An Heir is Born in Crusader Kings III 
Crusader Kings III is the newest generation of Paradox Development Studio’s beloved medieval role-playing grand strategy game. Expand and improve your realm, whether a mighty kingdom or modest county. Use marriage, diplomacy and war to increase your power and prestige in a meticulously detailed map that stretches from Spain to India, Scandinavia to Central Africa.
But uneasy lies the head that wears a crown! Your cunning is your greatest weapon, and intelligence is the key to all successful strategy. Guard your life and the future of your dynasty, because enemies foreign and domestic envy your status. Engage in espionage, join political factions, punish heretics or use assassins to make sure your throne passes safely to the next generation.
Crusader Kings III is the medieval strategy role-playing experience that you have been waiting for.
Crusader Kings III is the newest generation of Paradox Development Studio’s beloved medieval role-playing grand strategy game. Expand and improve your realm, whether a mighty kingdom or modest county. Use marriage, diplomacy and war to increase your power and prestige in a meticulously detailed map that stretches from Spain to India, Scandinavia to Central Africa.
But uneasy lies the head that wears a crown! Your cunning is your greatest weapon, and intelligence is the key to all successful strategy. Guard your life and the future of your dynasty, because enemies foreign and domestic envy your status. Engage in espionage, join political factions, punish heretics or use assassins to make sure your throne passes safely to the next generation.
Crusader Kings III is the medieval strategy role-playing experience that you have been waiting for.
- Shape Your Dynasty: Guide unique characters through history, choosing lifestyles best suited to their personalities and your ambitions.
- Rewrite Medieval History: Dynasties will change and adapt to changes in family and politics, swimming in a rich world of religious faith and royal pageantry.
- Build a Mighty Kingdom: Use cold steel or warm words to expand your realm; war backed by cunning, and diplomacy that unites bloodlines.
- Experience High Drama: Stranger than fiction stories leap off the screen, as characters plot against you and events push you to extremes.
- Learn as You Go: Guided advice helps newcomers and veterans navigate a rich medieval world. In-game suggestions tip you off to paths you might not have considered.
- The Usual Crusader Kings Fun: Keep a stubborn council in line, scheme against your overbearing uncle or marry rich duchesses for their land and legacy.
                        Dev Diary #170 - Changelog & Achievements
                        









