Kingdom Two Crowns: Complete Guide

How to survive the Greed, spend coins wisely, clear all five islands, and pick the right campaign and DLC, from your first night to destroying the last Cliff Portal.

Researched September 2026 — current as of the Spring Edict event patch (April 2026) and Call of Olympus DLC. Live games change; check the linked sources if something differs.

Series news: Raw Fury announced the sequel, Kingdom III: Rising Realms, on August 26, 2026. Kingdom Two Crowns is still sold and supported, and saves and progress are unaffected.

Quick Start

  1. Coins are everything. You spend them by dropping them onto markers. Walk over a vagrant, a vendor, a wall spot, or a building, and drop coins with the down key or button.
  2. Recruit vagrants first. Vagrants camp in the forest. Toss them a coin and they become villagers who can pick up tools.
  3. Buy a bow and a hammer immediately. Archers hunt rabbits and deer for coins and defend at night. Builders build walls and chop trees.
  4. Walls before expansion. The Greed come every night from both sides. A wooden wall on each flank keeps your camp alive.
  5. Farms are your long-term economy. Once the town center is upgraded, scythes become available; farmers generate steady coins from fields next to water.
  6. Keep a few coins as armor, not a fortune. If a Greed hits you, you drop coins instead of your crown, so an empty purse outside the walls is deadly. A full purse is wasted money, though; spend the surplus on the kingdom. Losing the crown ends that monarch's reign.
  7. Gems are separate from coins. Gems unlock things like statues, mounts, and some upgrades. Don't waste them.
  8. Watch the moon. Blood moons bring much larger attacks. Get home before dark.
  9. Winter is lean. Farms stop producing in winter; stockpile coins before it arrives.
  10. The boat is your goal. On each island, repair the shipwreck to sail to the next island.

Controls (keyboard defaults)

Action Key
Move left / right Arrow keys or A / D
Gallop Run input (check Options for your binding)
Drop coin / interact Down arrow or S
Pause Esc

You can rebind keys and play with a controller. In local co-op, the second monarch plays on split screen. Galloping drains your mount's stamina; let it graze on grass to recover.

The Core Loop

  1. Day: collect coins (from archers hunting, farmers, and treasure chests), recruit vagrants, buy tools, expand walls and buildings, explore.
  2. Dusk: get back inside your walls.
  3. Night: Greed attack from portals on both sides. Archers shoot from towers; walls absorb damage; builders repair.
  4. Next day: repair and expand further.

The kingdom grows outward from the town center. Every expansion means a longer border to defend.

Opening Build Order (Island 1)

This is a reliable, low-risk opening for the Europe campaign. Adapt it to what your island spawns.

  1. Day 1: Drop coins at the campfire to establish your town center. Ride out both ways, recruit every vagrant you find, and buy two bows and one hammer.
  2. Day 1, afternoon: Build a wooden wall on each side of camp, close enough that archers can cover both. Head back before sunset.
  3. Day 2: Let archers hunt. Collect their coins in the morning, recruit more vagrants, and add a second builder.
  4. Days 3-5: Upgrade the town center when you can afford it, add towers behind your walls, and scout for a water source for farms.
  5. First farm: As soon as scythes are available, build a farm next to water and recruit farmers. From here your income becomes steady.
  6. Before the first blood moon: Have walls upgraded, towers manned, and some coins saved for morning repairs.
  7. Mid-island: Explore further for hermits, statues, and the shipwreck. Start saving for the boat once your walls hold comfortably.

Coin rule of thumb: only carry what you plan to spend today. Everything else should already be turned into archers, walls, or farms.

Units

Unit How to get Role
Vagrant Found in forest camps; recruit with a coin Becomes a villager
Villager Recruited vagrant Picks up tools from vendors
Archer Villager picks up a bow Hunts wildlife by day; defends from towers and walls
Builder Villager picks up a hammer Builds walls, towers, and structures; chops trees
Farmer Villager picks up a scythe (after upgrading the town center) Works fields for coins
Pikeman Available with later tech Defends from the wall line and can fish
Knight / squire Later tech at the town center Leads squads of archers on attacks against Greed portals

Balance tip: you need more builders than you think; repairing walls every morning is their main job. Keep about one builder for every three or four archers early on.

Buildings and Tech

Hermits, Statues, and Mounts

The Greed

Greed What it does How to handle
Greedlings Small, weak, come in numbers; steal coins and tools Archers and walls handle them
Floaters Fly over walls to grab villagers and the crown Keep archers inside and your monarch safe
Breeders Huge, tough, spawn Greedlings; mostly on blood moons Strong walls and many archers
Crown Stealers Target your crown directly Protect the monarch, keep coins in your purse

Portals. Each island has Greed portals. The smaller ones can be destroyed by knight-led squads. The large Cliff Portal needs bombs that your builders push to it, protected by knights. Destroying the Cliff Portal means the island stops getting attacked by the Greed.

Island Progression

There are five islands in the standard campaigns. Each is harder than the last.

  1. Island 1: Learn the basics. Build walls, farms, and a boat.
  2. Island 2: Higher town-center tiers and stronger walls open up; Greed get tougher.
  3. Island 3: More hermits and statues to find; bigger portals.
  4. Island 4: Stronger attacks; your kingdom needs its top-tier defenses.
  5. Island 5: Final island; destroy the Cliff Portals across the islands to win.

Exact tech unlocks per island differ slightly between campaigns, so check what your town center offers after each landing. You repair the shipwreck on each island with coins; bring villagers (ideally archers and builders) aboard so you don't start the next island alone. You can sail back to earlier islands later.

If you lose your crown: a new monarch takes up the throne and starts again, but your islands aren't wiped completely. Much of what you built remains as ruins that are cheaper to restore. Unlocked hermits and statue progress may carry over too, which makes later runs faster.

Campaigns (Biomes)

Campaign Type Notes
Europe Base game The classic medieval campaign; the best place to start
Shogun Free (at launch, December 2018) Feudal Japan theme, ninja units, bamboo forests
Dead Lands Free update (April 2020) Bloodstained crossover; play unique monarchs like Miriam with special abilities
Norse Lands Paid DLC (November 16, 2021) Norse theme, a new Greed type, new jobs and mounts
Call of Olympus Paid DLC (October 8, 2024) Greek theme, hoplites, slingers, and divine blessings

Campaign notes

Other modes

Co-op

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Kingdom Two Crowns still being updated? Yes. It received the Spring Edict event and a performance patch in April 2026. The sequel Kingdom III: Rising Realms was announced in August 2026.

Which campaign should I start with? Europe. Move to Shogun or Dead Lands for variety later.

What happens if I lose my crown? Your monarch dies, and a new one continues, but many of your buildings remain in ruins you can restore cheaply.

Can I play co-op online? Yes, online co-op is supported alongside local split screen.

How do I destroy the Cliff Portal? Push a bomb (built by builders) to the portal, protected by knights and archers. Plan to go early in a day and not near a blood moon.

Do I need Call of Olympus to play the seasonal events? Not for Spring Edict 2026. It was free for all Kingdom Two Crowns owners.

Sources