Reviews Review

Kingdom Two Crowns Review

By Tommy P PC, Xbox One, PlayStation 4, Nintendo Switch, iOS, Android, macOS, PlayStation 5, Xbox Series X/S

The Bottom Line

A gorgeous, pixelated strategy game that hooked me for hours at a time, even when it was repeating itself. Truly one of a kind.

First morning as King

Sometimes I try describing Kingdom Two Crowns out loud to somebody. You ride a horse to the left. You ride a horse to the right. You throw coins at people. That is the entire control scheme, two buttons and a direction, and there is no menu, no build wheel, no unit selection, no tech tree, and no tutorial telling you what any of it means. I have put dozens of hours into it and I still think it sounds like nothing when I say it.

Coins are key

The coin system is everthing in Kingdom Two Crowns. Drop one on a vagrant sitting around a campfire and he becomes a subject. Drop one on the bow rack and he becomes an archer who hunts rabbits and deer for income by day and shoots at monsters by night. Drop one on the hammer rack instead and he becomes a builder who chops trees and raises walls. Drop coins into the ground in front of your walls and they become towers, then bigger towers. Everything in this game, your economy, your military, your entire civilization, comes out of the same little purse, and the purse is never full enough.

Money comes in three ways: a trader shows up outside your walls every morning with your daily income, your archers bring in coins from whatever they hunt, and there are chests scattered out in the wild if you are brave enough to ride out and get them. That is it. You are always poor, and the game is essentially one long argument with yourself about whether this coin should become a wall or a farmer.

At night the Greed come. They pour out of portals on both sides of your kingdom, they eat your walls, they steal the tools right out of your subjects' hands, and if they get through, they will take the crown off your head and disappear with it. Then it is over. Not game over exactly, and I will get to that, but your reign is done.

The Shogun campaign is amazing

I put most of my hours into Shogun and rolled credits there. It is feudal Japan laid over the same skeleton: you play as a Shogun or an Onna-bugeisha, your squires become ronin, your knights become samurai, your coins become mon, and the mythological Kirin is out there waiting to be found and ridden into battle.

Be honest about what it is, though. Mechanically it is close to a reskin. The community has it about right when they say Shogun is maybe five percent new compared to the base campaign, where Dead Lands and Norse Lands change considerably more. There are exactly two real differences, and they happen to be good ones.

The first is the ninja, who replaces the pikeman. Instead of standing on your wall poking things, a ninja slips out into the bamboo at night, hides in the trees, and ambushes the Greed from behind after the wave has passed him. He is not strictly better. He tends to hit late, he can get caught out in the open on his way to cover, and he is a worse fisherman than the pikeman he replaced. But watching a wave crash against your wall and then get jumped from behind by somebody who has been sitting patiently in a bamboo stalk the whole time is a very good feeling.

The second difference is subtler and it changes the whole rhythm of the map. Shogun's forests are packed way denser than the standard campaign's. Clearing land takes roughly twice as long, which means expansion is slower and your early game is tighter, but each of those forests is worth roughly twice the money. So you are constantly weighing whether to spend three days and a pile of coins pushing your border into the bamboo, knowing it will pay for itself eventually but might leave you thin when the moon turns. That is a real strategic wrinkle hiding inside what looks like a paint job.

Also, the art. This game is beautiful in a way screenshots undersell, because so much of it is motion and light. Sunrise over your walls after a bad night does more emotional work than most games manage with a cutscene. The seasons roll through on a fixed 64-day cycle, sixteen days each, and winter arrives like a bill coming due: the trees stop producing, your income collapses, and you find out whether you built enough of a buffer during the good months. I have never played another strategy game where I dreaded a season change this much.

Where it lost a couple points

The repetition is real. There are five islands and the opening act on island four looks remarkably like the opening act on island one. Land, build a camp, hire builders, clear trees both directions, wall up, upgrade, hunt portals, build a boat, leave. The loop is so satisfying the first two times that you do not notice you are running a script. By the fourth island you notice.

The difficulty is the other thing and its more than just being hard. The game does not have a curve so much as weather. Some nights are nothing. Then you destroy a portal, which triggers a retaliatory blood moon, and suddenly breeders and floaters are coming for a wall you thought was finished. Winter lands wrong and you are broke. A crown-stealer jumps you in daylight, in the open, because you wandered a little too far from the walls at the wrong hour and did not know that could happen yet.

Some of those spikes are fair and the game absolutely does teach you things by killing you. I made my peace with that, but others feel like the dice went against you rather than you making a mistake. Losing a crown means losing your unlockables, your shrines, your mounts, your specialists, and starting the day counter over. It stings, bad.

Should you play it

Yes, especially in co-op. The split-screen two-monarch mode is the headline addition of this entry and it genuinely changes the game, because now somebody else is handling the right side of the kingdom while you panic about the left. It also softens the difficulty in a way that mostly feels good.

The people who bounce off this game bounce off hard because it is slow and it explains nothing. I am not one of those people. There is nothing else that plays like this, the presentation is stunning, and I lost a lot more evenings to it than I planned to.

An 8. The two points come off for the mid-game sag and the coin-flip spikes, but I wholeheartedly would still tell you to go get it.

Pros

  • Gorgeous pixel art and atmosphere, the seasons alone are worth it
  • A genuinely unique one-coin design that nothing else matches
  • Excellent in co-op
  • Relaxing right up until...it's not

Cons

  • The island loop gets repetitive by the back half even with new mounts and hermits
  • Difficulty spikes feel random rather than earned
  • Losing a crown can erase hours (more frusterating than anything if you don't save)

Screenshots

Heads up: the screenshots below may contain spoilers.

Game data provided by RAWG

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