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SHADOW OF THE KINGDOM

Launches 12 October 2026 · PC · Indie, RPG

SHADOW OF THE KINGDOM cover art

Your three heroes fight on their own. What you command is hatred. A real-time party RPG built on MMO combat, not turns: chain weapon skills within 4 seconds, burst them with magic for 4x damage, and keep the aggro pinned on your shield. Past the shifting dungeons waits a 100-floor abyss.

Story

Elysia, the undying continent the gods walked away from. Monsters pour through the cracks, the old seals are slipping, and adventurers are sent out to face the Trials. This is not a story about saving the world. It is a story about being chosen by it . Your three heroes fight on their own. What you command is hatred. SHADOW OF THE KINGDOM takes the real-time combat of an MMORPG and hands it to one player . There are no turns. The clock never stops, auto-attacks keep landing, TP keeps building, and every blow you strike moves the enemy's hatred somewhere new. Everything in a fight comes down to timing . One character fires a weapon skill. Within 4 seconds , another lands a second one on top of it — the Skill Chain connects, and the damage roughly doubles. Drop a spell into that window before the light fades and you get a Magic Burst : roughly 4x . 1000 TP buys one weapon skill. Who opens, who follows, and how you get a slow-casting Sorcerer to arrive on time — that single question is enough to keep ordinary encounters from turning into busywork. TP carries over between fights inside a dungeon. Walk into the boss room with a chain already loaded. Enemies attack whoever they...

Gameplay

Elysia, the undying continent the gods walked away from. Monsters pour through the cracks, the old seals are slipping, and adventurers are sent out to face the Trials. This is not a story about saving the world. It is a story about being chosen by it . Your three heroes fight on their own. What you command is hatred. SHADOW OF THE KINGDOM takes the real-time combat of an MMORPG and hands it to one player . There are no turns. The clock never stops, auto-attacks keep landing, TP keeps building, and every blow you strike moves the enemy's hatred somewhere new. Everything in a fight comes down to timing . One character fires a weapon skill. Within 4 seconds , another lands a second one on top of it — the Skill Chain connects, and the damage roughly doubles. Drop a spell into that window before the light fades and you get a Magic Burst : roughly 4x . 1000 TP buys one weapon skill. Who opens, who follows, and how you get a slow-casting Sorcerer to arrive on time — that single question is enough to keep ordinary encounters from turning into busywork. TP carries over between fights inside a dungeon. Walk into the boss room with a chain already loaded. Enemies attack whoever they hate most. That is the whole rule — which is exactly why it is hard. Hatred is tracked in two layers: CE (cumulative, and it drops when the target gets hit) and VE (volatile, decaying every second) ....

Features

Developed by OCG K studio. Published by 株式会社ワンコネクト.