
Koruzan
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Description
Yaşayan bir dünya haritasında geçen, seçim odaklı bir ortaçağ RPG'si. Yerleşimlerin kendi ekonomisi, soylu evlerin kendi hedefleri, yollardaki grupların kendi işi var — ve verdiğin her karar, dünyanın unutmadığı bir kroniğe yazılıyor.
About
A world that doesn't wait

Koruzan's map is not a menu. Caravans, war bands and travellers are already moving across it toward their own destinations. Settlements trade, grow and suffer on their own schedule. Noble houses pursue ambitions that have nothing to do with you — and will keep pursuing them whether you intervene or not.
Speed time up and watch it happen. Nothing on this map is waiting for a player to arrive.
Choices, and the memory of them
Events arrive as decisions, not as fights. Who you help, who you rob, who you refuse — the world keeps a chronicle of it. Rumours travel out of that chronicle: people in the next region have heard about you before you get there, and they treat you accordingly.
Who you were, before the game started
Character creation asks about your background, not just your numbers. That history decides who will speak with you, who owes you something, and which roads are open.
Settlements, camps and the people in them

Walk into a settlement and you get its economy, its quest board, its shops and its current troubles. Nomadic camps run on different rules from walled towns. NPCs have relationships, ambitions and grudges that shift underneath all of it.
You are shaped by what you live through
Skills grow through use, not through a level-up screen — every check you attempt
leaves a mark on the character who attempted it. Traits form the same way. And so
do everyone else's: the chronicle records the innkeeper who grew ambitious and the
watch captain who grew suspicious, in the same ledger it records you.
A body and a mind that can break
Injuries linger. Stress accumulates, and the ways of relieving it — a hunt, a feast,
a drink — cost coin and carry their own consequences. There is no rest button that
makes a bad week disappear.
Your name arrives before you do
Renown is earned in ranks, and each rank opens things that were closed: larger
retinues, better marriages, doors that stayed shut. Reputation is regional — you can
be a saviour in one province and a problem in the next.
Crises that don't ask permission
Famine, plague, war, migration. They begin without you, spread on their own schedule,
and turn into investigations with real steps to take. You can intervene, profit, or
let them run — the world proceeds either way.
Features
- A living world map — parties travel, trade and intercept each other without you
- Choice-driven events with consequences the world writes down
- A chronicle and rumour system: your reputation arrives before you do
- Background-driven character creation that changes who deals with you
- Settlements and nomadic camps with their own economies, quests and shops
- Noble houses and factions with independent ambitions
- Adjustable time speed — watch the world move
- Full English and Turkish language support
- Skills and traits that grow from what you actually do
- Injuries, stress and the costly ways of coping with both
- Renown ranks and region-by-region reputation
- A household: spouse, heir, and a line that outlives you
What this game is not
No tactical combat — battles resolve based on who you brought and what shape they're in. No multiplayer. No voice acting. This is a reading game about decisions and consequences, built for players who want a world with a memory.