SINKOM
Build your kingdom from nothing, recruit heroes who actually age and die, and fight for a throne that millions of players want. Weather changes mid-battle, alliances fall apart without warning, and that commander you’ve been leveling for weeks won’t live forever. Real strategy with real consequences. Download now and see if you can hold power longer than a few hours. #KingdomBuilder #MobileStrategy #AllianceWars #ThroneGame #ConquestRPG
Description
SINKOM: RISE OF KINGDOMS
Five kingdoms fighting over one throne. You’ll build something, watch it grow, then probably watch someone tear it down while you’re offline. Welcome to the grind.
Building From Nothing
Dirt, wood, stone. That’s what you start with. Walls go up slow. Barracks take forever. Farms need constant attention or your troops starve mid-campaign.
Resource management will make or break you early on. Expand too fast and you’re stretched thin – easy pickings for anyone paying attention. But sit back and turtle? Stronger kingdoms snowball past you. There’s no safe play here. Every upgrade locks you into a direction.
The Five Sinkom Powers
Each kingdom runs on one of five elemental alignments. Fire does exactly what you’d expect – raw damage, aggressive pushes. Ice slows enemy movements and buys you time. Shadow hides your armies until they’re already inside someone’s walls. Nature wins through attrition, bleeding opponents dry over long fights. Light keeps wounded units in the battle longer than makes sense.

This isn’t a skin choice. Pick wrong for your playstyle and you’ll feel it in every fight.
Heroes Don’t Last
Recruit commanders. Level them. Find better gear. Typical stuff for the genre.
Except your heroes age. Stats decline. Eventually they die, and whatever replacement you’ve been training in the background becomes your new frontline.

Lose your best general right before a major war because you forgot succession planning was a thing. Ask me how I know.
Weather Changes Everything
Rain turns fields to mud. Cavalry gets stuck. Fog rolls in and suddenly nobody knows where anyone is – including you. Storms break formations apart mid-engagement.
Most players wait for clear skies. Smarter players attack during downpours when enemy archers can’t hit anything. Weather isn’t flavor. It’s a weapon if you’re willing to use it.
Alliance Politics
You need allies. Pool resources, coordinate strikes, vote on kingdom-wide decisions. Marry into other ruling families for the stat bonuses and political protection.
But alliance leaders can be challenged. Members flip sides. That guild sharing resources with you might be passing troop counts to your enemies. I’ve seen alliances collapse in a single afternoon over accusations that turned out to be true.
Trust carefully.
The Throne Wars
Weekly battles. One throne. Whoever sits on it gets abilities that feel borderline broken – map-wide buffs, resource bonuses, the works.


Holding it is another problem. Everyone targets the throne holder. Most players grab it for minutes. Some manage hours. The rare few hold it for days, usually by being online at weird hours and having an alliance willing to die for them.
What Actually Sets This Apart
Day and night cycles affect how units perform. Weather forces you to adapt or get punished. Heroes age out and die permanently. Spy networks feed you intel on enemy movements. Royal marriages create political ties. Alliances vote on major decisions. The throne rotates through whoever can take and hold it.

Not revolutionary on paper. But stacked together, it creates something messier and more interesting than the usual mobile strategy formula.

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