A downloadable game for Windows

Buy Now$5.00 USD or more

Experience the struggles and wonders of the past in a historical role playing game, featuring real-time physics based combat and immersive tactical campaign gameplay.


What's included:

Order now and access current and future versions of the game, from alpha to the full release!

Kinstrife Alpha:

  • Create and customize your character
  • Physics-based hand to hand combat (boxing)

Coming soon:

  • Armed combat
  • Historical campaign gameplay with squad management
  • Squad based tactics


Physical Combat

Feel the strength of your blows, see your opponents stumble backwards and use the world around you to your advantage - all based on dynamic physical calculations. Kinstrife combines the fast-paced action of pre-recorded animations with the smooth movement and emergent gameplay of simulated physics. Whether heavy and strong, small and agile or a mix of both, all actors obey the laws of physics - allowing you to create a style that leverages your character's strengths.

The result is an immersive and engaging combat system paired with squad-based tactics - challenging both your fighting skills and your cunning.

Build up your squad

Embark on your journey through the past with your followers. Gain their loyalty and build up their skills - and they will support you in times of need. Whether in battle, in an argument or the struggles of day to day life, you will get by with a little help from a friend.


Lay an ambush, scare off intruders or defend the gates - in each of these scenarios, you will need a battle plan to succeed, even if they may be wildly different. Combine detailed tactics drawn up before the fight and orders given in the heat of battle: Form defensive formations, flank the enemy and take advantage of the terrain to achieve victory.

Character Customization

Create your character to your likeness. Outfit your squad and yourself with the finest arms and armour the past had to offer. Choose from a vast range of customization options - and rock the courts of diplomacy & the battlefield in style.

Living History

The past does not need dragons or zombies to tell rich stories with fascinating characters and captivating plots. Experience some of humanity's most iconic periods and settings, based on historical sources and modern academic knowledge. Kinstrife lets you dive deep into the past - without forgetting it's a game and not a history simulation.

 Support the development of the game by getting the alpha, and by showing your support on the forums!


System Requirements:


OS: Windows 7
Processor: Intel Core 2 Duo E4700 2.6 GHz or AMD Phenom 9950 Quad Core 2.6 GHz
RAM: 4 GB Graphics: NVIDIA GeForce GTX 550 Ti or AMD Radeon HD 5770 Storage: 5 GB available space

OS: Windows 10
Processor: 3.0 GHz Quad Core
Graphics: 2GB ATI Radeon HD 7970, 2GB NVIDIA GeForce GTX 770 or better Storage: 5 GB available space

Published Apr 02, 2018
StatusIn development
Release date 84 days ago
GenreRole Playing
Made withUnity
Tagsancient, combat, historical, Medieval, melee, Physics, Tactical RPG, tactics
Average sessionAbout an hour
InputsKeyboard, Mouse, Xbox controller, Gamepad (any)
LinksHomepage, Patreon, Community


Buy Now$5.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:

Kinstrife Alpha (Preview) V0.1.1.0 881 MB

Development log


Log in with itch.io to leave a comment.

When is the next update planned?

We have our first devlog scheduled for the next few days that will shed light on the hows and whats of the release!

More that month without updates. RIP very promising game :(

(1 edit)

You're quite quick in declaring a project dead ;) First of all, we're still going strong and soon have lots of cool new things to show. Expect a dev log in a couple of days. Second thing, we don't do this full-time, so sometimes things just get in the way of development. That is bound to happen until we can support ourselves from developing the game. Third: We've been working on the game (before going public) for years. We're not just going to throw the towel just because we haven't posted an update in a couple of weeks.

Now RIP ?

lol nope.

On a more serious note:
We're still in the middle of figuring out how to go about this whole public communication thing. We're still very much behind this project (as our response rate may indicate) - we're just having a hard time communicating that progress. Since we've been developing in 'seclusion' for so long, we still need to find a good groove to keep you guys in the loop without diverting too much time from actual development. We first thought streams would be a good idea as well as video dev logs. We then found authoring those too time intensive, considering that we have to, you know, develop a game :P We then scrapped the video production mid-process and decided it's better to keep it for major updates.

We realise we've done a pretty poor job at that since the release, so we've started opening up more to our patreon backers recently, posting less 'filtered'/scripted dev upgrades. We'll round them up and turn them into an official update soon. And cut us some slack, we're still new to this whole PR thing :D

Lmao what about now?

(1 edit)

Hey. Today I bought your game and I'm delighted. Very much like Exanima, but much steeper. I would like to see in the game weapons and optimization. But for a team of two people it's very cool. I wish good luck in working out!

Hey, thanks for the supportive feedback! We're super happy about the comparisons to Exanima - it's been one of our references for how dynamic we want our combat to be. Armed combats is currently being finetuned and we're planning to publish more information during the weekend, so stay tuned!

PS: We also appreciate people getting in touch on our forums because we'd love to get the community involved in the development through discussions and Q&A sessions. So if you're up for it, it'd be great to see you there :)

When you will add weapons?

