AccueilEnglishSteam users wishlisted “Kingmakers” 2 million times, then the devs went dark

Steam users wishlisted “Kingmakers” 2 million times, then the devs went dark

Two million wishlists on Steam is the kind of number indie studios daydream about. It’s also the kind of number that turns a cool pitch into a public obligation.

That’s the bind “Kingmakers” is in right now. The game rocketed onto Steam’s “most anticipated” radar, then, since fall 2025, it’s been stuck in a weird limbo: a last-minute delay, no new release date, and a communications blackout that’s starting to spook the very crowd that put it on the map.

A delay announced five days before launch, and then… nothing

“Kingmakers” was supposed to launch onOctober 8, 2025. OnOctober 3, five days before go-time, the developer,Redemption Road, announced the game was delayedindefinitely.

Delays happen. Gamers complain, studios ship later, life goes on. But the combo of “five days before release” plus “no new window” is the kind of move that makes people lean in. It can mean the game’s bigger than expected, the scope is getting reworked, or the team is wrestling the build into something stable enough to sell.

The studio’s reasoning, as relayed publicly, was familiar: they didn’t want to “cut” content or features just to hit a date. Fair. But that argument comes with a price tag. If you delay because you’re chasing ambition, you’re promising receipts, regular updates, real milestones, and gameplay that proves you didn’t drive off a cliff.

Instead, the studio’s messaging thinned out until it practically vanished. They’d also floated the idea of releasing a30-minute gameplay demo. It never showed. And when you miss a promised “here’s the proof” moment, the internet fills the vacuum fast: maybe performance is rough, maybe the design changed, maybe the whole thing isn’t ready to be seen.

The pitch is pure viral bait: a future soldier wrecking the 1400s

The reason “Kingmakers” caught fire is simple: the pitch is instantly legible. Asoldier from the futuregets dropped into the15th centuryand starts flipping medieval battles with modern guns, explosives, and vehicles.

It’s not subtle, and it doesn’t need to be. It’s built for clips: a knight charges, a rifle answers, a battlefield collapses into chaos you can understand in three seconds on a phone screen.

The game also claims a genre mashup: partstrategy(commanding, managing), partthird-person action(you in the mud, up close). That hybrid “concept game” formula can pull in different crowds at once, people who want massive battles and people who want a physics-heavy sandbox they can break in half.

And that’s how you get to 2 million wishlists. Steam rewards games that generate shareable moments. But the higher the hype climbs, the more expensive silence becomes.

The real problem: thousands of soldiers, individual AI, and a steady 60 fps

The scary part of “Kingmakers” isn’t the story. It’s the math.

Redemption Road has talked about battles withthousands of soldierson screen at once, each withindividual AI, while targeting60 frames per secondeven on “mid-range” PCs. That’s a brutal set of promises to stack in one box.

Big crowds aren’t just a GPU flex. They chew up CPU time with pathfinding, collision, animation, behavior logic, and all the little decisions that make units look alive instead of like cardboard cutouts on rails. Then there’s readability: if the screen is packed with bodies, the player still needs to understand what matters, where danger is coming from, and what their choices actually do.

Now add the game’s trick: it wants to bounce between strategy-level command and boots-on-the-ground action without the whole simulation turning into a stuttering mess. Explosions, physics, vehicles, melee swarms, those are exactly the moments players clip and share. They’re also the moments where frame rate tanks if your tech isn’t locked down.

The studio has said it’s building inUnreal Engine 4. UE4 is proven, sure. But “thousands of units with meaningful AI” is hard in any engine. Plenty of games fake huge armies with aggressive level-of-detail tricks, simplified behavior at distance, and off-screen simulation shortcuts. “Kingmakers” has a tougher job because it’s selling the fantasy of beinginsidethat crowd, where the tricks are easier to spot.

Steam wishlists aren’t just hype, they’re a contract

On Steam, wishlists are momentum. They’re also an implied deal: if millions of people raise their hand, you keep them in the loop.

Silence isn’t neutral. It invites the bleakest interpretations, especially after an indefinite delay announced at the last second.

To be fair, there’s a cold business logic to keeping quiet. Show unstable gameplay too early, stutters, bugs, brain-dead AI, and that footage can haunt you for months. But show nothing and people assume the project’s in trouble. “Kingmakers” is stuck between those two bad options, with a hype level that magnifies every decision.

And Steam’s algorithm doesn’t reward disappearing acts. Games that post updates, run demos, and create events stay in the conversation. Games that go quiet can lose oxygen, even with a giant wishlist count, because the store keeps feeding players the next shiny “high-concept” thing that actually shows up.

If Redemption Road wants to stop the bleeding, the fix isn’t a poetic dev blog. It’s something concrete: a clear timeline, a playable demo, or at least a long, unedited gameplay segment that answers the real questions. Does the AI hold up when the battle turns into a blender? Does it actually run smoothly? And is the strategy layer real, or just a thin coat of paint on a chaos simulator?

Until those answers are on screen, “Kingmakers” stays what it’s been since last fall: a killer idea with a growing trust problem.

Adriana
Adriana
Couvrant la technologie au service de l'écologie depuis 2013, Adriana suit les innovations et les développements dans ce domaine depuis près d'une décennie. Elle réside en France. Ses projets écologiques préférés incluent des solutions pour le changement climatique, la conservation de la biodiversité, et les énergies renouvelables.

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