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Outlaw Raiders
KasperDev · Published by Spelkollektivet
Last updated 27 Sept 2026
Lead your outlaw crew on raids to rob, steal, and fight for riches. Build up your camp and recruit more outlaws so you can become the ultimate outlaw.
Strategy · 2027 · More free games
Command your outlaw gang in Outlaw Raiders, a strategy game where each raid brings new dangers and rewards. Expand your camp and grow your crew to dominate the frontier.
About this game
Outlaw Raiders is Strategic Auto Battler with Roguelike elements. Lead your outlaw crew on raids to rob, steal, and fight for riches. Build up your camp and recruit more outlaws so you can become the ultimate outlaw.
Strategy is crucial in ambushing unsuspecting travelers. Outlaw Raiders allows you to plan your strategic ambushes in your style.

Enemies have their own strategies for ensuring safe travel. Watch the enemy patrols carefully to find the best opportunity for attack.

When you feel the time is right, signal groups of units to attack, sending them all in one go or sending out groups in waves.

Traverse the roads. Each run presents a new path filled with branching choices, dangerous encounters, events, and rewards.


Even outlaws need a place to call home, so build up your outlaw camp with new buildings, unlock additional outlaws.


Choose between 4 commanders that comes with unique playstyle, events, units.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 (64 bit)
- Processor: 4 Ghz
- Memory: 6 GB RAM
- Graphics: 256mb Video Memory, capable of Shader Model 2.0+
- Storage: 5300 MB available space
Recommended
- OS: Windows 10+ Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Rescoping the game
Hello everyone! It’s been a while 😅A lot has happened behind the scenes since the last post, so let’s dive into the biggest changes...Outlaw Kingdom is now Outlaw RaidersWhy the name change?Outlaw Kingdom no longer actually has a "kingdom" in it. Instead, you’ll lead a band of raiders attacking traveling peasants and guards. To avoid misleading players (and because it sounds cooler), I’ve renamed the game from Outlaw Kingdom to Outlaw Raiders. The original plan...Before we shifted to a new direction, the following was our original plan for, at the time, Outlaw Kingdom:We’ve always loved the open world feel of games like Mount & Blade and Total War, and wanted something similar. The idea was to explore a map covered in Fog of War, revealing more of the world as you plunder, with some roguelike flavored layers on top.Points of Interest (POIs)The open world was filled with locations like Outposts, Towns, and smaller POIs you could discover and raid.Roads and paths connected these POIs, allowing peasants and guards to travel between them. Which used to give you plenty of opportunities to ambush travelers and steal their loot.Base campEvery bandit crew needs a base camp. And so you could plan and organize your camp layout to suit your playstyle. We originally planned building adjacency bonuses (placing certain buildings next to each other for buffs), but that system was scrapped.Struggling to "find the fun"One of our earliest big problems was that the open world just wasn’t as fun as a roguelike should be. No matter how many POIs we added or how much we tweaked things, the core loop didn’t quite click.Playtesters often built the same buildings and bought the same units every run, which went against the whole idea of roguelike-style variety. Despite working on the open world + camp approach for over half a year, we couldn’t get it to a place we were happy with.One-man teamWe were both living at Spelkollektivet, the world’s largest co-living and co-working space for game d...Read full article on Community Announcements (KasperDev)AnnouncementsOfficial
DevBlog: Ambush
Woohoo! we just completed milestone two! Alright, alright. Bad attempts at making a pun aside, this Steam post will touch on some of the progress we've made since the last one. New Enemy's of which there are 16! Yep, from Humans to Halflings and Minators, we have a whole new cast of enemies ready and waiting to be ambushed. there are a bit too many types to fit into just one post, so here is a select few that we would like to highlight: The Peasants {STEAM_CLAN_IMAGE}/43909477/20297431d4bacb19f8d9f9dc9cc98d7e0d48ca90.gif These are the peasants, the most common and maybe even the easiest enemies to rob. Armed with bows, pitchforks, and some weak magic, they don't pose much of a threat alone, but don't be fooled by them when grouped together; they can put up a fight. The Merchants {STEAM_CLAN_IMAGE}/43909477/6af977d77d3b803612c7b4b78bd1104cbbf22854.gif Next up we have Merchants, the ones who often have so much valuable loot, that they need servants to carry their plentiful wealth for them, robbing them yields great wealth. The Guards {STEAM_CLAN_IMAGE}/43909477/336e3daff8c33962df5e572cfba55fff79babded.gif Finally, we have the guards, well trained and armed with the time's finest armor and weapons; these