- Release Year: 2017
- Platforms: Blacknut, Linux, Macintosh, Nintendo Switch, PlayStation 4, Windows Apps, Windows, Xbox Cloud Gaming, Xbox One
- Publisher: Curve Digital Publishing Limited, IronOak Games Inc., Teyon Japan
- Developer: IronOak Games Inc.
- Genre: Role-playing (RPG), Strategy, Tactics
- Perspective: 3rd-person (Other)
- Game Mode: Co-op, Single-player
- Gameplay: Roguelike, Tactical, Turn-based
- Setting: Fantasy
- Average Score: 77/100

Description
For the King is a turn-based roguelike RPG set in a fantasy world where players lead a party of heroes across a hexagonal map filled with events, adventures, and strategic challenges. Combining tactical combat with a stylized board-game aesthetic, the game offers both single-player and local co-op gameplay, though the dense event system sometimes limits the pace of exploration.
Gameplay Videos
Where to Buy For the King
PC
For the King Mods
For the King Guides & Walkthroughs
For the King Reviews & Reception
pcgamer.com : A sometimes tricky RPG with gorgeous art that’s perfect for co-op.
metacritic.com (79/100): A sometimes tricky RPG with gorgeous art that’s perfect for co-op.
opencritic.com (75/100): A sometimes tricky RPG with gorgeous art that’s perfect for co-op.
gideonsgaming.com : For The King succeeds at emulating a tabletop experience.
For the King: Review
Introduction: The Dice of Destiny
In the annals of indie game history, few titles capture the alchemy of chance and strategy as masterfully as For the King. Released in 2018 by Vancouver-based IronOak Games, this turn-based roguelike hybrid emerged as a love letter to tabletop RPGs, merging the tactile tension of Dungeons & Dragons with the procedural replayability of digital adventures. Born from a successful Kickstarter campaign that raised over CAD $133,000 and refined through Steam Early Access, For the King stands as a testament to how accessible design and deep mechanics can coalesce into an enduring experience. Its legacy lies not in graphical spectacle, but in its ability to transform living rooms into shared battlefields where every dice roll feels like a pivotal moment in a grand, unfolding saga. This review deconstructs how For the King achieves this delicate balance, arguing that its genius lies in converting the chaos of chance into compelling narrative drama.
Development History & Context: From Boardroom to Battlefield
IronOak Games’ genesis is a microcosm of modern indie ambition. Founded in 2015 by industry veterans Colby Young (designer), Gordon Moran (artist), and David Lam (programmer)—each with credits on titles like Ryse: Son of Rome and Need for Speed—the studio’s first project was a digital reincarnation of Young’s personal board game prototype, Black Gate. This prototype blended tabletop RPG mechanics with digital randomness, a concept that resonated with a niche online community. The trio’s vision was clear: revive the camaraderie of cooperative board gaming within a roguelike framework, where permadeath and procedural generation mirrored the unpredictability of pen-and-paper campaigns.
Technically constrained by a small team, IronOak leveraged Unity’s flexibility to create a distinctive low-poly aesthetic. Inspired by early 3D RPGs like Ultima and Final Fantasy, this style prioritized expressive character animations and diverse environments over photorealism, allowing the three-person core team to generate hundreds of items and enemies efficiently. Kickstarter funding enabled the addition of 101 contributors, including composer John Robert Matz and community manager Francis Dionne, who cultivated a fervent following via Discord during Early Access (2017–2018).
The 2018 gaming landscape was ripe for such a title. Roguelikes and tactical RPGs were ascending, fueled by titles like Darkest Dungeon, while the co-op renaissance—sparked by games like Overcooked—demanded shared-screen experiences. For the King capitalized on both trends, positioning itself as a “cooperative roguelike” that could be played solo or with up to friends locally or online. Its April 2018 release on PC/Mac/Linux, followed by console ports (2019), solidified its cross-platform appeal, making it a staple for couch co-op enthusiasts.
Narrative & Thematic Deep Dive: The Chaos in Fahrul’s Veins
For the King’s narrative is a deceptively simple tapestry woven from classic fantasy tropes. The kingdom of Fahrul descends into chaos after the king’s murder, leaving Queen Rosomon to summon ordinary citizens—blacksmiths, scholars, hunters—as unlikely heroes. The overarching goal is to investigate the king’s death, dismantle the chaos-worshipping cult of Omus, and prevent an apocalypse. Yet the narrative’s true depth emerges not from its plot, but from its structure. Each playthrough generates unique quests, encounters, and map layouts, turning every campaign into a personal tragedy or triumph.
Characters are archetypes reimagined through a lens of “ordinary heroism.” Classes like the Blacksmith (tank) or Scholar (mage) are villagers repurposing their trade skills for combat, reflecting themes of duty over destiny. Dialogue is sparse but purposeful, with NPCs offering cryptic clues (“The stars align in the jungles of old…”) that hint at Fahrul’s rich lore. The Lore Store, unlocked via gameplay, fragments this lore across runs—players piece together the history of ancient civilizations, the cult’s rituals, and the king’s secrets through scattered journals and artifacts.
