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NobleFront

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NobleFront screenshot 1

NobleFront

Cheap Entertainment · Published by Cheap Entertainment · Official site ↗

Last updated 28 Sept 2026

Set in a medieval Europe-inspired world, you begin with a single city and a handful of territories on a vast hex-based map. Expand your domain, conquer new lands and lead your house and empire to glory in a time-based Massively Multiplayer setting.

Free to PlayComing SoonDJCTQ 14Multiplayer

Free

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Free To Play, Strategy, Massively Multiplayer, Early Access · More free games

In NobleFront, start your journey with a single city and grow your domain by conquering new lands. Play in a vast hex-based map where every move counts in this unique free-to-play strategy experience from Cheap Entertainment.

About this game

NobleFront is a time-based Massive Multiplayer Strategy game where you begin with a single city on a vast, hex-based world map and rise to power by expanding your lands and outmaneuvering rival players.

As the head of your House, you govern a living society composed of distinct population classes, each with a vital role.

Farmers cultivate fields and provide the food that sustains your realm.

Laborers form the backbone of manual work, employed in logging camps, construction projects, and urban workshops under the supervision of artisans.

Miners extract essential raw materials such as clay and iron, important for building materials and weapon making.

Artisans transform raw materials into refined goods, producing household goods, weapons, building materials, and luxury items required by both the economy and the elites.

Bureaucrats oversee and regulate all population classes, ensuring efficient employment, production as well as consumption.

Officers lead and organize your armies, directly affecting military effectiveness and battlefield performance.

Merchants form the backbone of trade. They are vital for the transport and exchange of goods between cities and players.

Lastly, the Upper Class represents nobles and wealthy elites, eagerly waiting to consume refined goods in exchange for gold which is essential for funding your armies.

Production in NobleFront is driven by a network of medieval buildings constructed within individual territories, each tied directly to your population. Every production building employs specific population classes and converts labor into value, either by extracting raw materials or by transforming them into refined goods.

Resources are produced locally and do not move automatically. Each territory generates its own raw materials through buildings, which remain stockpiled at their point of production until they are transported into cities.

Cities act as logistical hubs, where wagons are constructed and assigned to move goods across your territories. Through careful planning, players can create vast supply networks that push resources from one territory to another, whether toward cities, forts, or distant provinces in need of supply.

Armies move across the world map in real time, enabling dynamic medieval warfare. Forts and strongholds can be constructed to secure borders and defend key supply routes, while sieges allow players to conquer enemy territories and cities.

Combining deep population management, layered production chains, player-driven trade, and strategic logistics with real-time warfare, NobleFront offers the ultimate Medieval Grand-strategy experience for those who seek to conquer and dominate the world in a Massively Multiplayer Environment.

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No Pay-to-Win. Only Strategy.

We are firmly committed to keeping pay-to-win mechanics out of the game. No purchases will give players unfair advantages, faster progression, or exclusive power. Success comes only from strategy and every player competes on equal ground.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Memory: 4 GB RAM
  • Network: Broadband Internet connection

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Memory: 8 GB RAM
  • Network: Broadband Internet connection

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    NobleFront: Production & Logistics

    Welcome back,In the introductory post, I outlined our vision for creating a game built around an interactive map. In today's entry, I would like to expand upon the central role that the map plays in the gameplay experience.Before doing so, it is worth establishing some context regarding the opening state of the game. The player begins with a single city and six surrounding territories. The city serves as the home of the various population classes: the lower working classes (farmers, labourers, and miners) are employed in the territories surrounding the city, while the higher classes work within the city itself.The territories can produce raw materials through buildings constructed by the player, and each territory may host more than one such building. Once a building is completed, the lower classes will seek employment according to its type (for example, farmers will work on farms, and so forth).This is where the system takes an unexpected turn. The resources produced do not automatically arrive at the city. Each territory maintains its own stockpile, where its production accumulates. Furthermore, each territory transfers its stockpiled resources to an adjacent territory within the same empire with wagons, which are manufactured in cities. Thus, the player has complete control over resource routing across the map.An empire that controls a substantial portion of the map with multiple cities, will be able to establish a seamless flow of resources from one end to the other. Since cities can specialise in resource refinement, iron ore extracted at the southern reaches of an empire may, for instance, be transported to the northern territories intto a city that specialises in ironworking, and handles iron ore efficiently.The full extent of the possibilities of this system is gonna be up to the players to figure out.This concludes the overview of the production and logistical systems. If you made it this far, thanks so much for reading and i'll see you in the next one.
    Read full article on Community Announcements (Main Developer)
  • AnnouncementsOfficial

    NobleFront: Introduction

    Hello,I'm the main developer behind NobleFront and today I am going to share a few things about the game's nature and vision and what players that found some interest in it, can expect from it.NobleFront was designed with three pillars in mind.First, to provide a lot more complex mechanics compared to other titles of this genre. The player's empire from one end to the other works as one entity instead of each town/territory functioning independently. The game works with population and different classes, resources are divided into raw materials and refined goods, production is based on buildings, workers, location and season, resources need to and can be transferred across your territories, population consumes resources and gains better standard of living and productivity and much more. Secondly, to offer an interactive map so that travelling large distances with an army is not just a big timer on the clock but rather impossible.If you really want to travel across the map with an army, you'll need to manually move your units for every single territory and make sure you have enough supplies to last you the whole trip. And that's of course assuming that other players will let you simply cross their borders and mess with their territories.Thirdly, to offer an alternative option to those who seek a non-p2w experience in this genre. Each world will require a small 'subscription' fee between 2-4$/month upon joining. This is the most viable option and initially it will be the only micro-transaction in the game. In the future, we might do cosmetics as well but that's just a thought currently.NobleFront is a theoretical technical experiment that I came up with in order to combine complexity, massive crowd and a low cloud bill to be able to offer all the aforementioned features. The end goal is 10K players in the same map and initial tests will show whether I was daydreaming or it's actually a viable plan.If you're interested in reading more about the game's mechanics, join th...
    Read full article on Community Announcements (Main Developer)

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