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 Added new Schemes for Nomads, such as Steal Herd.  Added 4 Vassal Directives just for nomadic vassals.  New Council Positions for Nomads  the Kurultai Members.  Kurultai Members may perform some familiar tasks like Increase County Control and Domestic Affairs, but they will also have 6 new tasks focused on Herd gain, Fertility management, Piety, Raiding, Culture Hybridization and Reformation and even Exploiting their own lands to gain some extra income but reduce the Fertility.
  A new Succession Type for nomads: the Kurultai Succession with different outcomes based on how Stable or Chaotic it is. Chaotic successions have effects such as herd loss, realm splits, or even realm dissolution (depending on realm size and number of disobedient kurultai members)  Settlement Issues: new contracts available for nomadic rulers after migration, focusing on increasing the county control of their new area.  The Way of the Nomad trait ensures that the nomadic lifestyle stays with their children for one generation after leaving the steppe, focusing on Cultural and Religious tolerance and opening up the possibility of becoming an adventurer. [/list] Added the Great Steppe Situation: a new regional mechanic for the Eurasian Steppe, divided in three geographical regions.  Every county within the Great Steppe has County Fertility, regulating the Herd gained by the nomads holding them. With appropriate alerts for when the fertility is low, or when its time to migrate.  The Steppe Seasons affect the County Fertility of their region, as well as the behavior of the nomadic rulers within, including Vassalization and Tributarization acceptance, bonuses to raiding and even free CBs. The seasons are visualized on the map.  Gather the largest Herd of the steppe and become the Gurkhan, a formidable warrior marked for greatness, en route to become the Greatest of Khans.
  Added another new, unplayable government Type: Herders, which inhabit the Steppe and replenish Fertility, but lack any military strength.  A new 1178 bookmark for Nomads: The Endless Sky.  A new 1066 bookmark for Nomads: At the Gates.  New game rules to make other areas Nomadic: Spmi and Karelia, Arabia, the Sahel and the Horn of Africa.  Changed the map table to be adjusted based on situation, e.g. the Byzantine map table is only for Byzantines, and the plague one only happens during significant plagues  Added a Bring under Tribute CB for non-nomads to force an independent ruler into becoming your tributary  Added a "become tributary" interaction, that lets you pledge yourself as tributary to an independent ruler of a government type that can have tributaries  Added a "demand tributary" interaction, that lets nomad rulers demand tribute from independent neighbors  Added two new non-nomadic tributary types and their obligation levels  New Nomadic Court Positions: Stargazer, General, Chief Law Overseer, Siege Engineer, Quartermaster, Keeper of Horses and Chief Bodyguard, with new tasks that heavily interact with the Nomadic government and the Great Steppe.  Added new Men-at-Arms for Nomads and Nomadic cultures  Steppe Raiders  Nomad Lancers  Heavy Horse-Archers  Torch-Bearers  Mangudai  Cataphract Archers  Maturkan Warriors
  Added new Cultural Traditions to Cultures in the Great Steppe  Iron Cavalry  Wolves of the Deep Steppe  Tribes of the North  Devoted Horsemanship
  Added Siberian Permafrost county modifier to lands on the northeastern border of the map that highly synergizes with the Tribes of the North Cultural Tradition  Added a new Blood Brother relationship type, hooked in as a variant of the friend relation  Only available through the Swear Blood Brotherhood interaction  Provides positive modifiers for useful blood brothers, and alliances between ruler blood brothers
  Added the new Tsaagaan Tsar Feast type, only available in the winter months, to celebrate the coming of a new year and obtain gifts from your guests.  Added the new Nerge Hunt type  an activity focused on obtaining Martial and Prowess skillpoints, Commander Traits and trait experience.  Added more than 70 new flavour events for nomads, including events related to the seasons, blood brotherhood and migration.  Added severed head content to the execution interaction, allowing you to keep the heads of those you behead, or send the head to their successor  Adds flavor events for Temujin and Jamukha, as well as a conqueror event to propel player Temujin to becoming Greatest of Khans  Created a Greatest of Khans storyline, beginning with the Become Greatest of Khans decision  A Great War of Defiance CB that neighbors launch to prevent the Gurkhan from becoming Greatest of Khans  Revamped effects for the Greatest of Khans trait, and other bonuses  The Offer Submission or Ruin interaction for the Greatest of Khans, and the related GoK Onslaught CB  New Turkic, Mongolic and Iranian cultural nicknames for the Greatest of Khans  Reform the Great Khaganate Decision, a capstone to the GoKs success, allowing them to establish a huge de jure empire and choose a government type of their choice (gaining significant bonuses towards that form of rule)
  Added 25 new special Decisions for Nomads, including  Decisions to switch government types  Decisions to expand your realm  Expand the Steppe region  Introduce your heir to potential friends and blood brothers  Manage fertility in your domain  Hire courtiers and candidates for new court positions
  Added new Casus Bellis for nomad rulers, including Overrun Kingdom, Expand Dominance, Sovereignty, Humiliation, Retaliation, and Nomadic County/Duchy Quarrels  Added a Paiza system with unique decisions and character interactions:  Establish Paiza System  Summon Wealthy Visitors: Paiza  Abuse Gurkhans Authority  Leverage Khans Authority
  Added a new Nomadic Dynasty Legacy focusing on Herd management, Fertility, Raiding and military might  Revamped the old Mongol Invasion event chain, integrating new features and elements of the Greatest of Khans story  Added the Burkhan Khaldun special building in Khentii.  Added new ambience sounds and music tracks for nomads. [/list]
 Added Confederations: an agreement between tribal or nomadic rulers that commits them to joining one another's defensive wars  Decision to Call for a Confederation  The Offer Confederation interaction, which adds rulers to the confederation  An Abandon Confederation decision for leaving your confederation  A decision which allows you to turn your confederation into a kingdom-tier realm, with you as its monarch, and Confederation Elective succession for the created title  Added new icon for Confederations
