
Conquest
A downloadable game
As a knight sent by the King, conquer back a castle deep in the mountains overtaken by an undead horde.

Conquest is a third-person fantasy game in which you are a knight sent to take back a castle overtaken by the dead.
You'll have to fight your way through each layer of the castle, find powerful equipment and face multiple types of enemies to progress ever further towards your final opponent in the Throneroom and reclaim it from the dead.

Controlls:
P = Pause
W/A/S/D = Move
Mouse = Look
LMB = Attack
MiddleMB = Lock on/off
RMB = Parry
Space = Roll
STRG = Block
Shift = Sprint
C = Heal

Credits
This Game was created as part of my sixth term at the
Special thanks go to my fellow students:
Mxlware | Spuhff | leinabella | Medusalou | Fluttergon | zICobra
and my teachers at the HTK-Academy
Software used:
Unreal Engine | Blender | Substance Painter | Substance Designer | Adobe Illustrator | Reaper | Fmod
Sounds from Epidemic Sounds, and WeLoveIndies, edited by me
Music:
action strike from WeLoveIndies
| Status | Released |
| Rating | Rated 4.4 out of 5 stars (5 total ratings) |
| Author | Earthlord23 |
| Genre | Action |
| Tags | 3D, Fantasy, Low-poly, Medieval, No AI, Singleplayer, Souls-like, Third Person, Unreal Engine |
Download
Install instructions
1. Download file
2. Unzip file
3.open Conquest.exe
Development log
- Patch 1.1Aug 17, 2025





Comments
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Very awesome game for 1 Semester!
I would love to see some kind of ending sequence or text to pop up after beating the boss :)
Some things i noticed while playing:
Red pickups dont have E over them to pick them up
The sword laying next to the red stuff makes it hard to pickup the red stuff since the hitbox to pick the sword is so big
There was a lot of red stuff to heal which made the game quite easy - i assume some teacher of us did find it to hard? :D
And some suggestions (I do know you only had 1 semester time but i read you will continue developing):
The title in the main menu could get some love
The buttons could have the font centered
The big sword could get some alternative move, since you loose parry and block (I love big swords)
The barrels could break :D
An alternative attack after rolling (a stab with more range but very small hitbox to the side compared to a swing)
And again after all this "critique" do not get me wrong:
I loved the game <3 10/10 would play again :D
Hmu for sure when you release another patch!
Pros:
Clean low-poly art style.
Consistent color palette.
Basic combat system with some visual feedback.
Cons:
Main menu screen is overly bright and high-contrast, which can be visually uncomfortable.
Combat system feels underdeveloped, while there is feedback, fights quickly become repetitive.
Enemy AI can be exploited: repeated attacks can prevent enemies from acting at all.
Stronger enemies differ from normal ones only by having more health, with the exception of the final boss who has a slightly different moveset. However, due to the underdeveloped combat system, even the boss fight feels very similar to regular encounters.
Background elements appear overly low-poly, even within the intended style.
Overall gameplay loop lacks variety, mostly moving from one enemy to another without additional challenges.
With improved AI behavior, a more dynamic combat loop, and better balance between visuals and UI, this could be a stronger experience
Thank you for your feedback!
Since i have planned to further work on the project now after my time at the HTK-Academy, i'll make sure to inccorporate your feedback and make the game a better experience!
Edit: Some of these things have been adressed in patch 1.1.
(Also, the types of enemies do have different movesets)
10/10 would conquest again
the next dark souls