Persistent army game - medieval domination enters alpha testing

I’m looking for alpha testers for Medieval Dominion, a persistent medieval browser war game built around land, armies, research, buildings, raids, guild wars, and timed kingdom growth.

The game is still early alpha, so I’m mostly looking for people willing to jump in, test the mechanics, break things, and tell me whether the core loop is actually fun.

You start with a kingdom, land, gold, a castle, and a small army. From there, you choose how to grow: recruit troops, explore for more land, research upgrades, build your economy, spy on enemies, attack bots or players, join guild politics, and try not to get your castle destroyed.

The game runs on ticks, so it has that old-school browser strategy feel:

Economy ticks generate gold from your land and buildings.
Recruitment ticks bring newly hired units into your army.
Exploration ticks grow your land while units are away.
Research ticks advance your active research projects.
Training ticks improve specific unit stacks.
Travel ticks bring armies home after attacks.

Current speed is intentionally faster for alpha testing: economy ticks are around every 5 minutes, while exploration, research, and training are around every 10 minutes. Travel is checked more often, so armies can return without waiting forever.

The army system is more detailed than just “total power.” Units have HP, attack, defense, armor, speed, miss chance, upkeep, and different roles. Soldiers, spearmen, pikemen, archers, cavalry, knights, clerics, spies, engineers, ballistae, and cannons all matter in different ways. Clerics and engineers help with research, spies can reveal enemy kingdoms, siege units hit hard, and fast units change how long you are exposed after attacking.

Gold is the main economy resource. Land gives gold income each economy tick, buildings can improve income, and army upkeep keeps huge armies from being free. If you overbuild your military and cannot afford upkeep, troops can desert.

Buildings let you develop your land. Farmsteads currently give flat gold income, markets affect market pricing, and other structures like barracks, workshops, watchtowers, infirmaries, stables, storehouses, and wishing wells are part of the larger kingdom-growth system. Wishing wells are a special token-focused building with a chance to generate tokens on economy ticks.

Research is a major part of long-term progression. There are research trees for marching, warfare, fortification, armorcraft, medicine, recruitment, scouting, engineering, economy, doctrine, espionage, and heroism. Research can improve army movement, attack, accuracy, castle strength, income, scouting, siege damage, heroes, and more.

There are also tokens, lucre, heroes, peasants, army equipment upgrades, scout reports, bounties, formations, commander traits, realm events, guilds, guild wars, attack records, and ruined castles that stay in realm history after kingdoms fall.

What I need from testers:

Does the game feel too fast or too slow?
Is the economy balanced, or does gold/tokens/land snowball too hard?
Are units understandable and useful?
Is research satisfying or too grindy?
Are buildings worth investing in?
Do attacks feel fair?
Are bots useful as early targets?
Does the UI explain enough?
Most importantly: is it fun enough to keep checking back?

This is an alpha, so expect bugs, balance issues, weird numbers, and systems that may change quickly. Feedback is the whole point right now.

Come test the mechanics, attack some bots, grow a kingdom, break the economy, join a guild, and tell me what needs fixed.

Game: medievaldomination.xyz