Kingdom Two Crowns APK (DLC Unlocked)

2.4.2
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4.0/5 Votes: 9,182
Developer
Raw Fury
Updated
Sep 27, 2026
Size
900 MB
Version
2.4.2
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6.0
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Description

Kingdom Two Crowns strategy starts with a single coin purse, because your Monarch pays for every wall, tower, and farm by dropping gold by hand on a side-scrolling island. New Monarchs who keep losing the crown on the second or third island will get the coin and gem order that keeps a reign alive. The biggest early swing comes from banking gems instead of carrying them, since gems never vanish on the ground and gem unlocks stay yours even after the crown falls.

How to Play Kingdom Two Crowns as the Monarch

To play Kingdom Two Crowns, you ride a crowned Monarch left and right across a 2D island and drop coins to hire villagers, raise walls, and upgrade towers. At night the Greed attack from both edges, so every coin you spend by day decides whether the crown survives until morning.

The game comes from Noio, the studio of series creator Thomas van den Berg, working with Coatsink, and Raw Fury publishes it. It first launched on PC and consoles on December 11, 2018. The Android release followed in April 2020, after the team had first planned the whole thing as an expansion for Kingdom: New Lands.

That history shows in the design. The core loop of this micro strategy title stays tiny, yet the campaign stretches across five islands, each one harder than the last.

The Coin Purse Loop That Runs Every Kingdom

Everything in your kingdom runs through the coin purse in the top corner of the screen. Hunters, farmers, and merchants produce gold, you collect it by riding over it, and then you spend it at floating build markers. There are no menus at all, so the purse is your whole interface. In my first run that felt strange for about ten minutes, and then it felt perfect.

The loop has a hard edge, however. Coins left on the ground fade away over time, and a stuffed purse spills its overflow. Good rulers keep gold moving into bows for archers, hammers for builders, and scythes for farmers.

Uncharted Isles, Ancient Relics and the Greed

The setting is a chain of misty medieval islands dotted with ruined monuments, relic chests, and old shrines. Your Monarch arrives with a crown, a steed, and almost nothing else. Each island also hides a broken boat, which becomes the only way forward.

The Greed are the villains, masked creatures that pour out of portals in the woods to grab coins and, worst of all, the crown. The story stays light and mostly lives in the scenery. That restraint works, because the dread of dusk tells more story than any cutscene could.

Kingdom Two Crowns vs Bad North and Kingdom: New Lands

Bad North, also published by Raw Fury on Android, shares the island defense theme but plays as real-time tactics. You command squads from above and never run an economy. Kingdom Two Crowns asks for patience instead, since you farm, hire, and expand over dozens of in-game days.

Kingdom: New Lands is the closer cousin, and it runs on Android too. Two Crowns adds a full campaign, a second currency in gems, permanent unlocks, and co-op play for two rulers. Fans of pure tower defense like Kingdom Rush may find the slow pace odd at first. The payoff, though, is a kingdom that feels earned rather than placed.

Android Version vs PC and Console: Split-Screen Co-op and Price

The Android version keeps the full campaign plus the free Shogun, Dead Lands, and Challenge Islands content. Because the game only needs left, right, and a coin drop, touch input loses very little against a controller. The mobile price also usually sits around a third of the Steam price, which makes a phone the cheapest way into the series.

The real gap is co-op. On PC and console, two rulers can team up online, but on mobile the second player shares your device through split-screen co-op. Paid campaigns also arrive differently, since Norse Lands and Call of Olympus come as in-app purchases on phones.

Kingdom Two Crowns Controls, Villagers and Night Raids

Three inputs control the entire game: move left, move right, and drop a coin. With only those, the Monarch hires workers, assigns jobs, and shapes the defense of a whole island.

Villagers do all the real work. They start as drifters at a vagrant camp in the forest, and one coin turns each into a citizen who walks back to town. From there, tools decide their jobs, so the shops you fund near the town center matter more than any button press.

Night changes the rules completely. Gold stops flowing, the Greed march in, and every choice you made in daylight either holds or breaks. Most of the skill in this micro strategy game lives in reading that daily rhythm and spending ahead of it.

