For The King
For The King

For The King

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Lost Civilization Trailer
Into The Deep - Out Now
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Gameplay Trailer
For The King
For The King
For The King
For The King
For The King
For The King
For The King
For The King
For The King
For The King
For The King
For The King
For The King
For The King is a strategic RPG that blends tabletop and roguelike elements in a challenging adventure that spans the realms. Set off on a single player experience or play cooperatively both online and locally.
Developed by:
IronOak Games
Published by:
Release Date:

Steam
Latest Patch:

Steam

Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
88%
11,266 reviews
10,023
1,243
17.7 hours played
Written 11 days ago

bought the game, played it for 12 hours straight with two of my buddies, loved it.
23.9 hours played
Written 19 days ago

For The King, developed by IronOak Games, is a refreshing and genre-blending title that fuses turn-based combat, procedural exploration, and tabletop-inspired strategy into a cohesive, engaging, and often punishing RPG experience. Originally funded through Kickstarter and released across multiple platforms, For The King is part rogue-like, part strategy game, and part cooperative board game—all wrapped in a charming, low-poly visual style that belies its considerable tactical depth and challenge. Whether played solo, locally, or online with friends, the game provides a thoughtful and unpredictable journey through a grim fantasy world on the brink of chaos. The narrative setup is straightforward but effective: the king of Fahrul has been assassinated, and the realm is descending into disarray. With no one else to turn to, the queen calls upon ordinary citizens—blacksmiths, minstrels, herbalists, and more—to become unlikely heroes and restore order. This premise underlines one of the game’s most compelling qualities: you’re not controlling legendary warriors or mystical prodigies, but regular folks with limited resources trying to survive a world filled with ever-escalating threats. This sense of vulnerability creates a strong connection to your characters and makes every victory feel hard-earned. Gameplay in For The King is turn-based and operates on a hex-grid map filled with towns, dungeons, enemies, and random events. Movement is governed by a character’s "focus" and stat-driven rolls, adding unpredictability to exploration. Combat is similarly reliant on dice-roll mechanics, with each action—whether an attack, skill, or ability—tied to a number of virtual dice. Success is determined by how many of these dice hit, and players can spend focus points to guarantee successes, adding a crucial risk-reward element to every encounter. This system captures the essence of a tabletop RPG without becoming bogged down in overly complex rules. The blend of RPG progression, tactical combat, and procedural generation keeps each session of For The King feeling unique. Characters level up, acquire better gear, and unlock passive abilities, but permadeath always looms. When a party member dies, revival is possible through limited resources, but failure to maintain the group can result in a complete wipe. This difficulty isn’t arbitrary; it forces players to consider positioning, equipment synergy, and when to retreat or push forward. Each playthrough is a campaign rather than a persistent world, so success hinges not on grinding but on adapting to changing conditions. One of the game’s strongest features is its wide variety of campaign modes and scenarios. The core adventure, "For The King," is just the beginning. Other modes like "Dungeon Crawl," "Hildebrant’s Cellar," and "Into the Deep" offer different win conditions, mechanics, and storylines, each with unique twists on gameplay. The modular campaign design ensures replayability and lets players choose how they want to engage—whether through short, intense sessions or longer, multi-hour expeditions. With unlockable content and an in-game Lore Store that allows players to purchase new classes, items, and encounters using a currency earned through gameplay, there’s always a sense of long-term progression, even in defeat. The game's aesthetic is one of understated brilliance. The low-poly art style is clean, stylized, and surprisingly expressive. It feels like playing inside a handcrafted board game come to life. The animations are simple but charming, with just enough visual feedback to make combat satisfying. The world of Fahrul, while minimalist, is filled with atmosphere thanks to its varied biomes, dynamic weather effects, and moody soundtrack. Musically, For The King excels with a haunting and thematic score that enhances the sense of melancholy and danger that permeates the game’s narrative tone. In multiplayer, the game truly shines. Cooperative play is turn-based and asynchronous, allowing players to explore separately or stick together for safety. This opens up a range of tactical possibilities and social dynamics as players debate whether to split the party for efficiency or stay united for survival. Communication and coordination become vital, especially when planning combat strategies, deciding who should carry healing items, or resolving encounters. The multiplayer pacing may not suit everyone—since players must wait for each other's turns—but for those who enjoy methodical, strategic play, it creates a slow-burning tension that is highly rewarding. However, For The King does have its shortcomings. The reliance on RNG can feel unforgiving, especially early on, when a few bad rolls can doom a run. Difficulty spikes are common, and while they serve the game’s roguelike identity, they can also frustrate newer players unfamiliar with the mechanics. Inventory and gear management, while functional, can feel clunky due to the interface, especially when juggling multiple characters. Additionally, while the core gameplay loop is compelling, some players may find the campaign objectives repetitive after several runs, despite the procedural generation and scenario variety. Yet, despite these issues, For The King manages to deliver a compelling and replayable strategy RPG that rewards thoughtful planning, risk management, and teamwork. It’s a rare example of a game that feels equally suited for solo players and groups, with a balance of strategy and unpredictability that keeps each run fresh. The blend of tactical combat, exploration, and tabletop inspiration results in a title that’s hard to put down once you’ve learned its rhythms. For players who enjoy games like Darkest Dungeon, XCOM, or tabletop RPGs, For The King is a worthy addition to any strategy enthusiast’s library—challenging, rewarding, and full of memorable adventures. Rating: 8/10
1.9 hours played
Written 30 days ago