Thematically, the game explores sacrifice and futility. Death is permanent, and party wipes erase progress, mirroring the high stakes of tabletop campaigns. Yet the Lore currency—a currency earned through completion—ensures no failure is meaningless. This creates a meta-narrative of resilience: each run is a “rehearsal” where the kingdom’s citizens learn from their predecessors. The cult of Omus embodies entropy, its corruption manifesting as environmental hazards (chaotic storms, mutating creatures) that escalate with inaction. In essence, For the King is a parable about the cyclical nature of heroism—where every failure is a step toward salvation.
Gameplay Mechanics & Systems: The Dance of Dice and Strategy
For the King’s brilliance lies in its seamless fusion of genre mechanics. At its core is a hex-based overworld, where players move a party of one to three characters across procedurally generated realms. Movement is governed by dice rolls tied to character stats (e.g., Speed for land, Talent for sea), with modifiers for terrain or weather. This “roll-and-move” system demands risk assessment: do you split the party to cover more ground, or stay together for safety?
Combat is turn-based, with initiative determined by a character’s Speed stat, creating a dynamic queue where faster units act more frequently. Each action—attack, skill use, item consumption—relies on 100-sided dice rolls against character proficiency. A Blacksmith’s hammer might test Strength, while a Scholar’s spellbook tests Intelligence. Success hinges on three “slots”; roll high enough to fill them, and the attack lands. This system elevates tension, as a single critical failure can shatter a weapon or leave a character vulnerable.
Key Innovations:
– Focus Points: A limited “mana” resource spent to guarantee rolls or enhance abilities, forcing players to choose between offense, defense, or movement.
– Permadeath with Pardons: Shared “lives” allow reviving fallen allies, but death without lives is permanent. The Lore Store unlocks persistent upgrades (new classes, items), making subsequent runs less daunting.
– Day-Night Cycle: Night spawns deadlier enemies and closes shops, adding temporal urgency to exploration.
Flaws:
– RNG Dependence: Dice rolls can feel punitive, especially early on when low stats (e.g., Luck) cause chain failures.
– UI Clunkiness: Inventory management during co-op can be cumbersome, as players must manually trade items between turns.
Character progression is equipment-driven, with leveling offering minor stat boosts. Classes define starting gear but not weapon restrictions, encouraging hybrid builds (e.g., a Minstrel wielding a rapier). This flexibility, paired with dungeons, bounties, and random events (e.g., rescuing a trapped monk), ensures no two runs feel identical.
World-Building, Art & Sound: Whimsy and Dread
Fahrul’s world is a tapestry of biomes—forests, deserts, snowy peaks—each with distinct visual palettes and environmental hazards. The low-poly art style, with its chunky textures and expressive character animations, evokes nostalgia for 16-bit RPGs while maintaining clarity. Towns like Oarton (the starting hub) are cozy refuges, while dungeons ooze with grotesque detail: acid slimes melt, mummies shamble, and cultists wield mismatched weapons. This contrast between charming aesthetics and brutal peril defines the game’s tone.
Sound design amplifies this dichotomy. John Robert Matz’s soundtrack blends lute-heavy melodies with ominous strings, shifting from pastoral themes during exploration to dissonant battle tracks. Environmental sounds—creeping footsteps in fog, howling wolves at night—immerse players in Fahrul’s decay. The dice-roll audio—a satisfying clack—turns probability into visceral drama.
Reception & Legacy: The Dice of Critics and Players
For the King launched to “generally favorable” reviews (Metacritic: 79/100 for PC). Critics lauded its co-op design, with PC Gamer calling it “a joyous celebration of tabletop RPG gaming” and Jump Dash Roll praising its “iron-hard skeleton and heart of a warrior.” However, its difficulty drew mixed reactions; Eurogamer noted it could be “crushingly harsh,” while Nintendo Life commended its adjustable difficulty. Players lauded replayability but lamented RNG-driven frustration—a sentiment echoed by Steam’s 87% “positive” user reviews, where comments like “beautiful, brutal, and brilliant” coexisted with “why did my level 10 scholar die to a goblin?”
Commercial success followed, with estimated sales surpassing 1.5 million copies. Its legacy is twofold: it popularized the “cooperative roguelike” subgenre, inspiring titles like Potion Tales, and became a pandemic-era staple for remote social play. Its sequel, For the King II (2023), expanded on this with cross-play and four-player support, but the original remains revered for its purity.
Conclusion: A Royal Triumph
For the King endures not despite its flaws, but because of them. Its reliance on chance mirrors the fragility of life in Fahrul, while its cooperative systems transform digital play into shared storytelling. The low-poly art, dice-based tension, and persistent progression fuse into an experience that feels both ancient and modern—a digital campfire where stories are forged with every turn. It may lack the narrative depth of a Baldur’s Gate or the graphical polish of a Final Fantasy, but in its marriage of strategy and serendipity, For the King achieves something rare: it makes failure feel meaningful. For players who embrace its chaos, it’s not just a game—it’s a reign worth saving.