A free browser strategy game · one map shared by everyone

Throne of the Grey Tide

灰 潮 王 座

The Grey Tide swallowed the old world, and the throne in the Royal City has stood empty for three hundred years. Now the tide is ebbing, land by land — raise your city on a continent shared by every player, forge alliances, wage war, and be crowned.

Plays in your browser, nothing to download · Start as a guest in one click · No pay-to-win

One continent, everyone together

Found and expand

Found your city, send troops to defeat the guards of the wilds and settle the land. Your lands must stay connected — cut-off land stops producing — and everyone sees your realm grow on the map.

Rise through the ages

The whole world moves from the Stone Age to the Age of Gunpowder on one schedule: new materials for your city, new troops in your barracks, and research and policies that set your course.

Ally and claim the throne

Band together with lords you trust: share intel, garrison each other, and strike together at an agreed hour. In the last two weeks of every expansion, alliances fight for the Royal City.

Your realm grows hex by hex

The whole world is one great hex map, and every player is on it. Every tile you hold is there for all to see.

  1. FoundPick an empty spot in the cradle provinces of the outer lands for your capital; a newcomer’s shield protects you at first.
  2. ClaimSend troops to beat the guards on an empty tile, then stay to cultivate it until it is yours. Richer deposits have more guards.
  3. ConnectNew land must touch your own. Land cut off by others stops producing until it is joined to your capital again.
  4. PassesProvinces meet only at passes. Hold a pass and you can bar other armies — or charge them a toll.
In gameA new city sends out its troops: in twenty-odd seconds its realm grows from 7 hexes to 35

One city, five ages

An age is not one player’s business: the whole world opens the next age on a schedule, and researching its entry technology takes you there. Every building changes its materials with the age and gains details with each level.

Stone Age

Stone Age

Opens on day 0

Huts, palisades and campfires — everything begins on an empty patch of land.

Troops of this age

Club Warrior
Slinger
Beast Rider
Bronze Age

Bronze Age

Opens on day 7

Rammed-earth walls and tiled halls, and the first bronze foundries.

Troops of this age

Bronze Spearman
Composite Archer
Chariot
Iron Age

Iron Age

Opens on day 21

Stone castles and towers, and a smithy whose fires never go out.

Troops of this age

Iron Infantry
Crossbowman
Heavy Cavalry
Medieval Age

Medieval Age

Opens on day 42

Ashlar keeps, shingled spires and timber-framed market streets.

Troops of this age

Pikeman
Longbowman
Plate Knight
Gunpowder Age

Gunpowder Age

Opens on day 56

Red-brick bastions, verdigris domes, and cannon on the walls.

Troops of this age

Grenadier
Musketeer
Dragoon

The Four Peoples

When the Grey Tide rose, people fled in every direction — and three hundred years later each has returned with its own craft. Choose your people once your city stands: its bonuses always apply, and your clan hall can train its unique troops.

Meet the Four Peoples →

Legends

The tide carried 36 figures of legend over from another world, and more of them wake with every age. They follow only lords of great renown: you pay them in gold, and the famous ones will not come unless your renown is high enough.

Meet the Legends →

Alliances and the Royal City

No one holds the Realm alone.

  • Alliance channelTalk with your allies; whenever one of you scouts someone, the channel reports it.
  • Shared intelIntel scouted by any ally is seen by the whole alliance, and you are warned when an ally comes under attack.
  • Garrisons and ralliesStation troops in an ally’s city to help hold it; at an agreed hour, several allies’ troops merge into one army beneath an enemy’s walls.
  • CoronationIn the last two weeks of every expansion the Royal City is contested. The alliance holding it at the end is crowned: a monument rises in the city, and its leader’s name enters the Chronicle.

More about alliances →

In gameThe Golden Khan besieged: six allies march in from every side and strike together at the agreed hour

The tide is ebbing

Every world follows this schedule from the day it opens. Worlds are never wiped: when an expansion arrives, the Grey Tide pulls back once more and reveals a new continent.

In gameThe moment The Southern Ebb begins: the Grey Tide recedes in the south and Ebbshore rises from the sea
  1. Day 0
    • The world opens: The First Ebb
    • The Stone Age opens
    • The cradle provinces of the outer lands open
  2. Day 7
    • The Bronze Age opens
    • The Heartland’s middle ring opens
  3. Day 21
    • The Iron Age opens
    • The Heartland’s inner ring and the Crownlands open — the Royal City is in sight
    • Round 1 of the contest for the Royal City begins (until day 35)
  4. Day 35
    • The alliance holding the Royal City is crowned and reigns until the next expansion
  5. Day 42
    • Expansion: The Southern Ebb — the Grey Tide ebbs in the south, and Ebbshore rises from the sea
    • The Medieval Age opens
  6. Day 49
    • The contested province at the heart of Ebbshore opens
  7. Day 56
    • The Gunpowder Age opens
  8. Day 63
    • Round 2 of the contest for the Royal City begins (until day 77)
  9. Day 77
    • The alliance holding the Royal City is crowned and reigns until the next expansion
  10. ?
    • The next expansion — The Industrial Age, the Modern Age… still under the Grey Tide.

Fair, and always on

No pay-to-win

Payments only ever buy cosmetics and expansion passes — never speed-ups, resources or troops, and no loot boxes. Resources and gold are earned in the game.

It runs while you sleep

The server never stops: resources keep flowing, and building, training and marching go on. A shield rises when you are raided, and daily losses are capped.

Never wiped

Your lands and cities stay. With every expansion the Grey Tide pulls back to reveal a new continent and open new ages.

Late starters catch up

Fall 2 or more ages behind the world and building and research take only 50% of the time and cost; newcomers found their cities on the newest land.

Questions

Does it cost anything?

It is free to play. We only sell cosmetics and expansion passes — never power, speed-ups or resources, and no loot boxes.

Do I need to download anything? Can I play on my phone?

Nothing to download — it plays in your browser. It is best on a computer; phone and tablet browsers can open it too, though touch controls are still being polished.

Can I play without signing up? Will I lose my progress?

Yes. You start as a guest in one click, and your progress is kept in that browser. Link an email, Google or Facebook to carry on from any computer. Founding or joining an alliance requires a linked account.

What happens while I’m offline?

The server keeps everything going: resources flow, and building, training and marching continue. A shield rises when you are raided, part of your warehouse can’t be plundered, and daily losses are capped. When you return, a welcome-back panel tells you what happened.

Will the world be wiped?

No. Your lands and cities stay. With each expansion the Grey Tide pulls back to reveal new land and open new ages, and the Royal City is contested again.

Is it too late to start?

Never. Once an expansion begins, newcomers found their cities on the newest land, where the cradle provinces are protected by the Old Pact; players 2 or more ages behind pay only 50% of the time and cost for building and research.

How do I play with friends?

Link your accounts, found an alliance and join it: chat in the alliance channel, share intel, garrison each other’s cities and rally together against your enemies.

The throne is still empty

There is still plenty of open land in the Realm, waiting for your first city.

Play free now