For the King

Gameplay revolves around exploration, clearing dungeons, and collecting new gear and weapons across the fictional land of Fahrul, with both co-op and single-player modes being available.

Additionally, characters may encounter random events in the game which provide an opportunity to obtain benefits such as increased movement, items, or healing.

Focus, a resource in the game, may be utilized by characters to increase the chances of desired outcomes in and out of combat and may be replenished by abilities or consumables.

The various towns throughout the map offer services that replenish focus or health, markets where goods can be bought and sold, and a location where side quests may be started, which can grant large sums of gold, extra lives to the shared pool, or items.

For the King's development was undertaken by a core team of three people; Colby Young, Gord Moran, and David Lam, who worked in both the indie and AAA video game industries.

[8][10] Dom Reseigh-Lincoln writing for Nintendo Life praised the agency granted to players, in particular, the ability of the party characters to split up, adding a unique twist to the gameplay and separated the game from others in the genre.

However, Reseigh-Lincoln believed the high variability that resulted from the dice-based combat and exploration system coupled with the difficulty and "permadeath" aspect of the game could create some especially difficult scenarios for the player that left little in their control.

[5] Jonothan Bolding of PC Gamer likewise found the gameplay punishing at times but that it ultimately allowed for a rewarding end game.

A typical combat scenario in For the King .