SilkWard
A caravan leader tracing a lost sibling along the Silk Road. Every level is a single-screen isometric diorama: you take one step, the enemies take one deterministic step.
About the gameA 4X you finish in one sitting.
Regnarium is a short 4X strategy game that runs in the browser and finishes in one sitting: 30–45 minutes, up to 60 turns, on a 480-hex map. Combat resolves with no dice at all — the preview you see before attacking is the exact result — and up to three AI opponents have no access to information or moves you do not have; the one exception is a one-off starting bonus on Hard, stated on screen.
Last updated: September 23, 2026
Regnarium is a 4X strategy game for people who want to explore, expand, exploit and exterminate but do not have six hours. A match takes thirty to forty-five minutes, sixty turns at most, and that is the design constraint the rest of it was built around rather than a mode bolted onto something larger.
The map is 480 hexes: big enough that where you settle first still decides the game, and small enough that a whole match fits in one sitting. You pan and zoom across it; there is no stretch in the middle where you end turns just to pass the time.
Fog of war works the way you expect and the way it should: you see what your units and cities can see, and so does each opponent. Nothing about the map is revealed to the AI that is hidden from you.
Before you commit an attack, Regnarium shows you the outcome. That preview is not an estimate, a percentage or an expected value — it is the calculation itself. Attack under the same conditions and you get the number you were shown, every time.
This is the single biggest departure from the genre and it changes what the game is about. A 4X where combat is a dice roll is partly a game about managing variance: stack enough advantage that the roll stops mattering. Take the dice out and every fight becomes a question of position, timing and production. You do not lose a game to a 10% roll. You lose it because you moved the wrong unit four turns ago, and you can go back and see that you did.
No opponent AI can use a single command you cannot. None of them sees through fog or reads your build queue. The one exception is stated on screen: on Hard, rivals start with +5 production and +5 food, once. When one of them beats you, it beat you at the game you were also playing — which is the only version of losing that teaches anything.
Explore the 480 hexes and find out where the good ground is. Expand onto it before an opponent does. Exploit what you take — three resources, food, production and gold, and nothing to micromanage beyond them. Exterminate, with the preview open, when position has already decided it.
Regnarium opens in a browser: no installer, no launcher, no account. iOS and Android builds run the same engine and are waiting on store release — the same game, not a reduced edition. Until then it plays in your phone’s browser too. The web build is statically exported with no server behind it, so there is no connection to drop and no outage to sit through.
Nothing is collected: no accounts, no telemetry, no analytics, no crash reports. Your saves and settings stay on your device. The studio page explains why all three games are built this way; the privacy page puts the claim in terms you can check.
A caravan leader tracing a lost sibling along the Silk Road. Every level is a single-screen isometric diorama: you take one step, the enemies take one deterministic step.
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About the game