I got this answer few days ago

Due to popular demand we're going to add an early version of armed combat (with some low-level weapons), as well as a more performant brawl scene on high priority. Hopefully this won't last more than a few weeks, but don't pin us down on it!

Thanks pequiq! That's spot on.

As a small update, we're making good progress on that end. For the next release, however, we will focus on improving hand to hand combat (and adding in various options to tweak your experience.) Based on that feedback, we'll polish armed combat further as we want the first impression for that feature to be really good :)

So how much time left to wait for update?

There will be new information available by the end of this weekend and progress is coming along nicely :)

First of all the game and concept is amazing, but I havea question, if I buy the 5$ version will I get the full release aswell?

(1 edit)

You pay for the current version and get future versions all the way to the full release as we sincerely appreciate people supporting us at this early stage.

I will surely support this project, if I may ask, how many people are working on this project?

Great to have you on board then! We're currently a team of two, and we've become quite efficient working with this team size. We will soon start doing dev streams for a look behind the scenes for our patreon followers, too.

if the people that buy the game on itch.io do they get in on steam if it gets put on steam

Yes, we will be handing out Steam keys to people who bought it here, as soon as we go live on Steam!

Will it ever be free?

The game won't be free anytime soon, but we will release a free demo version in the future!

thats nice!

How far away is armed combat? Can't wait to smash some heads with swords and axes!

Due to popular demand we're going to add an early version of armed combat (with some low-level weapons), as well as a more performant brawl scene on high priority. Hopefully this won't last more than a few weeks, but don't pin us down on it!

Sounds really cool! Thank you for answering!

This game looks like it is going to be awesome once it is completed.  I only had two major issues I wanted to address (other than minor bugs).  The first is that the controls are very frustrating for me to play on my laptop.  It runs fine, but it is nearly impossible to turn the camera using the trackpad while walking or running. I am using an HP omen, just to give further detail. Do you plan on allowing controller (Xbox one, specifically) use for this game rather than just the keyboard? The second thing, and this could definitley just be an oversight on my end or something I am doing wrong, but there are no other NPC's in the courtyard with me and I can't seem to go into any other areas where there might be, so I didn't really get to test out any of the hand to hand combat.  Other than that I am very excited for the continuing progress on this game, it looks like it is going to be phenomenal.

(2 edits)

Hi & thanks for giving the preview a go!

We hadn't anticipated on people trying to play using the trackpad, so everything is tested with a mouse and keyboard. We did include controller support (I will update the ingame cheat sheet), however that is only tested with an Xbox 360 controller so far. You should be able to plug in the controller at any time and control the character with that.

The courtyard is to display your creations so as soon as you create multiple characters, they will all show up in the courtyard. You can also spawn random characters by pressing 'insert' while in the location.

Thanks for the feedback, and good to see you're on board where we want to take this going forward!

- Khaya

(1 edit)

This is good and I can totally see the potential with this! I only hope that performance would be fixed asap. Ofc that might not be first concern yet

(1 edit)

Hi, thanks for the encouraging comment! We do agree that we need to make improvements to performance, especially the courtyard scene has not been thoroughly optimized.  This is one of the reasons we're showing this as an alpha preview; we believe it is the first version we can give out to people to show our vision and our work so far, but we're at the same time aware that there's still a lot to be done, including performance optimizations.

Out of curiosity, how do the other parts of the game run for you and what are your system specs?

I have gtx 770, i5 4670k and 16gb ram at 64bit OS. Main menu and Armory works at 45/60+ fps (almost smoothly) as squad show case and caste run at 30 or below.

Still the potential is great. For me this lands somewhere between exanima and overgrowth (where exanima is my all time favourite and overgrowth is good but still meh) Not bad at all for an alpha preview!

Best regards to you!

I see, ideally, we'd want the game to run @ 1080p on high settings at least at a stable 30 FPS with such a setup. Since Unity (the game engine we use) currently also does a lot of work on optimization, I'm hopeful we can get closer to that goal in the coming months.

But we're very excited to hear you've enjoyed this preview and hope you'll stay tuned for the next updates! If you'd like, you could also drop in on our forums for more feedback & discussion on ideas for features, improvements, etc. Cheers!

(1 edit)

Yoooo this looks sick, how did you do the physics for this!? Am a physics student currently in college

(1 edit)

Hi! Physics in the game are based on the PhysX framework, so essentially simplified/streamlined numeric rigidbody physics. In addition to that we also fine-tune e. g. collision reactions by applying additional forces based on the state of a character, for example to simulate muscle strength and/or constractions.

Does the game take a performance hit by using the PhysX framework? Can you still have realistic body physics without it?

(1 edit)

Running a lot of physics computations is definitely resource intensive, but to some extent necessary for the interactions that make up physical combat. So, no, it's not really feasible to attempt physics based combat without a framework like PhysX, especially not for a super small team like us.

What we will be doing, however, is trying to utilize the CPU more fully (as in, make better use of multi-core CPUs) and see where we can offload some potentially computationally expensive stuff into more streamlined/simplified versions handled through custom code.