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Build an entire medieval county, not just a city. Find 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.

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About

Build an entire medieval county, not just one town. Players 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.

Found. Grow. Connect.

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.

The Map is the Strategy

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.

Production, Trade, and Flow

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.

Three layers of Power

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.

Built for the City-building

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.

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