Deep Dive

Kingmakers Breaks a Year of Silence With a New Gameplay Deep Dive and Playtest Sign-Ups

TinyBuild and Redemption Road resurfaced Kingmakers at tinyBuild Connect with a gameplay deep dive on combat, sieges and its RTS switch, plus open playtest sign-ups.

Key art for Kingmakers showing a soldier on horseback amid a burning medieval battlefield
Kingmakers pairs a modern soldier with medieval armies in its key art. Image: tinyBuild.

Kingmakers went quiet for the better part of a year. Then, on September 14 at tinyBuild Connect 2026, publisher tinyBuild and developer Redemption Road put a ten-minute gameplay deep dive in front of the public, walking through the mission structure, lore, weapons, abilities, resources, the switch between real-time strategy and third-person shooting, base building, officers and progression, and confirmed the game is heading toward a Steam Early Access launch with a new playtest opening for sign-ups.

The premise has not changed since Kingmakers first surfaced: a present-day special-operations soldier is thrown five centuries into a fractured, war-torn Britain around 1403, arriving with an arsenal no medieval army has ever seen. Depending on the alliances players choose, that can mean backing Owain Glyndŵr's Welsh uprising or throwing that firepower behind England or Scotland instead, with the outcome of the conflict left in the player's hands.

A player levels a modern rifle at armored knights in Kingmakers' gameplay deep dive. Image: tinyBuild.
A player levels a modern rifle at armored knights in Kingmakers' gameplay deep dive. Image: tinyBuild.

What the Deep Dive Actually Shows

Unlike the short teasers Kingmakers has relied on since its original reveal, this video is a guided walkthrough rather than a trailer cut for hype alone. tinyBuild's own recap of the broadcast lists exactly what it covers: the mission flow, the game's lore, its weapon roster, ability trees, resource management, the toggle between RTS and third-person combat, settlement building, giving orders to named officers, unlockable upgrades and four-player co-op. It is the clearest single look at the finished shape of the game since development began.

On the combat side, that means muddy fields full of arrow fire and cavalry charges, with a player character leveling an assault rifle at armored knights while allied and enemy formations clash in the background. Explosions, tracer fire and burning siege camps sit alongside horses, banners and castle walls, making the game's central joke, that modern firepower is grotesquely overpowered against chainmail, land as intended.

Switching Between the Battlefield and the War Table

The deep dive spends real time on the mechanic that separates Kingmakers from a straightforward shooter: players can drop out of direct third-person control at almost any point to zoom out into a top-down strategy view, redirecting entire regiments, repositioning artillery and reading the wider battle before diving back into the fight in person. Redemption Road has described the two modes as feeding each other constantly rather than existing as separate missions, so a losing flank spotted from above becomes a firefight players can personally walk into and turn around.

Co-op factors into that loop directly. Up to four players can run a campaign together, and the footage shown at tinyBuild Connect confirmed each participant can command their own army with its own banners, colors and formations, rather than sharing a single force. That gives a group siege the shape of several individual battle plans converging on the same castle at once.

Sieges, Territory and Officers

Base building and territory defense got dedicated screen time for what tinyBuild says is the first time. Outposts can be built up between engagements, and holding ground now matters beyond the immediate fight, since captured territory has to be defended against counterattacks rather than simply banked as a win. Officers recruited along the way carry their own upgrade paths, giving the RTS layer a persistence system that sits underneath the run-and-gun combat.

Cavalry and modern firepower collide in a Kingmakers battlefield skirmish. Image: tinyBuild.
Cavalry and modern firepower collide in a Kingmakers battlefield skirmish. Image: tinyBuild.

A Long Road Back to Early Access

Kingmakers was originally dated for Steam Early Access on October 8, 2025, before tinyBuild pulled that date and went largely silent on the project for months. A playable build finally reappeared in public at Bilibili World 2026 in July, and the September 10 tinyBuild Connect broadcast was billed in advance on the game's own social channels as the point where the studio would "break down the game's mechanics" in full. No new release date came out of the showcase, but the Steam store page now carries a live playtest request button, which tinyBuild is treating as the next concrete step before Early Access opens.

What to Watch For Next

For a game that spent most of 2026 out of view, the pitch is still the same one that made Kingmakers stand out at its reveal: a real-time strategy sandbox and a first-person power fantasy running on the same battlefield, in the same moment, without cutting away from one to load the other. Whether that holds up once thousands of players are actually swinging swords and reloading assault rifles at the same time is what the coming playtest is meant to answer. Until then, the deep dive is the most complete look at Kingmakers the public has been given, and the project's profile keeps climbing regardless of the delay, helped along by a Netflix film adaptation already in development away from the game itself.

tinyBuild's gameplay deep dive for Kingmakers, streamed during tinyBuild Connect 2026 on September 14.

Official links

Mira Kowalski
Written byMira Kowalski

Mira leads previews at Gamers6. She has spent fifteen years playing co-op shooters badly and writing about them well, and she still keeps a spreadsheet of every weapon reload animation worth the frame count.

Read Next