Last Decree
About this game
You are the ruler of a collapsing medieval kingdom.
The world is breaking down. Resources are scarce. Trust is fading.
And time cannot be stopped.
In Last Decree, every day forces you to make a decision — and live with its consequences.
One Decision Per Day
Each day follows a simple but unforgiving loop:
Draw an event card
Choose one outcome
Issue a single royal decree
Advance the world — permanently
There are no perfect choices.
Every decision saves something, and sacrifices something else.
A Kingdom Built on Choices
Your kingdom is defined by four fragile forces:
Population — the people who work, fight, and starve
Gold — the means to govern and survive
Public Order — loyalty, fear, and unrest
Doom — the unstoppable collapse of the world
You cannot stop the end.
You can only delay it — or decide what it costs.
Card-Driven Events and Decrees
Events are presented as cards, each offering multiple outcomes.
Some choices grant immediate relief.
Others unlock powerful decrees, dangerous policies, or long-term disasters.
Decrees are limited. You may issue only one per day.
Each one reshapes the kingdom — permanently.
Your deck changes as the world deteriorates.
Roguelike Kingdom Management
Each run tells a different story:
New events enter the pool
Different decrees become available
Disasters emerge based on your past decisions
Multiple endings reflect how your kingdom falls
Runs are short, focused, and designed for replayability.
There is no grinding.
Only planning, pressure, and consequence.
How Will Your Kingdom Fall?
Will you rule through fear and control?
Sacrifice the few to preserve the many?
Or cling to hope until the very end?
The kingdom will fall.
The only question is how.
Key Features
Roguelike Kingdom Management
Short, decision-driven runs with permanent consequencesCard-Based Event System
Draw events, make hard choices, and reshape your deckRoyal Decrees
Powerful commands issued sparingly — each with a costUnstoppable Doom Mechanic
The world collapses no matter what you doMultiple Endings
Each playthrough concludes with a different fateDesigned for Replayability
No filler systems, no endless micromanagement

Rule a dying medieval kingdom. Draw event cards, issue royal decrees, and decide how your realm meets its end.