
GAME PROFILE
Kingdom.pyKingdom.py
Your kingdom runs on your code is a cozy automation game where every worker runs a program you wrote. Type a loop, press Run, and watch the highlighted line move through your code while a tiny builder walks off to do exactly what it says. When something goes wrong, the window shows the line and the reason, so you fix i…
Your kingdom runs on your code
is a cozy automation game where every worker runs a program you wrote. Type a loop, press Run, and watch the highlighted line move through your code while a tiny builder walks off to do exactly what it says. When something goes wrong, the window shows the line and the reason, so you fix it and run it again.
It's real Python 3: variables, loops, if/elif, lists, dicts, functions and imports between your own files. Everything you learn here works outside the game too.
From two houses to a kingdom that runs itself
Build and grow. Houses, farms, bakeries, mines, smithies, libraries and a Founders' Monument. Expand the island four times.
Living production chains. Fields ripen and rot if your script comes too late. Groves run out unless you replant. Hungry towns pay half.
Bandits raid your homes. React with events: on("raid", chase) and a guard that never sleeps.
Up to four workers, four programs. Share a database, claim jobs, run a dispatcher that restarts anyone who crashes.
Merchant ships dock with timed orders. Your code decides what to sell.
Six islands, live prices, your trading bot
Six neighbouring islands each make something and need something else, and you can watch life go on over there from your shore. Build the Trade Guild and the market opens: bid and ask, a live chart, slippage, guild fees and a news wire. Storms sink barges, miners strike, wars break out, queens visit, and rumours turn out to be nothing. Prices respond the way real markets do: trends, seasonal swings and slippage on every trade you make.
Trade by hand, or go all in:
market.sell(Wood, 50), one line to clear a full warehouse
Arbitrage across islands with market.quote()
Moving averages over market.history()
Standing orders that fill while your workers do other jobs
A news-trading bot with on("news", react)
A full mean-reversion bot with position limits and a profit report
Simple scripts work fine, and if you want to go deeper you can write a genuinely realistic trading bot.
A real coding desk
Code windows float above the island or tile like an IDE
Syntax highlighting, autocomplete, live error squiggles and line commands
A Python console to ask the town anything: per_minute(Copper), orders(), market.news()
A VS Code-style explorer: folders, imports and every worker's file
Your scripts are plain .py files. Edit them in your favourite editor and the game reloads them
Light and dark desks, a theme shop (neon arcade, card table) and a theme editor with background pictures. Themes are files you can share
Learn as you play
31 story chapters take you from print("hello") to a kingdom that runs itself. The Code School has 30 short lessons with runnable examples, common pitfalls and links to the official Python tutorial. Every function is documented with an example you can insert in one click. Stuck? Every chapter keeps a reference solution.
No coding experience needed. If you already code, there's a whole archipelago to automate.
CHEATS
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