Movement felt awkward as heck, trying to keep the party in range of each other was a chore. Just when I started getting the combat some I got an announcement that the quest timer had run out and my party is now wiped out. Oh. K. Guess I'm done playing.
47.3 hours played
Written 4 days ago

[h1]For the King Review[/h1] [i]**Spoiler free**[/i] [u]Overview:[/u] For the King is basically a boardgame version of a lite RPG with D&D influences, and I was pleasantly surprised by what this game achieves. This high fantasy world with skill checks aplenty imbues the hex-grid map and turn-based fights with a sense of adventure in mini-campaign scenarios. The results of gameplay might be too random for some players, and the campaign stories are bare-bones. But for those who want to experience their own emergent adventure unfold in this atmospheric board game style of play, there is much to appreciate here in the kingdom or Fahrul. [u]Gameplay:[/u] For the king is best thought of as a digital board game with a lite-RPG theme and D&D influences. Each of your 3 party members takes turns on the hex grid map, combat is turn-based ala classic Final Fantasy, and almost every action is dependent on skill checks, which are basically invisible dice rolls. Skill checks are the most important gameplay mechanic which drives your entire adventure, and the most likely indicator to signal whether you’ll enjoy this game or not. Skill checks are based on a binary pass/fail system, and every combat and event will utilize this. Instead of visible die rolls, each skill check is represented with a number of tiles that indicates the number of checks you’ll make. The number of tiles that fill in as pass/fail will determine your outcome to that attempt at combat or engaging with an event. Combat checks usually present themselves as “max damage potential” if you pass every tile skill check, and events usually present themselves as “number of passes/fails” varies your outcome. Every character has a 0-100 stat rating on their attributes (strength, vitality, intelligence, awareness, talent, speed, and luck). Your stat rating is the percent chance you will succeed on one skill check tile that uses that attribute. For example, if you have an intelligence rating of 77, you have a 77% chance to pass a single skill check tile. If there are 3 tiles to check, you will have a 46% chance of passing all 3 tiles. Every attack/ability in combat uses skill checks. Even enemies use skill checks (though they usually pass with flying colors). The attribute used for a skill check is based on the weapon you have equipped, and often make class thematic sense. Swords will usually check your strength, staffs will usually check your intelligence, etc. The number of tiles checked can also add to some decision making. For example, a weapon that makes two tile checks is more likely to fully pass for max damage versus a weapon that makes 5 tile checks. However, failing one of two tile checks will reduce your damage output far more than failing 1 of 5 tile checks. This leads to the other big gameplay mechanic, which is loot management. This game is full of loot that you are constantly keeping track of to determine how to best spec your party members. Sometimes it feels like after every battle you’re going into the menu to analyze and manage the loot you acquired against the gear you have equipped. It seems like there is always a reason to be looking into your inventory and assessing your current loot. A little nitpick, but the UI for entering the inventory is a little buggy. The keyboard shortcut doesn’t really work well, which means you have to manually click a little button with your cursor. It’s annoying, but not too bad. The game comes with a primary campaign which covers 4-5 biomes, and extra smaller campaigns/modes. The campaigns take about 1-3 sittings to complete, more-or-less. There is a lot of content for a game that’s meant to be re-played. However, the core of your gameplay experience will remain the same. So, if you don’t like the skill checks and inventory gameplay loop, the extra content isn’t going