Steam game

Lord Of Anatolia

Lead a 14th-century Anatolian tribe from a small camp to a great Sancak. Build your dynasty, manage characters with real personalities, survive seasons and raids — a deep colony management game. Made solo over 2 years.

$7.99 June 5, 2026

By Mustafa Aykut Karacan

Windows
View on Steam
Lord Of Anatolia - Mustafa Aykut Karacan. Popular. Released June 5, 2026
Screenshot of Lord Of Anatolia gameplay showing in-action mechanics Screenshot 2 of Lord Of Anatolia - additional gameplay view Screenshot 3 of Lord Of Anatolia - more gameplay footage Screenshot 4 of Lord Of Anatolia - final gameplay screenshot

Overview

About this game

From a tiny camp to a great Sancak — build your dynasty


14th-century Anatolia. You stand at the head of a small Kayı tribe. A handful of tents, scarce resources, a harsh winter at the door. You are the Bey — feed your people, marry them off, raise warriors against wolf raids, and lead them on a journey from a humble Oba (camp) to a great Sancak (province).

Every villager has a story

  • 12 character traits — Diligent, Lazy, Cowardly, Faithful, Generous, Stingy, Perfectionist, Charismatic, Antisocial, Hasty, Arrogant, Humble. Each one affects work speed, combat behavior, and marriage chances with concrete percentages.
  • Dynasties and family trees — Kayı, Kınık, Bayat, Yıva, Salur, Avşar... Every villager's family, children, and heirs are tracked. When the Bey dies, succession rules kick in.
  • Life cycle — Baby → Child → Adult → Elder → Death. Every age means different productivity, a different story.
  • Inner-voice system — Focus on a villager and a thought bubble appears above their head. A hungry villager says "My belly aches — last bite I had was yesterday"; a sick miner says "This sickness came from the mine — stone dust in my lungs."

A living Anatolia

  • 4 seasons, 3 year types — Bountiful, Normal, Drought. Determined at year start — preparation is essential.
  • Dynamic weather — Rain, snow, storms. Villagers shelter during storms; those without warm clothes freeze in winter.
  • Disease and healing — Plague, dysentery, malaria. Healers treat with Anatolian herbs — hygiene is critical.
  • Wolf raids, Byzantine forces, Mongol raiders — Three enemy types, each demanding different tactics.
  • Alp warrior training — Send villagers to the armory for sword and shield. Shields block 70% of damage.

Depth and progression

  • 5 village stages — Camp → Village → Town → Beylik → Sancak. Each stage unlocks new buildings.
  • 25+ building types — Mosque, trade house, cookhouse, smithy, weaver, pen, well, healer's tent, archer tower...
  • 50+ research projects — One free pick per village level. Production speed, combat, religious teaching, and more.
  • Building upgrades (1–5 stars) — +50% speed, +80% yield. Three villagers do the work of five.
  • Hijri calendar — Ramadan, Friday prayer, religious holidays affect morale. With a mosque built, Faithful villagers gain 2× morale.

For fans of Banished, RimWorld, Crusader Kings, Manor Lords

If you love the human stories behind the numbers, if deep colony mechanics excite rather than tire you, if Turkish-Islamic history calls to you with the promise of an atmospheric world — this game will speak to you. Play for years, write a different fate each run.

This game isn't for you if

  • You want big-studio realistic graphics (this game is stylized, low-poly)
  • You want multiplayer (currently single-player)
  • You expect fast-paced action

A note from the developer

I've been building this game alone for 2 years. It's an Anatolian story I've long dreamed of bringing to life. No studio, no budget — just a dream and a labor of love. I chose a stylized, low-poly look because my time is limited; this way I could spend all my energy on the depth of story and mechanics.

— Mustafa

Early Access — targeting late 2026

The game is in active development. The version you receive will keep growing — new buildings, mechanics, content. Community feedback shapes the direction.

Wishlist now to be the first to know when it launches.

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