Liberty Hold
Painted key art: a walled frontier town at sunset beneath red mesas, a steam train curving in on a trestle

Liberty Hold

Build the town. Hold the line. High noon settles it.

A Western strategy game you play with hundreds of others on one shared frontier. Raise a town, recruit legends of the Old West, ride the rails, win a Railhead for your clan and march on the star fort at the heart of the map.

  • Google PlayComing soon
  • App StoreComing soon
  • SteamComing soon
Painted story scene: a frontier main street at dusk, a stagecoach arriving outside the hotel
The Bank at its five stages, from a plank shack to a brick bank with a domed corner turret

Build your town

Raise a town worth holding

Start with a Town Hall and a handful of plots behind a timber stockade. 24 kinds of building, most of them up to level 30: mines, mills and farms to feed it, the Rifle Range, Stables, Barracks and Archery Camp to train its army, the War College to research, a Bank, a Chapel and a Hospital to keep it standing.

Every building grows through five stages as it levels, from rough planks to brick and iron, and the Town Hall sets the ceiling for them all.

  • 24 kinds of building, up to level 30
  • Five troop classes in three tiers, opened by War College research
  • Every upgrade is a real timer you can watch on the plot
Town and buildings in the guide
Painted key art: a steam locomotive pulling freight cars past a stockade fort on a curving trestle

Rail and clan trains

Ride the rails

From day 15, public shuttle trains run every open section of the line to a fixed timetable, and your marches hop aboard by themselves whenever that makes the whole journey faster. Players have no trains of their own.

Clans do. A clan train leaves the clan's Railhead and hauls resources to a clanmate's town. A safe route keeps clear of rival stations, a risky one takes the short way. Pass a station or depot your clan does not hold and the line takes a 10% toll; a rival that keeps a garrison at its station can stop the train, so send escorts.

  • Shuttles are never robbed: plan your marches round the timetable
  • Two escort slots a clan train, and escorts that ride a real run to its end get paid
  • NPC freight crosses the frontier ring: every clan that holds a station on its way takes a 10% cut
The railway in the guide
Painted clan hall: long tables, lanterns and banners under a timber roof

Railheads and territory

Win a Railhead. Plant the flag.

20 Railheads stand at the foot of the home corners, 5 to a corner, each held by the Rail Gang until a clan of 5 or more beats it. A clan's land grows out from its Railhead in five-by-five-tile outposts that join edge to edge.

A held Railhead can be attacked after an hour's declared notice, and the winner takes the Railhead only. The loser keeps its cities, treasury and research, but its trains stop and its outposts are cut off until it wins a Railhead back.

  • One Railhead per clan, and a clan that holds one cannot declare on another
  • 5x5-tile outposts, built faster by clanmates' garrisons
  • Cities and stations are taken in capture windows, by rally
Railheads and clans in the guide
Rendered game model: the Territorial Capitol's gilded dome above the star fort's walls, cannon and red territorial flags
Rendered game model seen from above: the five-pointed, three-tier star fort
The Territorial Capitol on the top tier (game model)

The capital

Liberty Hold: the star fort

At the heart of the map stands the capital: a three-tier star fort of stone bastions and dry ditches, cannon on every face, the territorial flag on every bastion and the domed Territorial Capitol crowning the top terrace.

Its gates open on day 30. From day 34 clans fight for it in timed windows, and the clan that holds it names the Sheriff of Liberty Hold. The Final Showdown on day 41 settles the season.

  • Three tiers of five-bastion walls round the Capitol
  • The Sheriff names deputies, posts Wanted players and calls a weekly Law of the Land
  • The frontier cities each have a look of their own: a mining town, a river port, a cattle fort and an adobe mission
The Sheriff of Liberty Hold
Painted Horse Yard at golden hour: a red barn, corrals with horses, a windmill and red mesas

Herds, fishing and horses

Work the open range

Wild horses and longhorn cattle roam the range, each herd guarded by a cowboy. Beat the guard once and the herd stands open to everyone after you, smaller with every head taken, until it is roped out and a new herd turns up.

One Rope brings home one horse or one head of cattle; Bait lands a bag of 1,000 fish at the ponds. From Town Hall 10 the Horse Yard raises Bronze, Silver and Gold horses to level 40 to speed your marches, and the Cattle Ranch turns cattle into beef.

  • 2 free Ropes a day, more from the Saloon
  • Shared herds: every player sees the same herd and the same guard
  • A Gold horse at its best makes a march a third faster
The open range in the guide

VII · The story

The frontier needs a Marshal

For a month the Red Hand gang has burned farms and robbed the mail. The old Marshal, Ada Holloway, rode after them and never came home.

The town council sent east for a new one: you. Deputy Hale meets you on the Town Hall steps, and seven chapters of painted scenes follow the trail to the man who signs every page J.C.

  1. Ashes at Dawn
  2. The Coyote Hunt
  3. Siege at the Gates
  4. The Land War
  5. Iron Road
  6. A Star That Lies
  7. The Seat
Marshal Ada Holloway in a long duster with a coiled rope
Ada HollowayThe missing Marshal
Deputy Hale, hat in hand, tin star on his vest
Deputy HaleYour deputy
Black Hat Mulligan with a rifle on his shoulder and a burning torch, a red hand on his shirt
Black Hat MulliganRed Hand raider chief

More on the frontier

Settled at high noon

Duels at high noon

From Town Hall 6, challenge another player and meet them on their Main Street: first-person, hand over the holster, the other fellow in plain sight. Gold and Reputation ride on it, never your troops.

What money can never buy

The shop sells Silver Dollars, skins, passes and convenience. Troops, territory, gate openings and whole Gold heroes are never for sale, and a skin adds a few percent at most.

One season, one map

Season 1 is a 42-day land rush. The walls open for everyone at once: the frontier on day 15, the capital on day 30, the corner walls on day 35. Then the rewards are paid.

From the build

The frontier, modelled

Plates from the build: the game's own models of the capital, the frontier cities and the buildings of your town, printed in the manner of 1871.

The star fort from the south gate road, flags on every bastion
Liberty Hold from the gate road
Riverbend: a white sternwheel steamboat at a plank wharf before brick warehouses
Riverbend, the river port
Dodge Fork: a four-bastion earthwork fort beside huge stockyards and a cattle train
Dodge Fork, the cattle fort
The Chapel at its fifth stage: a white clapboard church with a bell tower
The Chapel
The Cattle Ranch at its fifth stage: farmhouse, red barn, water tower, windmill and pens
The Cattle Ranch
The Bank at its fifth stage: brick and stone with a domed clock turret
The Bank

Screenshots and a trailer arrive with the store pages.

Ride with us

News, tester builds, events and clan channels live on the Liberty Hold Discord. Come and find a clan before the gates open.

  • Google PlayComing soon
  • App StoreComing soon
  • SteamComing soon