MiLord
MiLord
About
MiLord is a Kingdom Management RPG set in a medieval world where every decision carries weight. You rule a fiefdom — building it up, managing its resources, and navigating a web of alliances, betrayals, and wars through a deeply branching narrative.
Currently in Early Access on Steam, the game blends city-building strategy with interactive storytelling. Subjects petition you with their problems, your choices ripple through the story, and no two playthroughs are quite the same.
Core Systems
- Branching Dialogue & Narrative Flow — Powered by the custom-built Visual State Machine (VSM) framework. Dialogue trees branch based on player choices, world state, and prior decisions. The VSM makes the logic transparent and modifiable without touching code.
- Petitioning System — Subjects approach the player with requests and conflicts. Each petition is a self-contained story arc with multiple resolution paths, consequences, and follow-up events that feed back into the main narrative.
- Resource Management — Players balance a set of interdependent resources across their fiefdom. Scarcity creates real trade-offs; every building placement and decision has downstream effects on what you can do next.
- City Building with Neighbor Bonuses — Buildings interact with their surroundings. Placement matters — certain structures amplify each other when placed adjacently, adding a spatial layer to resource strategy.
- Army & Combat — Players can raise and move armies, engage enemies, and resolve conflicts through force or diplomacy — each path with its own story consequences.
- Story Arcs & World State — The Barony Storyline is the current content layer, with County-level expansion in progress. The world reacts to player choices across sessions.
My Contribution
- Designed and developed the game end-to-end as the sole developer at iBright Games — from initial concept to Steam Early Access launch.
- Built the Visual State Machine (VSM) framework from scratch to drive all branching dialogue, narrative state, and event logic. Also released it as a standalone tool on itch.io.
- Designed and implemented the resource management system and the city-building layer including neighbor bonus mechanics.
- Authored the petitioning system — the loop of receiving requests, branching through resolution paths, and propagating consequences back into the world state.
- Managed the full production pipeline: architecture, gameplay, writing, balancing, QA and Steam publishing.
Trailers
Early Access Trailer
Announcement Trailer
Screenshots
Screenshot 01
Screenshot 02
Screenshot 03
Screenshot 04