  Added a "Bring Under Tribute" CB for non-nomadic rulers  Added potential friends, potential lovers, tributaries, and suzerains to the default activity guest invite rules  Made it possible for domicile buildings to trigger specific map graphics for holdings  Added character interaction for guardians to teach a commander trait to a ward  Added memory for all participants of a successful hunt  Added mercenary_hire_time_mult modifier affecting how long mercenary contracts last  Added capital_fort_level and capital_additional_fort_level modifiers  Updated councilor related events to include kurultai if they fit the context  Subject contracts can now have prestige transfers as obligations  Added new interaction category "tribute"  Added a new Vassal Stance, Belligerent [/list]
 Added new event themes with associated icons  Raid  Migration  Settlement
  Added Coat-of-Arms Shapes and Headers  Confederation Header  Nomad and Herder CoA Shapes
  Added situation modifier icons  Some improvements to the bp3 portrait environments  Added icons and illustrations for new nomadic Men-At-Arms unit types  Mangudai  Nomad Lancers  Steppe Raiders  Torch-Bearers  Maturkan  Keshig  Heavy Cavalry Archers  Cataphract Archers
  Added new icons for Levies and Nomadic Riders which are the nomadic counterparts of feudal levies.  Succession  Added new icons for Peaceful and Chaotic succession, both in a rendered and flat style.  Added new headers and patterns for Peaceful & Chaotic Succession shown in the Succession tab in the Realm view
  New icons added for nomadic dominance levels with a frame for the active level and a special frame for the highest level, both active and inactive.  Added new Kurultai task icons and adjusted frame shape to fit the nomadic theme better  Support Herders  Domestic Affairs  Manage Fertility  Exploit Lands  Increase Control  Organize Raiders  Aid Stargazer  Explore Cultures
  Added siberian permafrost modifier icon  Added new court position icons  Yurtchi  Yeke Jarguchi  Foreign Emissary  Boyan  Cherbi  Court Astrologer
  Added a new icon for the Gurkhan  Added Ovoo as temple mesh and illustration for settled Tengri rulers  Added new Casus Belli icons  Make Tributary  Migration  Retaliation  Humiliations  Added new icons for the new Tributary interactions  Become Tributary  Release Tributary  Demand Tributary  Cease Paying Tributary
  Fixed levitating cross-legged characters mena and indian thrones  Added Confederation decision image.  Adjusted decision illustrations so that they do not stretch when made into a button or when non-decision images are used as decisions  Added northern tribes, wolves of the deep steppe and iron cavalry cultural tradition images  Added new assets to the Event window:  Added new orange Event Window header background for nomadic related events  Added new Event type icons for nomadic and migration related events  Burkhan Khaldun mesh and icon positioned in the map with the necessary terrain adjustments  Added steppe royal court in 3 grandeur variants  Added steppe royal court props : table, chests, panels, tugs, fireplaces, carpets, tapestry, banners, lectern, pedestals, main throne, spouse throne  Added Nomadic Lifestyle trait icon.  Added a new icon for the the Situations Map Mode  New nomadic and herder settlement building icon added  Added 6 steppe season illustrations  Added Activity Type Illustrations  Nerge  Tsagaan Sar
  Added Holding Type Illustrations  Herder Camp  Nomad Camp
  Added Story Event Illustrations  Great Khan  The Great Steppe
  New loading screen  Added new Raid Loot icon  Added a new Artifact Icon for nomadic Paizas  Added a new icon for Paiza Character Interactions  Added mongol level 1 to 5 holding models  Added herder holding model  Added level 1 to 4 mongol wall models  New illustration for nomadic horde added  Added new ethnicities for the Steppe: Tibetan, Turkic, West Turkic and Mongol  Nomadic Domicile  Added new icons in both a rendered and flat style for the Nomadic Domicile depicting a yurt to better fit the nomadic theme.  Added new Domicile map pin background texture that fits better with the nomadic theme  Added new Domicile window assets
[list]  Frame  Header  Paper texture
  Added new Domicile background that fits the steppe and nomadic Domicile layout  Added new Nomadic Domicile buildings  Main Yurt tier 1, 2 & 3  Millet Storage  Khans Champions Yurt  Square of the Tumen  Court Yurt  Family Yurt  Ovoo  Barter Stalls  Empty slots
 [/list] Added new smaller versions of the Nomadic Authority level icons to better fit in texts and use cases outside the Realm tab or nomadic HuD widget.  Added nomad Legacy Track illustration and icon  Added new icons for the Nomadic and Herder Government Types  Added 10 clothes for steppe cultures  Male commoner - Nomad's Deel  Male low nobility - Cross-Over Coat with Fur Lining  Male high nobility - Fine Cross-Over Coat with Fur Lining  Male royalty - Khan's Embroidered Robe  Male imperial - Khagan's Deel with Fur Coat  Female commoner - Steppe Woman's Deel  Female low nobility - Nomad Woman's Robe  Female high nobility - Nomad Woman's Fine Robe  Female royalty - Khanum's Coat with Embroidery  Female imperial - Khatun's Splendid Robes
  Added 8 Headgear for steppe cultures  Male/Female commoner - Fur-Brimmed Shepherd Hat  Male nobility - Feathered Hat of the Steppe  Male royalty - Golden Flower Crown  Male imperial - Decorated Jonon Hat  Female nobility 01 - Nomadic Pearl Headband  Female nobility 02 - Khalkha Headdress with Pearl Bands  Female royalty - Khanum's Embellished Gugu Hat
  Added 6 Hairstyles for steppe cultures  Male hair 01 - Khitan Warrior Style  Male hair 02 - Behind the Ear Braids  Male hair 03 - Steppe Rider's Fine Braids  Female hair 01 - Turkic Kirk Belik Braids  Female hair 02 - Steppe Style with Cloth Covers  Female hair 03 - Center-Parted with Decorated Covers
  Added 6 Beards for steppe cultures  Mongol Style Mustache and Soul Patch  Nomadic Warrior's Beard  Nomad's Goatee  Mongol Style Mustache  Nomadic Warrior's Mustache  Nomad's Mustache
  New event background illustrations  Steppe Temple  Steppe Evening  Steppe Hunt  Steppe City (Karakorum)  Nomad Throne Room (and main menu version)  Steppe camp day  Steppe camp night  Steppe Tent Interior  Asian Rural Village  Asian Rural Village Raid
  Added military horse units for nomads  Added traveling horse units for nomads  Added grazing sheep to the map  Added horses to the map  New character animations  Standing next to horse  Shepherd (with sheep!)  Galloping with sword and shield  Conversing while mounted  Exhausted on horse animation  Surveying while mounted  Aggressive horse archer  Idle horse archer
  New props  6 bows that can be drawn, both with and without arrows  Characters will now drink from culturally relevant cups  Sheep with variants representing ewes and rams, single color and spotted breeds
 [/list]
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And thats all we have for today! There will be a short break in our dev diary schedule as we focus on the release and aftermath of Khans of the Steppe, but well be back in a couple weeks to discuss how the release went, the feedback weve received from it, and how were responding to said feedback.
We hope you're as excited for Khans of the Steppe as we are!
                        