Riding Left and Right on a Tiring Steed

Movement is simple, but your steed’s stamina is not. Sprinting drains it, and a tired horse slows down until it grazes on grass for a while. So I plan long rides around grassy spots on this side-scrolling map instead of galloping everywhere.

Each build marker shows how many coins it needs. Check the purse before you commit, then hold the drop input until the cost is paid. This habit sounds small, yet it saves wasted trips on the far edges of an island.

Turning Vagrant Camp Drifters Into Archers, Builders and Farmers

Each recruit costs one coin at the camp. Back in town, that recruit grabs a bow, hammer, or scythe from a shop you paid for. Archers hunt rabbits and deer by day and guard walls at night. Builders raise walls and clear trees, while farmers work fields near the water.

Balance matters more than raw numbers. Early on, I want roughly four archers for every builder, because archers both earn gold and defend. Farmers pay off once walls protect their fields, since an exposed farmer drops his scythe when the Greed hit.

What Happens When Night Falls and the Greed Arrive

When the sun sets, the Greed leave their portals and march toward your outer walls from both sides. Small Greed grab coins and tools, while bigger ones batter the walls. Each hit on a citizen knocks the tool loose and turns that person back into a drifter.

If the Greed reach the Monarch, they take coins from the purse first. Once the purse empties, gems go next, and the crown goes last. That order is your safety margin. A few spare coins buy enough time to ride back behind the walls.

How to Unlock Hermits and Statues With Gems

You unlock hermits and statues by paying gems at their site on a set island, then activating them with coins. Gems come mostly from hidden chests that hold 3 gems each, and anything bought with gems stays unlocked for that save file.

Gems are the second currency, and they behave very differently from gold. They never disappear when dropped, and the total supply in a save is limited because only chests create new ones. Every gem choice in this kingdom builder is therefore a long-term choice.

The payoff is huge. Hermits turn ordinary buildings into special ones, and statues power up a whole class of unit on every island you visit afterward.

Where Gem Chests Hide and Why the Gem Bank Matters

A gem chest looks much like a normal treasure chest, so I open every chest I pass in the woods. The first island holds no gems at all, which means the earliest unlocks wait until island two. That single fact shapes your opening, because the hermit on island one stays locked until you return later.

Carrying gems is risky, since they take far more purse space than coins. The Gem Bank solves this. Deposit gems there, withdraw them later for one coin, and they travel to other islands without filling your purse.

All Five Hermit Cottage Locations in the Base Campaign

Each hermit lives in a hermit cottage on a fixed island in the base campaign. You coax one out with gems, then pay a single coin to carry him to the building he upgrades.

The Ballista Hermit waits on island one for 3 gems and turns a top-tier tower into a ballista. On island two, the Stable Hermit costs just 1 gem and converts a farm into a stable that stores extra mounts. The Bakery Hermit on island three costs 4 gems, the priciest of the set.

Island four holds the Knight Hermit for 2 gems, who turns a tall tower into a knight tower. Finally, the Horn Hermit on island five costs 3 gems and adds a rally horn to a fully upgraded wall. Ring it with a coin and every fighting unit rushes to that wall.

Statue Blessing Costs for Archers, Farmers, Builders and Knights

Statues also sit on fixed islands. You unlock one with gems, then pay coins for the statue blessing, which then applies on every island for the rest of the reign. The Statue of Archers on island one costs 4 gems plus 10 coins and gives archers perfect aim.

The Statue of Farmers on island two is a bargain at 1 gem and 7 coins for better harvests. Island three’s Statue of Builders costs 3 gems and 9 coins, while the Statue of Knights on island five costs 2 gems and 9 coins and lets knights charge. Because blessings carry across islands, one early statue pays off for the whole reign.

How to Unlock Kirin, Gamigin and Other Campaign Mounts

You unlock mounts by finding their shrine or lair on a set island, paying the gem price once, and then paying coins to ride them. Across every campaign there are 34 mounts, and with 7 hermits and 7 statues they make up 48 gem unlockables.

Mounts change how a reign feels. Without a stable, you keep only the steed you ride, which is why the island two Stable Hermit pairs so well with mount hunting. Few players connect those two systems early, and it saves a lot of gems.