enemies will be the most resilient to your ambush; they traverse the road to protect the innocent. Enemy Patrol {STEAM_CLAN_IMAGE}/43909477/797d2e9973fedead0ba363c9b41b6dc21e8245cd.gif Afraid of the unknown, enemies tend to stick to the beaten path, meaning they are predictable and perfect for planning an ambush on. Enemies will follow roads and bridges. Hide Defensive Aggressive {STEAM_CLAN_IMAGE}/43909477/b60e0ed1a369d5186db40f2c61cd8b60d973509d.gif This brings us to how you can plan your ambush. There are two main states your units can take on being aggressive and defensive; this will determine if they will fight on the front lines or hang around from a distance; this is represented by the sword and shield icons to the left of the health bar. But you may have also n...Read full article on Community Announcements (KasperDev)AnnouncementsOfficial
DevBlog: Base Unit
We have been a little quiet, but that doesn't mean progress has been slow—in fact, quite the opposite! We're excited to share that we just finished our first milestone for the new Outlaw Kingdom demo! In this news hub update, we will highlight some of the items of this first milestone and tease what may be coming in the next milestone. Auto Batteling A huge focus of the new direction we have planned for the Outlaw Kingdom is the Auto Batteling mechanics, allowing you to meticulously set up your ambush and then watch everything play out in real time. {STEAM_CLAN_IMAGE}/43909477/37ac8488cf1bdd55022b531da4598c427cc8f7b9.gif Trying out different UI/UX designs The first version of the new unit selection UI can be seen below. We want to keep it as clean as possible while offering more details when and where you need them, like when hovering over a unit or holding down an action key like Ctrl, Alt, or Space. {STEAM_CLAN_IMAGE}/43909477/ce2bfc5275a3cb7bbbf7b28ddae95e9246c0a28e.png Game feel We have already been implementing the first set of abilities for all the different units and have begun balancing these initial abilities so we can start to get a feel for how this new direction for Outlaw Kindom will feel to play. So far, we are super happy with the game feel and have moved on to our next set of milestones to keep you up to date with our development process so you can see how we are progressing. New Art Along with all the changes we are making, it felt weird to have the old Steam page art showcasing the way the game used to look, so we have updated the artwork on the Steam page to match our new style! {STEAM_CLAN_IMAGE}/43909477/08ffec7154a6847dddedafba10725661d5021806.png Next Milestone Our next milestone will focus on the ambush mechanic that some of you who played the demo may already be familiar with. We will also create our own terrain models to help tie the new characters' style to the environment's style. Something we are super hyped for! And we hope you will be ...Read full article on Community AnnouncementsAnnouncementsOfficial
A fresh coat of paint
{STEAM_CLAN_IMAGE}/43909477/ab30020d2109ab87e5ce76dcb85b89c84cd25dce.png As they say, out with the old and in with the new... But why change styles? With Outlaw Kingdom's new direction, we wanted to add some more species to the game to enhance the fantasy feel. But the character models' old style didn't fit this new direction, so we updated them! {STEAM_CLAN_IMAGE}/43909477/0e1e4c6024575304c6fdd5a1038126e00c4c375f.png Our own Style We set out to create a style that is uniquely ours, and I believe we have done that! {STEAM_CLAN_IMAGE}/43909477/7379d343a0f622be7592dd88183c2139f58d8b65.gif In future posts, we will share some more art, concepts, and development of Outlaw Kingdom. IF you want to follow the development more closely, I invite you to join the Outlaw Kingdom Discord Server.Read full article on Community Announcements (KasperDev)AnnouncementsOfficial
A new direction
Following up on our previous news update, I wanted to provide more details about our new direction with Outlaw Kingdom. Our focus is on introducing an auto-battler combat system that emphasizes the fun of pre-planning your strategy rather than making real-time decisions. You will need to strategically place your units and then sit back and watch the chaos unfold. {STEAM_CLAN_IMAGE}/43909477/d7710be7e9c360741366e6d1e0e01506720b1281.png Showcasing Oulaw Kindom at in-person events has shown us that people of all skill levels are interested in playing Outlaw Kingdom. To cater to everyone, we will implement a scalable difficulty system so everyone can enjoy the game at their own pace. We also want to offer more choices, such as upgradeable units, exploring the map, and selecting outcomes after in-game events. Finally, we aim to improve Outlaw Kingdom's replayability. We will randomly generate the overworld and offer random events, multiple adventures, and roguelite progression elements to encourage curiosity and aid players in their next playthrough. To follow Outlaw Kingdom's development closely, join our Discord server!Read full article on Community Announcements