Hello everyone! Everyone at Studio Black is busy putting the finishing touches on Khans of the Steppe ahead of its release next week, so this weeks dev diary is going to be a relatively short one. Without any further chatter, here are the achievements coming with Khans of the Steppe, and the changelog for the associated 1.16 Chamfron Update.
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Achievements
Very Easy

Easy


Medium




Hard


Very Hard

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Update 1.16.0 "Chamfron" Changelog
Reminder: This update is not live yet!Expansion Features (Paid)
-  Added the new Nomadic Government Type, heavily inspired by the nomads of the Eurasian Steppe, introducing a new playstyle around Herd and Migration.
 [list]
- Migration allows nomadic rulers to move around the Great Steppe in search of better pasture lands. Negotiate with the locals or subjugate them by force.
- Herd is a new currency only available for Nomads that can be converted into Horde Riders and upgraded into better Men-at-Arms.
- Nomadic Vassal Contracts: focused on Herd instead of Levies.
- The Nomadic Capital Domicile It represents the collection of yurts nomads have during migration. They include 8 new domicile buildings with 80+ new internal upgrades and a Domicile Culture/Faith mechanic with unique Decisions and Character Interactions.
- 5 Dominance levels for Nomads that govern their Domain and Vassal limit, which Decisions they can take and what titles they can target during migration.
- Nomads have a new Dread cap: 150.
-  Nomadic Subjects and Courtiers have Obedience towards their overlord, measuring how likely they are to form factions, perform hostile plots and respect their decision of heir during succession.
 [list]
-  Gain someone's Obedience by demanding it, negotiating it or just impressing them through new Character Interactions and Activity Intents.
 