Each free setting brings its own rulers and steeds as well. Shogun, Dead Lands, and the paid campaigns all change which mounts appear, so a second campaign never plays quite like the first.

How Mount Shrine Unlocks Work on Each Island

Each mount shrine sits at a landmark in the wilds, such as a cave, an old battlefield, or a crash site. The first visit asks for gems to unlock the mount for good. After that, a coin payment lets you swap your current steed for it.

Gem prices for base campaign mounts run roughly from 2 to 4 gems, with coin costs of about 8 to 12. Since gems are finite, I buy a mount only when it fixes a problem I keep hitting, like slow trips to a distant portal.

Kirin and the Shogun Lands of Feudal Japan

The Shogun setting swaps medieval Europe for feudal Japan, with bamboo forests, curved rooftops, and ninja you can enlist. You rule as the Shogun or the Onna-bugeisha, and the mythical Kirin carries you into battle. The rules underneath stay familiar, so it works well as a fresh look for a second campaign.

Shogun also comes free with every copy. In my runs, its thick bamboo made the forest feel darker and closer, so I kept more archers near the outer walls there.

Gamigin, the Beetle and the Undead Steed in Dead Lands

Dead Lands is the darkest free setting, and its three mounts define it. The gigantic beetle lays out traps, the undead steed summons barriers that slow the Greed, and the demon horse Gamigin hits with a powerful charge. Each one rewards a different style, from careful trap lines to aggressive pushes.

I lean on the demon horse when a portal assault needs a push and on the undead steed while walls are still thin. That range makes Dead Lands the best place to try mount-led tactics before the harder paid campaigns.

Norse Lands and Call of Olympus Paid Campaigns

Norse Lands is a full paid campaign set in a Viking domain around 1000 C.E., with its own units, hermits, and steeds. Players often praise late-game tools like the eight-legged Sleipnir and Thor’s hammer for holding back huge waves. It also adds a Fire Tower Hermit on its third island for 3 gems.

Call of Olympus is the newer expansion, built on Greek myth. Instead of relying only on walls, you seek the favor of the gods, and that favor powers your defense against much larger Greed. Both arrive as optional purchases, so the base game never pushes them on you.

How Progression Works Across the Five Islands

Progress in Kingdom Two Crowns moves across five islands, and each new island opens stronger technology while the Greed grow tougher. You advance by repairing the island’s boat, loading a crew, and sailing to the next shore, where a new kingdom starts from scratch.

The global day counter matters here. Greed aggression and attack pressure both rise with the total days played, not only the days on one island. A slow first island therefore makes every later island harder.

Iron is the key milestone. Many experienced players aim to reach island four by autumn, so iron arrives before the next winter.

Wood, Stone and Iron Wall Tech Tiers

Walls and towers climb through tiers as your kingdom grows. Early walls are wooden, the middle tiers bring stone, and the iron wall only appears on later islands. The town center upgrades too, eventually becoming a castle that can hold up to 4 shields for squires at 4 coins each.

Each tier costs more than the last, so upgrade the wall facing the nearest portal first. The far side of the island can stay wooden longer, especially after you clear the portals there.

Sailing the Boat and Building Each Lighthouse Tier

Every island has a broken boat near the docks, and repairs always start at 10 coins. Once it floats, ringing the bell for 2 coins calls a crew. The boat carries up to 3 knights or squires, 4 archers, and 3 workers, and everyone aboard stays safe from normal Greed except flying Floaters.

Leaving without a lighthouse means the boat crashes when you return, so you rebuild it from scratch. After you clear the dock portal, a lighthouse costs 6 coins in wood, 12 in stone, and 18 in iron. Every tier guarantees a safe landing, and higher tiers simply resist decay longer.

What Happens to Your Heir When the Crown Falls

Losing the crown does not wipe the save. Instead, an heir takes over from the first island, and the kingdoms you built elsewhere remain. The boat breaks even if a lighthouse stands, however, so the new ruler starts with a fresh repair job.

Gem unlocks survive as well. Anything you bought with gems stays unlocked, and the heir can buy it again with coins alone. That rule turns early gem spending into a safety net rather than a gamble.

