Swear Fealty to Innovation

In an age of digital empires and pixelated pretenders, Royal Throne Quest stands alone as a bastion of handcrafted game experiences. We are not merely developers. We are chroniclers
of worlds, engineers of myth, and architects of consequence. Our house was founded with a single belief: Games must echo long after the screen fades.
Here begins your scroll — a journey through our realm, our creations, our code-born creatures. Draw your sword (or stylus) — and proceed.
In an age of digital empires and pixelated pretenders, Royal Throne Quest stands alone as a bastion of handcrafted game experiences. We are not merely developers. We are chroniclers of worlds, engineers of myth, and architects of consequence. Our house was founded with a single belief: Games must echo long after the screen fades. Here begins your scroll — a journey through our realm, our creations, our code-born creatures. Draw your sword (or stylus) — and proceed.

The Lore of Studio
From Script to Scepter

Long ago (2021), in a realm torn between sequels and soulless ports, a fellowship of narrative designers, engine lords, and lore keepers gathered under a single banner: to craft games that reign supreme in both strategy and story. We blend ancient storytelling with modern architecture.
Each of our projects is treated as a realm:
Its own political structure
Its own mythology, shaped dynamically by the player
Its own rules of engagement
We don’t follow design trends — we revive design traditions: branching consequence, emergent diplomacy, fail-states that linger like scars. Royal Throne Quest builds games that remember your reign, long after your rule ends.

Our Realms
Worthy Titles of the Throne

These are no ordinary games. These are sagas — and each one demands strategy, sacrifice, and sovereignty.
Kingdoms Unseen
Genre: 4X Strategy / Grand Narrative Simulation Platform: PC / Mac Description: Forge alliances. Betray them at dawn. Set across ten procedurally evolving kingdoms, each governed by unique philosophies, Kingdoms Unseen challenges players to ascend the throne through subtle diplomacy, military prowess, or divine manipulation. The AI rulers don’t follow scripts — they hold grudges, remember failed treaties, and adapt to your cunning. The world evolves whether you act or not. Your legacy is carved into the timeline. Will you be sung of, or cursed?
Thorncrown
Genre: Tactical RPG / High Fantasy Epic Platform: Steam / Console Description: You are not the chosen one. You are the mistake. Thorncrown follows an exiled prince caught in a myth rewritten by rebels. With grid-based tactical combat, an ever-shifting loyalty system, and moral spells that corrupt as they’re used — players shape a revolution, one fallen crown at a time. Featuring:
- Dynamic battlefield injuries that affect future interactions
- Courtroom intrigue mechanics
- Companions who defect if your ideals slip
Bloodscrip
Genre: Gothic Management Sim / Roguelike Governance Platform: PC Description: Taxes. Intrigue. Blood. In a ruined province ruled by a vampiric noble class, you're the last mortal scribe. Manage a doomed village's economy, keep undead nobles entertained, and balance fear against rebellion. Each decision feeds your influence — or feeds the nobility. Gameplay includes rotating bureaucracy puzzles, randomized court rituals, and calendar-based horrors.

The Royal Design Philosophy
Mechanics With Monarchs

We believe in gameplay as ritual. We don’t gamify attention — we reward investment. Our systems are readable, yet deep. Predictable in structure, chaotic in outcome.
Each mechanic we implement reinforces the fantasy it serves:
In Kingdoms Unseen, systems simulate trust decay in political alliances
In Bloodscrip, save files degrade over time as entropy infects memory
In Thorncrown, speech choices burn away loyalty in real time
Our design pillars:
Consequential Systems: Player choices aren’t binary. They echo.
Narrative as Economy: Resources, characters, and events all transact in story.
Failure as Progress: Losing isn’t game over — it’s how legends begin.


The Guild
Who Holds the Code?

Royal Throne Quest is built by strategists, historians, playwrights, and AI mages. Our team blends formal training in medieval history, machine learning, and stagecraft — all united under the creed: Design is dramaturgy. Characters of Note:
Royal Throne Quest is built by strategists, historians, playwrights, and AI mages.
Our team blends formal training in medieval history, machine learning, and stagecraft — all united under the creed: Design is dramaturgy. Characters of Note:
Lord Elion
aka Jake, Lead Designer
Once wrote a 900-page D&D campaign that now serves as the core world model for Kingdoms Unseen.
Lady Morwyn
Creative Director
Former theatre dramaturg. Designs companion AI based on Aristotelian dramatic arcs.
Grand Vizier Keel
Technical Director
Built a time-sensitive diplomacy engine with zero third-party libraries. Hates tutorials.
Archivist Nemea
Art Director
Creates heraldic styles merged with neural style transfer. Designed all insignias in Thorncrown by hand.

Collaborations & Alliances
Forge Alliances, Sign No NDAs

We’ve collaborated with tabletop designers, worldbuilders, and experimental AI labs. We love slow-burn development cycles, narrative sandbox co-devs, and consulting on complex narrative engines. We’re not an agency. We’re a house of design — open to those who respect the code of the realm.
Let’s build stories that remember you.

Contact Scroll
Speak to the Crown

Interested in partnerships, lore talks, or dangerous co-dev rituals? Send your raven. We answer in riddles — but we answer.
- [email protected]
Floating between Prague & Edinburgh
- runnerwi-dev