Game Content
-  Added 5 new Raid Intents, available for Nomadic and Tribal armies
 [list]
- Pillage
- Terrorize
- Capture
- Plunder
-  Adventure
 
Databases
- Renamed the kingdom of Mongolia to the kingdom of tuken
- Rearranged the starting Cultural Traditions for cultures in the Steppe
-  St Wenceslaus Cathedral changes: the building now has 3 upgradable levels, renamed to Archcollegiate Church of St. Mary and St. Alexius, and moved to czyca barony. The University special building has been returned to Krakw.
 
Bugfixes
- Removed duplicate raid icon in diplomatic_icons texture
- Fix to subject directive icons not being aligned properly
- The ai will actually check if they can feudalize holdings nowtheyve never done so.
- Fix to maximum amount of horizontal slots for terrain effects
- Fix to men at arms illustrations being stretched and cut too much at the top
- Fixed crash when calculating tax collector aptitude due to recursive call of script value
- Fixed sometimes misleading tooltips for rewards and wounds in hunts
- Fixed message when liege grants you a pardon
- Fixed reversed reason when rival gained from losing realm
- Fixed erroneous liege converting county notifications
- Fixed fellow vassal faction join event referring to you as the liege
- Fixed visuals for the soldier of the cross crusader trait event
- Fixed dangerous beast slain modifier sometimes being applied after hunting non-dangerous animals
- Characters will now use more correct cultural weapons in animations
- Improved readability of messages from tutor educate child task
- Non-Christian characters will no longer use the crucifix scepter prop in admin realms
- Made effect tooltip for pleasure dome more generic in case you don't have a barony selected
- Fixed missing councilor tooltip erroneously referencing councilor instead of kurultai member when playing as a nomad
- Revealed the actual gold cost behind Pay Homage
- Changed court position tooltip concept to be player contextual, and display officer instead, or in addition to, court position when appropriate
- Removed old holder of court position being oddly grateful that you replaced them
- Added missing capitalization to county titles
- Fixed appearance of monk in the necromancer event
- Players will now only be informed of faith creation when nearby or otherwise relevant to them
- Made it impossible to relocate your capital to a province with a disabled holding
- Fixed ai adventurers sometimes getting a hook on you because they completed a contract for your councilor
- Fixed bloody weddings and grand wedding events having incorrect scopes when disbursing rewards
- Fixed peasant faction war being not inherited on death of the primary defender
- When your charioteer loses, the corresponding team color illustration will show up
- The event treacherous slopes will now tell you of the outcome of the stewardship options
- The adventurer landed message will now only be shown for rulers within the same realm
- The event night attack will no longer wound the same poor follower multiple times
- Event Nursing a Suspicion can no longer make spouses suspicious about themselves
- 1178 start date: Sancho of Teruel, Tello Pedrez of Calatrava, Pedro II Manriquez of Molina, Fernando Rodrigez of Merida, now have feudal government
- Fixed a faulty trigger for managing courtiers
- Fixed a crash when removing a character from a great holy war
- Fixed the inverted descriptions of mozarabic_break_with_rome_decision of righteous and fundamentalist
- Fixed a few instances of incorrect usage of title tier as honorific
- Fixed a typo having an additional comma in the description of grand wedding in the wedding ceremony
- Fixed a bug where empire-tier title holders did not get the offer fealty malus for king-tier (or higher) titles
- Blocked armless people from doing actions which require using two hands
-  Fixed an issue where newly landed Muslim rulers would get Male Preference instead of Male Only succession
 
Balance
- Dissolution factions now also destroy any kingdoms an emperor might hold, avoiding border gore/impotent dissolution faction outcomes where everyone's still in one realm
- Increased and standardized speed of adventurer contracts
- Added a decaying opinion malus for your former suzerain if you break the tributary relationship by pledging fealty to someone else
-  Flat MaA bonuses from cultural traditions have been converted to percentage bonuses.
 
