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Independent game · Beta in development

Kin Dynasty (Life Simulation Game)

Live a life. Build a dynasty.

A medieval life simulation where each year shapes your relationships, position and legacy. Build a household, navigate the realm and continue the story through your heirs.

Game design Life simulation Flutter Independent project
Creator
Mohammed Reshi
Platform
Mobile
Status
Building toward beta
Kin Dynasty medieval life Chronicle showing character events and the Continue Story action, created by Mohammed Reshi

One life becomes a family history

Kin Dynasty began as a systems-heavy medieval simulation. It has grown into a more focused life game built around one clear rhythm: make choices, advance the year, face the consequences and leave something behind.

The player can pursue work, love, property, influence and adventure. Those paths meet inside the same continuing story. Relationships change. Children become heirs. Rival houses remember. A death ends one life, but not the dynasty.

Simple choices, lasting consequences

Every system supports the same life-to-legacy journey.

01

Choose your path

Work, learn, build relationships, explore the town or pursue influence.

02

Continue the story

Advance the year and let the world respond to what you have done.

03

Face the outcome

Health, family, wealth, reputation and the realm carry each consequence forward.

04

Shape a dynasty

Raise heirs, pass on a legacy and continue through another life.

A wider medieval life

The current build extends beyond the original economy and town structure. Family, politics, danger and discovery now give each life more directions.

Designing the whole experience

I created the concept and direct the game across its systems, interface, writing and visual identity. The central design challenge is depth without turning each life into administration.

01

Set the life-to-heir structure

I use the yearly rhythm and succession as the foundation for every feature.

02

Connect the systems

Careers, households, health, relationships and the realm share consequences instead of acting as separate modes.

03

Make outcomes readable

The Chronicle, popups and persistent state show how a decision changes the player's life.

04

Build a coherent identity

I brought the interface, writing and artwork into one restrained medieval visual language.

From broad simulation to focused dynasty

Early direction

Build a medieval simulation

The first version explored many systems, but the player's central journey was less clear.

Foundation

Anchor life in places and years

The town, Chronicle and Continue Story loop made actions easier to understand.

Expansion

Connect family, realm and danger

New systems added depth while remaining tied to the same character and dynasty.

Current stage

Prepare the beta

I am refining balance, feedback, performance and long-life reliability before beta testing.

The next milestone is beta

The core game now supports connected lives across family, work, the town and the realm. Current work is focused on the quality of that experience: clearer outcomes, reliable saves, performance and playtesting across complete lives.

This page will continue to evolve with the build. Beta feedback will decide what needs strengthening before release.