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Tutankhamun – Builders of the Eternal

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Tutankhamun – Builders of the Eternal screenshot 1

Tutankhamun – Builders of the Eternal

TreeByte Software · Published by TreeByte Software · Official site ↗

Last updated 28 Sept 2026

A 3D city-builder where you farm the Nile, worship powerful gods, train armies, trade with distant regions, and construct monumental works worthy of ancient Egypt.

Free to PlayComing SoonDJCTQ 10

Free

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Simulation, Strategy, Early Access · 2027 · More free games

Explore ancient Egypt as you manage resources, train soldiers, and construct iconic structures in this simulation and strategy game. Prepare to embark on an early access journey through time with Tutankhamun – Builders of the Eternal.

About this game

Step into the golden age of ancient Egypt and create thriving cities along the Nile. Inspired by the golden age of classic city-builders, Tutankhamun: Builders of the Eternal brings back the timeless charm of strategic planning, resource management, and vibrant urban life—with a modern 3D touch.

  • Plan and Expand: Lay roads, zone houses, and manage immigration to grow your city from a small village into a bustling metropolis.

  • Provide for Your People: Supply water, food, and entertainment to keep citizens healthy and loyal.

  • Balance the Economy: Collect taxes, manage trade, and keep your treasury afloat while meeting the demands of Pharaoh.

  • Face Ancient Challenges: Prepare for fire, collapse, and other disasters that will test your leadership.

  • Immersive Presentation: Lush 3D environments, dynamic overlays, and atmospheric sound bring the Nile valley to life like never before.

Built for fans of historical city builders, Tutankhamun: Builders of the Eternal brings strategic planning, resource management, and vibrant urban life into a modern 3D ancient Egyptian setting.

Battle Fire and Urban Hazards

Keep your city safe from sudden disasters that threaten its survival.

  • Fires spread quickly through tightly packed districts unless properly managed

  • Firewatch posts dispatch walkers to patrol neighborhoods and prevent flare-ups

  • Building wear, collapse risks, and maintenance needs keep your planning sharp

  • A well-organized layout can stop disasters before they overwhelm your city

  • Visual fire effects bring danger to life as flames ignite rooftops and structures

Farm the Nile

Cultivate fertile floodplains, manage irrigation, and produce the food your people need to prosper.

  • Establish farms along the rich soil of the Nile.

  • Grow crops that depend on water access and land fertility.

  • Manage seasonal production cycles tied to the river.

  • Store and distribute harvests efficiently to avoid shortages.

  • Watch farmers plow, plant, and deliver goods across your city.

Raise an Army

Train soldiers, maintain order, and protect your city from emerging threats.

  • Recruit and train units from dedicated military buildings.

  • Manage weapon production, supplies, and troop morale.

  • Patrol your borders to keep citizens safe.

  • Respond quickly to crises and external challenges.

  • Use military presence to stabilize vulnerable districts.

Build Monuments

Construct sacred sites and monumental structures that define your legacy.

  • Lay foundations for temples, shrines, and ceremonial complexes.

  • Manage massive workforce demands across long construction phases.

  • Produce and transport materials through coordinated supply chains.

  • Watch monuments visually rise step-by-step as laborers work.

  • Earn prestige, bonuses, and cultural influence from completed wonders.

Honor the Gods

Appease powerful deities who watch over every aspect of life along the Nile.

  • Build temples, shrines, and festivals dedicated to specific gods.

  • Receive blessings that improve harvests, fertility, or city morale.

  • Avoid curses by maintaining regular worship and offerings.

  • Organize priestly processions that bring your city to life.

  • Shape city identity based on which gods you choose to honor.

Engage in Trade

Connect with neighboring regions to secure resources and wealth for your city.

  • Open trade routes with cities up and down the Nile.

  • Import scarce goods and export your surplus to grow the treasury.

  • Manage warehouses, depots, and delivery logistics.

  • Balance supply chains to ensure food, materials, and luxury goods reach citizens.