Art
- Turkic cultures of the west steppes now use The Legacy of Persia clothing assets as they are a better fit historically
- Added nomadic UI skin, inspired by Mongolian patterns, architecture and relief art. You can see elements from their yurts like the interior, fabrics with different patterns and symbols like the falcon.
-  New Interfaces
 [list]
- Migration
-  Great Steppe Situation
 
[list]
User modding
- Vassal contracts lists on governments have been replaced with separate subject contract groups that can be reused between governments and used to start tributaries.
- Most things vassal contract has been renamed subject contract.
- Triggers related to vassals now often have tributary counterparts.
- Triggers related to lieges now often have suzerain counterparts. Also overlord counterparts exist which acts on either liege or suzerain, depending on what the scoped character has.
- Add debug info in portrait tooltip for played animation
- Created a new raze_county script effect
- Added new graphical 'defeated' unit state for units that have just lost a combat
- Add holder_council_members and holder_tributaries as new elective succession candidate set types
- Added deny_powerful_vassal government rule, which disallows a ruler from becoming a powerful vassal if they have a government with this rule (no uppity Herders allowed)
- set_definitive_form now sets a default definite article for a title if the title does not already have a definite article set
- Added support for setting the definite article of a dynamically generated title
- Added on_actions for when a mercenary company is hired and dismissed
- Added an on_action for when a character changes government type
- Neighboring/_and_across_water_top_liege_realm/_owner script list variants now have suzerain variants as well
- Adds modifiers character_opinion_from_high_prowess_add and character_opinion_from_low_prowess_add, altering the character's opinion based on their prowess delta from define average_prowess_value
- Military_power compare trigger changes the ai_military_threat_modifier to use military_power instead of current/max_military_strength
- Adds land_neighboring_realm_with_tributaries and land_neighboring_realm_with_tributaries_owner script lists
- Added is_tributary_of_suzerain_or_above character trigger
- Added an ai.interaction_values console command to determine an ai character's willingness to take an interaction on available targets
- Localization used in the GUI for passing realm laws can now be customized per law
- Added new character interaction target list, neighboring_rulers_including_tributary_borders
- Added an ai_military_threat_modifier to be used in interactions that relate to the military threat value between two characters
- Added a parameter for government types to allow tributaries
- Added a parameter for government types for setting a scripted character template to be used when automatically generating characters for that type
- Amended the vassal_contract_set_obligation_level effect with a version for tributaries called tributary_contract_set_obligation_level
- Added a "hidden" animation in the default A-pose for testing purposes called bind_pose. It can be accessed in the portrait editor and is useful for checking clothing and body changes.
- Domiciles are now owned by special landless titles instead of characters. The Domicile owner will be the special title holder.
- Made it possible to set a scripted camera per triggered animation everywhere animations are used. This makes it possible to have horse and non-horse related triggered animations for one character position in the same event, for example.
- The hard-coded limit of the amount of Legitimacy types that can exist has been removed
- Each Legitimacy type can now have their own icon instead of sharing one
- Added 'on_combat_start' and 'on_combat_unit_join_side' on actions
- Added new script effects which allow more control over combat outcomes: set_winner, force_win, set_disallowed_retreat, set_allow_early_retreat, set_skip_pursuit
-  New Situation system added to which can be used to create dynamic region-based gameplay systems. (see Modding dev diary #168 for more details)
 
Interface
- Reworked the Realm window interface. Being one of our oldest panels, it was getting harder to work with and append new functionality to. While rewriting the code we also took the opportunity to improve its presentation coming on par with other modern windows while balancing the information load in each tab.
- Added an expanded interface of the Kurultai tasks since all members have access to eight tasks each, which caused the portraits to be covered by icons.
- Made paper styled UI skinnable, for example on contracts or letters. For now, mongolic cultures will have a more Eastern styled look to their paper interfaces.
- Court position type tooltip now show requirements instead of showing a courtier's fulfillment of the requirements
- Added contextual map icons for when raiders are raised and selected. Will show province loot within a range of selected raider armies owned by the player.
- Added new Diplomatic Relations map mode which shows what current diplomatic relations the selected ruler has
-  Exposed File Transfer Speed setting to also be configurable in the multiplayer lobby settings
 
Multiplayer
-  Improved default transfer speed for MP save games, which should reduce time to start MP games significantly. The default (High) is now about four times faster than before. New file transfer setting options Very high and Ultra added, for very fast connections. The previous default transfer speed configuration is still available as the Medium setting.
 
[hr][/hr]
And thats all we have for today! There will be a short break in our dev diary schedule as we focus on the release and aftermath of Khans of the Steppe, but well be back in a couple weeks to discuss how the release went, the feedback weve received from it, and how were responding to said feedback.
We hope you're as excited for Khans of the Steppe as we are!
[ 2025-04-22 12:59:43 CET ] [Original Post]
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