Persistent medieval strategy

Raise a House.
Take what it needs.

Put your people to work and grow a House across multiple holdings. Move stores and armies over real roads, then raid, occupy, or liberate territory across the frontier.

Playable now · Your lands change while you are away

15 seconds in the Outer Marches

See what your House
will become.

Actual Bannermarch game screens: steward a living holding, move wealth over House roads, command a campaign, and leave a Chronicle the realm remembers.

A House is work

No crown. No destiny.
Only what you can hold.

Bannermarch begins with a wet patch of frontier and a few dozen people. Every order has a cost. Every unattended wall invites a neighbor.

01

Steward the holding

Assign foresters, miners, and farmers. Balance crew costs against coin income, set the table, and make sure growth does not eat through the grain.

  • Population and rations
  • Workers and wages
  • Stores that grow offline
02

Establish and connect holdings

Each holding is a fief of your House. Improve eight working buildings, establish new holdings in woodland, highland, or riverland, and connect them by House roads.

  • Leveled buildings
  • Specialized holdings
  • Convoys and marches
03

Cross the frontier

Scout border camps, train infantry, and choose your objective. Raid a rival’s stores, occupy the holding, or march to liberate land beneath another banner.

  • NPC and player raids
  • Walls, tactics, and warnings
  • Occupation, tribute, and liberation
Rowanford, a young riverside holding with a hall, fields, workshops, and a ferry. 01 Rowanford · Heartland seat

Your holding

A place that keeps moving.

Smoke rises from the works. Farmers cross the river. A new hall changes the skyline. The settlement is not a menu—it is the place where your decisions land.

Give the orderAssign labor. Set rations. Commit stores. Let time passWork, construction, and journeys continue. Return to the resultRead what prospered—and what went wrong.

Beyond one holding

Roads carry wealth.
Banners decide who keeps it.

Ox carts loaded with stores pass through a guarded frontier gate.
House roads

Move what one holding has to where another needs it.

Convoys have capacity. Routes take time. Infantry eat grain on the march.

Infantry gather in Rowanford's muddy war yard beneath the House banner.
The war yard

Every undefended store is an invitation.

Train a garrison, follow battles and casualties, and answer incoming armies in time.

The gates are open

Raise your banner now.

Play the public alpha now, or join for development dispatches and future playtest news.