  • Watch traders arrive by riverboats and caravans, bringing the world to your doorstep.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit (21H2 or newer)
  • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 (6 cores)
  • Memory: 16  GB RAM
  • Graphics: NVIDIA GTX 1060 6 GB / AMD Radeon RX 580 8 GB
  • DirectX: Version 11

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English*, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek, Hungarian, Indonesian, Japanese, Korean, Norwegian, Polish, Portuguese - Brazil, Portuguese - Portugal, Romanian, Russian, Simplified Chinese, Spanish - Latin America, Swedish, Thai, Traditional Chinese, Turkish*, Ukrainian, Vietnamese
*languages with full audio support

Latest news

  • Patch NotesOfficial

    July 2026 Update: Gardens, Mission Selection, Military Walls, and Demo Progress

    Hello builders, July has been a big month for Tutankhamun: Builders of the Eternal. We have been pushing several major systems forward, and the game is starting to feel much closer to the version we want players to experience in the upcoming demo. Intro Movie We have also been the intro movie so the opening moments better set the tone for the journey into ancient Egypt. More on this soon. Gardens One of the biggest additions this month is gardens. These are not just decorative pieces: in the world of ancient Egypt, irrigated green space is rare, valuable, and deeply tied to quality of life. Gardens now work as strong desirability boosters for nearby housing, giving players another meaningful way to shape beautiful, prosperous districts around water and greenery. The placement work also supports dragging larger garden areas, so these green spaces can feel like planned district features rather than single decorative props. Mission Selection We have also been improving the mission selection menu. Instead of jumping straight into a simple level list, the game now has a more atmospheric campaign entry point, with terrain, mission presentation, and smoother level transitions. The mission selection screen made all in 3d and it is interactable. This screen will also be using in trade screen in the future.Military Walls Another major focus has been military walls. Fortifications are becoming a proper city-shaping tool, letting players define defensive edges and give settlements a stronger architectural identity. We have been working on wall placement, removal, visuals, and making sure they behave correctly with the rest of the city systems. Demo Progress Behind the scenes, we have also continued polishing tutorial flow, loading screens, UI feedback, building placement, and stability across the first playable mission. A lot of this work is quiet, but it matters. The demo is getting close. We are not ready to share the exact date yet, but it will be out soon. Thank you for fol...
    Read full article on Community Announcements (TreeByte Software)
  • Patch NotesOfficial

    May 2026 Update: Commanding the First Squads

    Hello everyone,In the March update, I showed the military production chain and the building roles behind it. May was about moving beyond that planning layer and making the first military units behave like something you can actually command on the map.This is still foundation work, not the final combat update, but the military system is now much closer to being a playable part of the city simulation.SQUADS ARE BECOMING REAL GAMEPLAY OBJECTSThe biggest change this month is that soldiers are no longer just an output of the recruitment chain. They now exist as active squads with selection, movement, formation logic, and save/load support.That shift matters because it turns the military from a future production goal into something the player can begin using directly. You can select squads, send them across the map, and see the start of the tactical layer that will support future battles.SELECTION, ORDERS, AND FORMATION PREVIEWThe squad control layer received a major pass.Active squads can now be selected, group-selected, and given movement orders. The command system supports walk and run behavior, and the UI now gives clearer feedback when an order is issued.I also added formation previews so you can see how selected soldiers are expected to arrange themselves before the order is committed. This is an important step toward making the army feel readable and intentional instead of feeling like a loose crowd of units.Current formation work includes:Line formationsBox formationsColumn formationsWedge formationsThose shapes give the first squad types a stronger identity and give later combat systems room to grow.MOVEMENT THAT UNDERSTANDS THE CITYMilitary movement is one of the areas that needed the most work.Tutankhamun is a city builder first, so soldiers need to move through a real settlement full of roads, buildings, terrain changes, and narrow access points. May added more of the tactical pathing layer needed for that. Squads can resolve movement to walkable positions, av...
    Read full article on Community Announcements (burachuhadar)
  • AnnouncementsOfficial