to help. You will also get to choose your 3 party members prior to any campaign. There are a variety of classes, each with their own skills and attributes stats. You can also customize their starting look and their names. I think you start out with 4-5 classes, and you can unlock more later. There’s also a meta-game unlock store for rewards from new classes, to new encounters, to new weapons, to new cosmetics (all using in-game lore you collect). So how does this all come together? Well…you can probably see why I initially described it as a digital board game with an RPG theme and D&D influences. But what it does is give you a pseudo Table Top experience where you go on an adventure, overcome challenges, get some lucky breaks, suffer some hilarious fails, and maybe just squeak by to beat a campaign. It can be riveting, exciting, and heartbreaking. But in the end you have a story to tell. On my first play through, by the time I got to the final boss I thought I was toast. But because of some amazing rolls I was actually making a stand. Two of my 3 party members died. I had my one archer left. I was rolling incredibly. I was chipping away, and making some incredible dodges. With barely any heath left, I was one attack away from actually winning. I made the skill check, and whiffed! I completely missed! He goes to attack me. If I can just dodge, I can attack one more time. But no! I was hit and killed, and campaign was over! I was 1 turn away! Hahah! It gave me such a rush, and I laughed as I failed! I came so close, but I was thrilled at how fun it felt. Even to lose. Because I had a story about a group of unknown adventurers who almost saved a kingdom. [u]Atmosphere:[/u] Atmosphere: For the Ling is full of Immersive atmosphere. There’s not much of an official story, but the environment and presentation makes you feel like you’re on a small RPG adventure. From the different biomes to classic high fantasy enemies, you feel like adventurers exploring a land full of dangers and dungeons. There are even some clearly inspired D&D enemies, like “mindflayers” and “gelatinous cubes”. The environment is very “nerdy”, and I love it. I wasn’t a huge fan of the low-poly art style, but I was a fan of the overall stylistic choices. All of the characters have disproportionally large heads and it somehow makes it feel more like a board game. Maybe because they remind me more of meeples rather than real characters. And all of the little locations and little animations made for a fun and not too serious experience. The music is really good too. Each biome has its own theme, and the overall score composition feels like it’s on a smaller scale, which fits the scale of the game well. After a while some of the instruments can get a bit repetitive. But overall it adds a very helpful dose of atmosphere. Despite no engaging story, this game does a good job at immersing you into a world and engaging you in the fantasy of it all. [u]Things to Note:[/u] This is a rogue-like with no ability to manually save. Once your party dies, it’s game over, and your campaign save is erased. Meaning no redos. You start a new campaign. Also, there’s not much of a tutorial. Either look for an explanation online, or read their glossary like a board game rule book. [u]Performance tips:[/u] On my GTX 1070, I used the NVIDIA control panel to enable vsync and limit my FPS to 60 (I have a 60hz monitor, no gsync/freesync). I would stay away from the vsync in the game. I don’t think it’s implemented very well and made my screen stutter. Using the control panel vsync instead worked much smoother for me. [u]Conclusion:[/u] For The King gives you a fantasy adventure in a small scale package with all the atmosphere and skill checks right for its scope. It can be a frustrating game depending on your mindset and expectations, but it can also be a great time. I would highly encourage you to try it out it if you don’t mind skill checks and want that zero-to-hero adventure within a 2-4 hour window of time. For RPG and board game lovers, this is an easy decision. Recommend!
26.3 hours played
Written 6 days ago

