
Screenshots

Watch trailer on Steam ↗County of Fortune
Nepos Games · Published by Aquila Interactive · Official site ↗
Last updated 28 Sept 2026
Build an entire medieval county, not just a city. Found villages across a wide, varied landscape, weave trade along rivers and roads, and guide mayors, noble houses, and cultures as your region comes to life. A city-builder on a much bigger scale, no two counties are alike.
Indie, Simulation, Strategy, Early Access, Casual · 2026 · More free games
Expand your influence across diverse landscapes in County of Fortune, where you shape entire counties through strategic village management and intricate trade networks. No two playthroughs are the same in this expansive simulation adventure.
About this game
Build an entire medieval county, not just one town. You place whole settlements across the county and lay each one out on a medieval grid. Each one grows, specializes, and knits into a living region where rivers and resources decide what thrives.
As the county matures, a second game begins. Named mayors run each settlement. Rival noble houses weave politics across the region. And migrating cultures bless some villages, while complicating others.
Will you raise one prosperous heartland, or a patchwork of proud rival houses?
You are a lokator – a medieval colonizer and noble steward – given a blank stretch of kingdom to turn into a living county.
Pick the site for every settlement and set its direction – streets and grid fill in as it grows.
Guide every village as it grows from a tiny hamlet into a sprawling town, and eventually a city
Watch procedurally generated buildings fill out your settlements, street by street
Link your holdings into a single seamless region, not a medley of disconnected outposts
The scale is the point. You are not zooming into a single town – you are zooming out to see a whole county come to life.
No two patches of ground play the same way.
Resource deposits, biomes, and terrain profiles decide what each plot is good for
Navigable rivers turn geography into logistics – place wisely and trade flows
Climate, soil, and elevation shape which crops, industries, and products thrive
Trade routes between settlements follow real terrain – rivers, passes, and roads, not straight lines
Where you build is as important as what you build. Plant a salt-works next to a pass and wealth follows; plant a city far from water and the county feels it.
The economy is wide, layered, and deliberate.
Raw materials are refined into advanced goods across real production chains
Settlements specialize based on what the surrounding land offers
Wagons, carts, and river vessels carry goods across the county on their own
Better-supplied settlements evolve, attracting advanced workers and unlocking new goods and buildings
You do not micromanage a single market square – you tune a regional economy and watch it breathe.
A county is more than its ledgers. Three layers of characters shape every playthrough:
Mayors – each settlement is run by a named mayor with their own traits, skills, and flaws
Noble Houses – every mayor belongs to a house, and rival houses weave politics across the region
Cultures – settlers arrive from different lands, bringing customs that grant bonuses, tensions, and their own identity
Each mayor has a name, each house a banner, each culture a homeland – and the choices you make about them matter as much as the roads you pave.
County of Fortune keeps the builder at the heart of play.
Every hour is about founding, growing, connecting, and specializing your settlements
Every challenge comes from the land, the economy, and the people you govern
Rival noble houses exert political and economic pressure on your decisions
Play at your own pace – the county rewards care and long-term thinking
A medieval builder for players who came for the city-building.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7 and higher
- Processor: Intel i3+ and equivalents
- Memory: 3 GB RAM
- Graphics: NVIDIA GeForce 770 / AMD R9 290
- Storage: 2 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS *: Windows 7 and higher
- Processor: Intel i5+ and equivalents
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce 970 / AMD R9 390
- Storage: 2 GB available space
Supported Languages
Latest news
AnnouncementsOfficial
County of Fortune LAUNCHES into Early Access November 5th, demo coming October
Stewards, the time is nearly here!County of Fortune launches into Early Access on November 5th 2026You can check out the reveal hereThat’s not all, though!You’ll also be able to try Nepos Games’s epic county builder before it launches, with a free demo coming in October. The demo includes many community-requested features from June’s Steam Next Fest, including the ability to move settlements, reworked cultures, rebalanced mayors, an improved construction points system and much more.What’s even better is that your demo progress will carry with you to the game, should you want to come on the Early Access journey with us.You can find out more about what’s being added based on your feedback using the Steam News. Here are the features added so far:· Moveable settlements· Mayor rebalancing· Construction points rework· Reworked cultures We can’t wait to start the Early Access journey with you, Stewards!Want to be in on the County of Fortune Early Access journey? Come and join the County of Fortune Discord!Nepos Games ChannelsWebsiteDiscordYouTubeXFacebookRedditAquila Interactive ChannelsWebsiteDiscordYouTubeTikTokInstagramXFacebookRedditRead full article on Community Announcements (Aquila_Jenny)AnnouncementsOfficial
Traditional Products and Reworked Cultures
Hi Stewards! And welcome to another post about post-demo improvements. This time, we will try not to start by saying that this was “one of the most…” anything :) Still, Cultures were definitely one of the systems that many players did not feel much need to pay attention to. So we decided to rethink how their bonuses work and give players much more control over them. The biggest change is that cultures no longer divide all products between themselves and provide bonuses to everything assigned to them. Instead, each culture now has 6 slots for Traditional Products. Starting from Renown level 2, every new Renown level unlocks two additional slots. And most importantly, you decide which products become traditional for each culture. There is only one restriction: the culture must have been the largest producer of that product during the last 12 months. So Traditional Products still represent what the culture is actually known for producing, while giving you plenty of freedom to shape its specialization. {STEAM_CLAN_IMAGE}/45224377/a81c5d7fb8ed0f3dd29dd34ed82889e6e1af81b2.png This change also comes with a complete rework of Culture Traits. The old traits are gone, although don't worry, most of their bonuses have found a new home in another feature we have not announced yet :) The new traits are directly connected to Traditional Products. The basic production bonus provided by a Traditional Product is intentionally fairly small, but the real strength comes from synergies between pairs of Traditional Products created by Culture Traits. For example, one trait increases the bonus when two Traditional Products are ingredients used in the same recipe. Another creates a synergy between products from the beginning and the end of the same production chain. This means that choosing Traditional Products is not only about deciding which individual industries you want to support, but also about finding combinations that work well together. The population share of each culture within a...Read full article on Community Announcements (NeposGames)AnnouncementsOfficial