How to Beat a Blood Moon and Destroy a Greed Portal

To survive a blood moon, keep upgraded walls and plenty of archers on both edges, because the much stronger wave hits from one direction and you rarely know which. To destroy a Greed portal, send knight squads at it in the morning with enough soldiers to finish before dusk.

Defense and offense are linked here. Players also report tougher nights after striking a portal on later islands, and a failed assault leaves your best troops scattered far from the walls.

Timing is the whole skill. Clear portals early in a season, and you earn quiet days to rebuild before the sky turns red again. Every strong defense of the realm starts with that calendar sense.

When the Red Sky Rises Before a Season Change

The red-sky attack arrives about once per season, usually a day or two before the season changes. The music shifts, and a far larger wave strikes from a single side. Winter adds extra pain, because farms stop producing while walls still need repair.

Watch the season shift and count the days. When a change is near, I put gold into wall upgrades and extra archers rather than new farms.

Sending Squires and Knights at a Greed Portal

Portal attacks run on knights. A squire carrying a shield from the castle leads a small squad of archers, and over time that squire can become a full knight. Once you give the order, the squad marches out to the nearest portal.

Hit small portals first. Taking out the closest one shrinks nightly waves from that side and frees land for new walls. Save the dock portal until the boat is nearly ready, since clearing it opens the lighthouse spot.

The Cliff Portal and Ending the Greed on an Island

Each island’s final threat is the cliff portal, the Greed’s home on one far edge. Destroying it takes a bomb, and the Monarch rides into the cave with it, then has to escape before it explodes. Getting out also frees anything the Greed stole on that island, including kidnapped hermits and gems.

Clearing that cave ends the Greed threat on the island for good. Once all five islands are clean, the campaign is won, and every later visit becomes a calm stop for gold.

All Five Challenge Islands and Their Crown Ranks

Challenge Islands is a free set of five single-reign scenarios, each with custom rules and a ranked crown reward. The first three arrived in August 2019, and two more joined later.

Each challenge locks you to one mount, removes every statue blessing, and drops you into a fixed situation. That makes them a pure test of fundamentals rather than unlock hunting, and they suit anyone who already finished the campaign.

The rewards also flow back into the main game. Earn a higher crown rank on every solo challenge, and your rulers wear that crown color in the campaigns. Few players notice this link, yet it gives the challenges real weight beyond bragging rights.

Dire Island, Skull Island and Plague Island Rules

Dire Island pairs you with the Dire Wolf mount and its pup. The first three are solo runs with no split-screen co-op. Lose the pup or the crown and the run ends, so you build a boat fast and reach as many islands as possible. Skull Island hands you a griffin, two Greed Lairs instead of one, and a volcano on a timer, with a time shrine that delays the eruption.

Plague Island is pure survival. You ride a plague warhorse while a sickness turns citizens without tools into Greed, which then spread it further. Nobody wins here, so your score simply measures how long the kingdom lasts.

Trade Routes and Lost Islands for Veteran Monarchs

Trade Routes and Lost Islands came later and push the format past simple survival. Lost Islands opens from a golden compass on the challenge screen, and it arrived alongside a change that brought Norse Lands into every challenge.

Both reward players who already know the campaign well. I treat them as end-game content, since they assume you understand portal timing, iron wall placement, and coin flow without help.

Bronze, Silver, Gold and the Hidden Fourth Crown

Every challenge scores your run as a bronze, silver, or gold crown. On Skull Island, for example, one small portal earns bronze, four earn silver, and six earn gold.

A fourth, Greed-colored crown sits above gold, and the game only hints at it. On Skull Island, players earn that cursed crown by destroying both Greed Lairs on the same day. The timing leaves almost no room for error.

Common Kingdom Two Crowns Mistakes With Gems and the Boat

Most failed reigns come from losing things the game treats as permanent, not from weak walls. Gems, the crown, and a boat with a safe landing all take real effort to replace.

Coins return every morning, but a lost gem may never come back, since only a gem chest creates new ones. Good Kingdom Two Crowns strategy treats those three as savings, not spending money.