My partner and I came to this as a recommendation after playing through Sunderfolk. It most certainly is a similar style of game, but with a higher learning curve and skill ceiling. The story is a bit thin, but that's ok because the gameplay more than makes up for it. We used Sunshine/Moonlight to stream it to the TV and played with a Xbox Elite 2, and PS5 controller. The controls aren't the greatest, but once you learn them and all the tricks (mostly through trial and error) they're more than capable to enjoy the game. While only playing through 3 times (twice on DLC levels) and not unlocking the full game, it's been such an enjoyable experience we're going to try moving on to FTK2. This was on sale for only a few bucks during the Steam Summer Sale, and I would say it's worth that asking price. For it to be worth full price when the sequel exists and appears to look more robust and featureful, you would have to really love the game play style, or want to join the speedrunning community.
2.3 hours played
Written 7 days ago

This game is extremely tedious to play solo, controlling each character's turns and movement is a headache. The combat is decent and could be rewarding but I wish that it was just a main story that you could playthrough instead of being a "rogue" game. Managing the inventories between the characters is a hassle as well, a constant juggling act. The necessity of keeping all the characters together means wasting tons of character movement points each turn to ensure that they all end up on the same tile. Managing each character's health points is also a royal pain because you can only heal at certain times or places. The overall lack of synergy leaves a lot to be desired when controlling your whole party as individual characters.
9.1 hours played
Written 12 days ago

so good. its like balders gate, but easier to play and funnier.
40.6 hours played
Written 12 days ago

Me and my husband have been obsessed for the past week or so playing this, perfect couple game!
19.2 hours played
Written 16 days ago

Brilliant game. For me, the combat somehow stays fresh, despite the same attacks, due to the immense loot pool and number of enemies to face. Every game is different, with each class and character working together smoothly. On that note, this game is so much more fulfilling with friends, probably because it really reflects the team attitude of any D&D game. Each game feels rewarding, even after a loss, because of the lore that you collect through dungeons. I cannot recommend this game highly enough.
12.2 hours played
Written 17 days ago

I describe it as the exact amount of complexity I want in a game. It is challenging/difficult, but losing it part of the fun. They even warn you as such at the beginning of the game. But when you finally have a run go right, it feels incredible like any roguelite tends to do. I like the game, with co-operative play it's even better.
30.7 hours played
Written 18 days ago

'Together, we roll the 81% success rate in a single coin flip that is 50/50' 'Together, we get COVID from DLC mobs...okay, Malaria might be a better replacement considering jungle trekking.' 'Oh god please no, THE POISON IN THE WELL'
57.6 hours played
Written 19 days ago

just good tb gaming,easy to learn,fun to master,playing it with my teens atm and depending on patience and loot hoarding 2 max xD
7.2 hours played
Written 19 days ago

I'm pleasantly surprised by how much fun this game is, especially when playing with friends. We've already spent around 7 hours playing it together, and we're still only halfway through the first campaign. Everything is just as exciting and enjoyable as when we first started. The weapons keep getting better, and the battles are increasingly intense—it really keeps us on our toes! Many hours of fun for a small price!
4.2 hours played
Written 21 days ago

Easy to get started, easy to make mistakes, but starting a new game is painless and interesting each time. Has a nice system for adding new features to the game as you progress, lots of main quest lines, lots of mini quests, and interesting character types. Well worth playing if you like a light RPG.
40.3 hours played
Written 22 days ago

Great game to play with friends (or by Yourself) With a lot of Replayability. {8/10}
29.6 hours played
Written 22 days ago

Nice graphics and animations, fun gameplay and decent story. Extremely fun with friends. Very boring by yourself.
6.3 hours played
Written 25 days ago

You know what's fun? Falling far behind your friends in levels/xp in co-op, being almost levelled up - and then losing all your progress to a random event when you are on the clock and have *important events* to attend to soon.
37.6 hours played
Written 22 days ago