    Behind the scenes at TreeByte Software

    Behind the scenes at TreeByte SoftwareLately at TreeByte Software we’ve been discussing how to best use our indie resources to build the beautiful world of Tutankhamun: Builders of the Eternal. We want each detail to evoke grandeur, beauty, and nostalgia for worlds gone by.There are so many assets and details which must be carefully constructed and brought together in a harmonious orchestra of color to create a living ancient world. There are:·      musical scores·      3D objects·      loading screens·      buildings·      intro movie·      military·      path-finding code·      visual effects ·      resource systems and environmental effects·      activities like growing wheat, harvesting meat, mining for gold, copper, and coal·      200,000+ lines of codeThis is our first game and our first time building a world for players to explore. Our desire is for you to play this game, enter the world of Tutankhamun, and feel drawn in by its sights, sounds, and atmosphere.Meet our team:B: B is our solo dev and game studio co-owner. Making games is something he has always dreamed of doing, and he is making this during almost every hour he is not grinding at his 9-6 corporate job. His dream with Tutankhamun: Builders of the Eternal is to bring back the nostalgia of the 90s city building games, while exploring his passion for ancient Egypt. He is fascinated by the mysteries surrounding ancient engineering and the construction of the pyramids, wondering if aliens had a hand in building them!S: S co-owns the game studio with B. They are partners in this game and in life! She is all things business, dealing with corporate formation, payments, contracts, etc. She gives creative input into the game, providing insights into how to make a building more aesthetically integrated with the game and appropriate musical scores. She also sometimes designs living spaces in real life, too!We are also working with an outsourced 3D graphic artist. His talent is especially useful for creating m...
    Read full article on Community Announcements (burachuhadar)
  • AnnouncementsOfficial

    Clearer Building Roles Military Production Chain - March 2026

    As the city grows, more buildings belong to larger production chains, so I want each one to communicate its purpose more clearly. This update covers the mine and military production line in more detail, from extraction to recruitment. This update will be screenshot heavy to showcase the game a little bit this month. Copper MineThe Copper Mine is built over copper deposits and extracts a dependable industrial metal for workshops and trade. It requires labor, road access, and nearby storage support. Charcoal PitThe Charcoal Pit is built near charcoal deposits and produces fuel for bronze foundry. It requires labor, road access, and nearby storage support. Bronze Foundry The Bronze Foundry uses charcoal and copper ore to produce copper, which is then used in the Royal Arsenal for weapon production. It requires labor, road access, and nearby storage support. Royal Arsenal The Royal Arsenal forges bronze into weapons and armaments for the city's armies. It requires labor, road access, and nearby storage support.Recruitment Recruitment creates and trains new soldiers for your city's armies. It requires labor and road access.Once everything is ready, the Recruitment building lets you choose what to recruit. At the moment there are two recruitment types: Archer and Spearman.Archer MilitarySpearman MilitaryThis update is about making the whole chain easier to read at a glance, especially when planning roads, labor, storage, and military production. I will keep expanding this work across the rest of the building list so every structure feels easier to understand and more connected to the city simulation. Thanks for following development.
    Read full article on Community Announcements (BuraChuhadar)
  • AnnouncementsOfficial

    Military System Inception – February 2026

    Builders, hello. February marked the first official inception phase of the Military System, and I want to share what I explored, what I validated, and what comes next. This month was not about shipping the full feature. It was about building the foundation correctly so the system feels strategic, readable, and performant inside the city simulation. Military Production ChainThe military economy is currently being built around a logistics and production flow supported by the new Warehouse building.Copper Mine + Charcoal Pit → Bronze Foundry → Royal Arsenal (Weapon Smith) → Recruiter → Swordman Barracks and/or Archer BarracksThe goal is to make military strength depend on the broader city economy, with production, storage, and supply all playing a role.Warehouse Building (Work in Progress)Warehouse Building (Work in Progress)Design DirectionThe military system is inspired by the classic city-builders, but it is being adapted into a real in-map combat system that takes place during gameplay.Rather than feeling separate from the city itself, military strength is being tied to production, logistics, and recruitment. The goal is for threats and military response to become part of the living map, with your city’s economy and preparation determining how well you can defend it. Mine Types (Work in Progress)What Is Not Final YetA number of details are still being explored and may change during development, including:Exact balance and progression valuesFinal building relationships within the chainHow recruitment and military flow will be presented to the playerBroader military systems beyond the initial production structureAll of these are still subject to iteration.What Is Next (March Goals)Continue expanding the military production chainFurther develop the new Warehouse building and its role in logisticsRefine how military production connects into the broader city economyKeep iterating on the structure before moving further into later military featuresEnemy Spawning and Threa...
    Read full article on Community Announcements (BuraChuhadar)

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