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Release date TBA·Refx7 Games·
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A co-op tactical RPG set on the eve of the year 1000. Lead a free company of mercenaries across a doom-haunted medieval world. Take the contracts, win the fights, and decide what your company becomes before the millennium turns.

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About Free Company

The year is 997, and Christendom is holding its breath for the end of the world. You're getting paid either way.

Free Company is a co-op tactical RPG about a band of sellswords carving a living out of a fracturing medieval world. From the Viking-raided coasts of the North Sea to the courts of Al-Andalus and the sands of the Maghreb.

Recruit a roster of hard-bitten war-bands, take contracts from kings, bishops and caliphs. Or seize a place of your own. Settle every fight with deep, deliberate, turn-based tactics where a single bad decision can cost you a veteran forever.

Play alone, or bring your friends into a shared campaign you can drop in and out of. The world waits for you.

Key Features

Command war-bands, not lone soldiers. Every unit is a named captain leading a file of men: a bracing spear wall, a shield line, a lone assassin slipping through the dark. Attrition whittles them and losing the captain is a wound that doesn't heal.
Deep turn-based combat. Action points, reaction interrupts, cover, reach and shield walls. Maces and crossbows punch through mail; arrows don't. Fire panics horses. Permadeath means every fight matters.
A living mercenary roster. Hire from a broad cast of captains: a disgraced Norman lord, an exiled Byzantine strategos, a Berber raider-chief, a heretic alchemist. Each with their own quirks, flaws and dry, needling banter. They're jaded professionals: nobody refuses a paycheck, so any legend fits your line.
Guerrilla strategy across a fractured map. Seize the passes, fords, ports and silver mines that decide a region. Serve a patron the easy way, or burn your standing to carve out holdings of your own and answer to no one.
Drop-in / drop-out co-op. One persistent company; the world pauses between sessions, so play together whenever you can and no one falls behind.
A world on the edge of the millennium. Is the dread real, or only fear? Zealots and cold rationalists each make their case and the game never tells you who's right.
1000 AD, Europe & North Africa. Norse huscarls, Byzantine cataphracts, Magyar horse-archers, Berber camel corps, Fatimid fire-throwers and more. Every band a distinct answer on the battlefield.

Take the coin. Keep your company alive. Decide what you'll become before the year turns.

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