
ROLEPLAY
Stories that run past nightfall.
A monk, a noble archer and a torch-bearer meet in a castle yard after dark. Every character in this scene is another player, dressed for their role.

FEATURES · LIVE v1.6.5
A shared world, real fights between players, proximity voice, servers you host yourself and a scripting framework for the game modes your community dreams up.
FILMED ON LIVE SERVERS
Every clip and screenshot below was captured in Kingdoms Connected, on servers running today’s build.

ROLEPLAY
A monk, a noble archer and a torch-bearer meet in a castle yard after dark. Every character in this scene is another player, dressed for their role.

SHARED WORLD
Nine players at the gate of a palisade fort, each in their own clothes and seen the same way by everyone else. A server holds up to 512.

PVP COMBAT
Bows, swords and shields between players, with the game’s own targeting. Each blow is resolved once, so everyone sees the same fight.

EFFECTS
Place the game’s own fire and smoke from the map editor or a server script, and every player on the server watches the same blaze.

BUILD MODE
Type /build, preview the piece where it will stand, and place it for everyone. Spots the server refuses are flagged before you build.

APPEARANCE
Change your head, hair, beard and body, and every other player sees the look you wear.

PROXIMITY VOICE
Voices carry only to nearby players, with push-to-talk or voice activation, and a speaker icon shows who is talking.
Fighting another player uses the game’s own targeting, blocks and perfect blocks rather than a simplified stand-in. Two clients left to themselves would disagree about who landed a blow, so the server resolves each exchange once and tells both players the same outcome.
Lock on to other players with the game’s own targeting. Each blow, block and perfect block is resolved once, so every player sees the same fight.
Steal from other players on the game’s own minigame. The server settles every theft, and a thief who is caught is named to both players.
Buffs, death and revival are decided by the server, and scripts are told about damage, injuries and healing.
Talking to the people around you is what turns a shared map into a shared scene. Voice carries by distance, so a conversation in a tavern stays in the tavern, and a game mode can hold text chat to the same range.
Hear the players standing near you. Push-to-talk or voice activation, noise suppression, and a speaker icon over whoever is talking. Voice chat
Chat drawn in the game’s own font, Czech letters included. Game modes can make it proximity based, and players can mute anyone. Chat
Every server is run by the community that plays on it, so the player cap, the rules and the game mode belong to its owner. The dedicated server ships inside each release, which is why hosting one does not depend on us staying online.
Room for a party of friends, a bustling roleplay town or a whole warring kingdom. Server owners set their own limit.
Every release includes a server for Windows and Linux. Run it at home, on a VPS, in Docker or on a Pterodactyl panel. Run a dedicated server
Public servers appear in the in-game browser. Players can also connect directly, or join straight from a kcdc:// link. Publish on the masterlist
A server can require Legacy of the Forge or Mysteria Ecclesiae; a player missing one is told which before anything downloads. server.json
A game mode is a resource you write, not a setting you choose. The server half decides the rules and the client half draws the interface, both in JavaScript or TypeScript, which is what lets a roleplay city and a siege server run the same software with different code.
Server scripts run in Node.js and client scripts in a sandboxed V8, with typed declarations for the whole API. Use TypeScript
Write quests into the game’s own journal and branch conversations with dialogue choices. Quests
Spawn NPCs that walk, patrol and follow orders, and open shops on the game’s own trade screen with server-set prices and stock. NPCs
Change a player’s face, hair and body, and make players and NPCs play any of the game’s animations, props in hand. Player appearance
Menus, HUDs and ledgers in HTML, CSS and JavaScript, drawn over the game, alongside the game’s own screens and notifications. Web views
Place map blips, markers with trigger zones that report players entering and leaving, and the game’s own fire and smoke effects.
Attach data to any entity with state bags, and split players into virtual worlds to run an arena on the same map. State bags
Place props with a searchable asset library, undo and redo, and save your maps to files.
Kingdoms Connected is live and new features land frequently. See what arrived in each release in the changelog, get the latest build on Discord, and follow the install guide to start playing.