Mistakes also compound because of the global day counter. Each wasted day on one island raises the danger on every island still ahead, so recovering from a bad trip costs more than it looks. The most painful errors all share one trait: they feel safe in the moment.

Carrying Gems Into a Fight Instead of Banking Them

The classic mistake is riding to the front line with a coin purse full of gems. Once a few hits strip the coins, gems spill next, and picking them up under attack rarely ends well.

Bank gems the moment you return to town. The one-coin withdrawal fee is trivial next to losing the 4 gems you needed for the Bakery Hermit.

Sailing Right Before the Season Turns

Leaving an island right before the red sky is the second big error. You land on a fresh shore with no walls, and the next big wave could arrive within days.

Experienced players sail right after a blood moon ends instead. That timing gives roughly 16 quiet days on the new island before the next big wave, which is enough to raise walls and hire archers.

Leaving a Lighthouse With No Walls Standing

Many players assume a lighthouse protects itself. In fact, a lighthouse built after the dock portal falls only decays when no walls remain on that island, and a decayed one means a crashed boat on your return.

So before sailing on, I leave at least a wall or two standing on each cleared island. That small investment keeps every lighthouse tier useful and saves the 10-coin boat repair later.

Best Kingdom Two Crowns Tips and Tricks for Beginners

Beginner success depends on steady gold income from archers, bread, and a crown kept far from danger. Those three habits decide whether a first reign reaches island five.

Income dies fastest in winter and after a bad night. Free archers, quick villager refills, and a safe Monarch are what carry a young kingdom through both. Riding out to a far vagrant camp at dusk, by contrast, is how many first reigns end.

None of this needs perfect play. Small habits, repeated every day, matter more than any single clever move. They also become automatic after a reign or two, which frees your attention for portal timing.

Keep Some Archers Out of Knight Tower Squads

A knight tower is powerful, but archers inside a knight’s squad stop hunting by day. If every archer joins a squad, your daily rabbit and deer income collapses.

I keep a handful of free archers outside the squads at all times. They patrol the forest edge, earn gold from game, and still man the walls at night.

Buy Bakery Bread to Refill Your Workforce

Once the Bakery Hermit is in place, a loaf of bread costs 4 coins and draws drifters straight to town as new villagers. The bakery itself replaces a top-tier tower and costs around 15 coins. That beats riding to distant camps at dusk.

Bread works best right after a rough night, when hits have turned several citizens back into drifters. A few loaves rebuild the workforce before the next wave.

Guard the Crown Against the Crown Stealer at Night

The crown stealer is a special Greed that ignores coins and gems and goes straight for the crown. If one reaches the Monarch, a single grab can end the reign.

So never linger outside the walls after dusk, even with a full purse. When night falls, I ride to the town center and stay behind two layers of wall until dawn.

Frequently Asked Questions About Kingdom Two Crowns

Can You Play Kingdom Two Crowns Online With Friends on Android?

On Android, Kingdom Two Crowns supports two players only through local co-op on the same device, with no online play and no crossplay with PC or console. It also appears in Google Play Pass, so subscribers can play without buying it, and it runs on Android 6.0 or higher.

How Long Does It Take to Beat Kingdom Two Crowns?

A careful single reign through all five islands often lands around 100 in-game days, and fast veterans report wins near day 95. Losing the crown stretches that, since the heir restarts on island one. Expect a first clear to take many evenings, with challenge runs adding plenty of extra replay.

Is Kingdom Two Crowns Still Getting New Content?

Yes. Free updates have kept arriving for years, including Dead Lands, which brought rulers borrowed from Bloodstained: Ritual of the Night. A recent update also folded the Call of Olympus setting into every challenge. Paid campaigns stay optional, so base owners still get each free setting and challenge at no extra cost.

Who Should Play Kingdom Two Crowns on Android

Kingdom Two Crowns suits patient strategy fans who enjoy slow growth, quiet planning, and tense nights more than nonstop action. It also fits couples or friends who want split-screen co-op on one phone, while players who need online matchmaking should look elsewhere. After several full reigns, the night my archers first held a red-sky raid on island four felt more earned than almost any win I have had on a phone. Bank your gems early, give the first island time to show its rhythm, and this becomes one of the finest premium strategy games on Android.

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