AWFUL game. Ridiculously difficult on the easiest settings and the forced timer (chaos rising) makes it difficult to explore and enjoy the game. It's like a D&D version of the game Perfection but instead of 60 seconds, you have 15 seconds to win. I really wanted to love this game but it is painful to play.
5.7 hours played
Written 23 days ago

this game is very gooed allthough i like it very much but its fery good however its such a nice game
40.8 hours played
Written 5 days ago

Ganz klare Kaufempfehlung! Habs mit einem guten Kumpel komplett im Couch Coop gezockt und uns hat das Spiel sofort hooked. Klar, es ist sehr frustrierend nach X Stunden zu sterben weil man was dummes gemacht hat oder so, aber das macht auch den Reiz aus. Dafür war aber auch der hart erarbeitete Sieg umso kostbarer. In jedem Fall hatten wir unserem Spaß damit!
15.6 hours played
Written 5 days ago

Really fun with friends, reminds me of our youth afternoon sessions playing paper RPG's but now online. Great to get this feeling when your friends are far away!
8.4 hours played
Written 17 days ago

Turn-based, roguelike-ish, RPG-ish hex-crawl. Most importantly, supports three-player couch co-op. Only complaint is that saves don't seem to be transferable between couch co-op and online co-op.
25.4 hours played
Written 12 days ago

Awesome local co-op turn based rogue-lite RPG. The local co-op aspects are very well integrated and truly allow for a wonderful collaborative couch experience with family and friends. Highly recommended for those craving local multiplayer RPG adventures.
50.1 hours played
Written 16 days ago

Good DnD replacement for those not as interested in board games
37.6 hours played
Written 18 days ago

>be me >buy dlc to support studio >bullshit dlc enemies in normal campaign >ok >fuckthisshit.png
28.7 hours played
Written 24 days ago

This shit cheats and it sucks boo hiss tomato throw
33.9 hours played
Written 16 days ago

well played half the first day i got it if that doesn't say something
18.5 hours played
Written 25 days ago

Game is not that good, rain fucks up you run.
17.8 hours played
Written 15 days ago

great game to play with friends
27.1 hours played
Written 24 days ago

I bought this game 24 hours ago exactly...
1.9 hours played
Written 24 days ago

This game's math is not mathing.
23.5 hours played
Written 3 days ago

buy skyrim, its just better
46.3 hours played
Written 26 days ago

i like the overall gameplay
28.0 hours played
Written 21 days ago

I like it it is very fun.
22.4 hours played
Written 27 days ago

Great coop game
7.9 hours played
Written 4 days ago

Constant disconnects in co-op
119.7 hours played
Written 14 days ago

me and my wife love this game
18.8 hours played
Written 5 days ago

fun game
24.0 hours played
Written 11 days ago

fun
103.4 hours played
Written 16 days ago

the difficulty is vertical.
80.0 hours played
Written 20 days ago

I LOVE THIS GAME SO FUCKING MUCH
74.9 hours played
Written 6 days ago

This game is a gem.
14.1 hours played
Written 30 days ago

good one
27.2 hours played
Written 17 days ago

pretty good!
41.4 hours played
Written 21 days ago

6/10
98.3 hours played
Written 13 days ago

King
10.3 hours played
Written 14 days ago

bad
18.9 hours played
Written 29 days ago

no
13.5 hours played
Written 7 days ago

table
5.9 hours played
Written 1 month and 1 day ago

Check more with the Steam Curator: [url=https://store.steampowered.com/curator/45667953-co-op-indeed/][b][u]co-op indeed [/u][/b][/url] [b]Number of co-op players:[/b][code]2-3 (3 is optimal)[/code] [b]Co-op type:[/b] [code][strike]matches[/strike]; playthrough; roguelike; [strike]open world[/strike].[/code] [b]Play type:[/b] [code]chilling; beating; [strike]grinding[/strike].[/code] [b]Soloing while your weak bro can't get online:[/b] [code]yes; [strike]no[/strike].[/code] [b]Required skill:[/b] [code]casual; regular; advanced; hardcore.[/code] [b]No death (Iron Man) co-op run potential:[/b] [code][strike]yes[/strike]; no; [strike]unknown[/strike].[/code]