the screenshot forum, a symbol of the game’s unrealized and slightly eerie potential.
Conclusion
The Verdict on a Phantom Kingdom
Era of Majesty is not a bad game in the traditional sense. To be bad, it would have to first be a complete, functioning product. Instead, it is a poignant case study in development hell. It is a collection of promising ideas trapped in a barely-alpha state, abandoned by its creators and forgotten by the world.
Its place in video game history is as a footnote: a cautionary tale for developers about the importance of scoping projects realistically and for players about the perils of investing in Early Access promises without extensive proof of concept. It is the digital equivalent of a half-finished building, a skeleton of a kingdom where the flags were never raised, the throne never occupied, and the citizens never truly born. For the historian and the journalist, Era of Majesty is a fascinating artifact of indie ambition. For the player, it is simply a realm not worth visiting.