Construction Points Overview
Hi Stewards! Welcome to another post about the improvements we have been making since the demo. This time, we want to take a closer look at Construction Points. Construction Points were also one of the most discussed features in the demo, but probably the most misunderstood one too. That is quite understandable. Construction Points are a somewhat unusual mechanic for a city builder, and we did not explain them particularly well. The UI also did not do a good job of showing how the system actually worked. The mechanic itself also includes several similar concepts, especially regular Construction Points and Free Construction Points, which made the whole system even easier to misunderstand. So we have been working on making Construction Points much clearer and easier to follow. All types of Construction Points are now displayed directly in the main bar in the top-right corner. This means you can immediately see how many points of each type are currently available in the region. The bar also highlights which type of Construction Point is currently relevant and gives you a clear warning whenever the available amount of one of them drops to zero. We have also added a much more detailed tooltip. It gives a clearer explanation of how Construction Points work, shows their production chain, and lets you see where their production takes place within the region and how much of the corresponding construction materials is currently available in storage. The underlying mechanic has not changed, but we believe presenting all this information much more clearly will make Construction Points considerably easier to understand and work with. See you soon! {STEAM_CLAN_IMAGE}/45224377/d4130030f39ba4416fdfef2dbfef0d48abdd826c.png Discord: https://discord.gg/S4QCYrXwpE Facebook: https://www.facebook.com/county.of.fortune/ Twitter/X: https://x.com/CountyOfFortune Reddit: https://www.reddit.com/r/CountyOfFortune/ Web: https://nepos.games/county_of_fortune/Read full article on Community Announcements (NeposGames)AnnouncementsOfficial
QoL Improvements #1
Hello Stewards! Not every improvement needs to be a big new feature. Sometimes, the small things that make the game easier to read and nicer to use can be just as important. And, from a programmer's point of view, it is also nice to occasionally take a break from working on large features and add something small that can be finished quickly, while still making a noticeable difference to the game. So today, we have three smaller post-demo improvements to show you! First, walkers and ships now show their carrying capacity directly in their UI. This was added based on feedback from the demo and, to be honest, I'm not entirely sure why it wasn't there already. :) Second, production buildings now show a warning icon when they are missing an input product. During the demo, some players understandably assumed that the production numbers shown on a building card represented its current production. In reality, they show its maximum possible production and consumption, so it could be confusing to see a building showing production while not actually producing anything because an input was missing. The new warning should make this much easier to spot at a glance. And finally, we added small arrows to production-chain tooltips. They are intentionally subtle, but they make the relationships between products, inputs, and outputs much easier to follow. We believe that, while none of these changes will transform the game on their own, small improvements like these can make playing County of Fortune a lot smoother. And there are plenty more, both big and small, still to come! Discord: https://discord.gg/S4QCYrXwpE Facebook: https://www.facebook.com/county.of.fortune/ Twitter/X: https://x.com/CountyOfFortune Reddit: https://www.reddit.com/r/CountyOfFortune/ Web: https://nepos.games/county_of_fortune/Read full article on Community Announcements (NeposGames)AnnouncementsOfficial
Mayors Rebalance
Hi Stewards! And welcome to another post about our post-demo improvements. This time, it's a big one — Mayors. Mayors and their bonuses were one of the most discussed parts of the demo. We know they also caused quite a bit of frustration for some players, which is obviously not what we want. At the same time, we didn't want to completely redesign the system. One of its main goals was to make you actually care about who governs each settlement — and judging by the feedback, that part definitely worked. So instead, we've rebalanced the system. Negative mayor bonuses are gone. In practice, they mostly created frustration without giving you many interesting ways to deal with them. We've also completely removed the penalty for swapping mayors between settlements. It didn't really make much sense, and we actually want to encourage you to move mayors around when another settlement would benefit more from their bonuses. To support that, we've also merged new and existing mayors into a single selection window. Swapping mayors between settlements was always possible, but the option was easy to overlook. Now it's much more visible and easier to compare whether hiring someone new or moving an existing mayor is the better choice. Removing negative bonuses also allowed us to simplify the comparison UI and add clearer recommendations, making it much easier to spot when a good hire or swap is available. The goal is still the same: mayors should matter. We just want choosing and managing them to create interesting decisions rather than unnecessary frustration. Thanks again for all the feedback — and stay tuned, we still have plenty more improvements to show you! {STEAM_CLAN_IMAGE}/45224377/ac92abb3e3269b7547fb8e1248f0eb6027199982.png Discord: https://discord.gg/S4QCYrXwpE Facebook: https://www.facebook.com/county.of.fortune/ Twitter/X: https://x.com/CountyOfFortune Reddit: https://www.reddit.com/r/CountyOfFortune/ Web: https://nepos.games/county_of_fortune/Read full article on Community Announcements (NeposGames)











