I’ve always loved chess, though I’ve never been particularly skilled at it. What intrigued me most about chess was its strategic depth and elegance. At the same time, I’m a big fan of RPG-style games and have been learning and experimenting with 2D game development. Typically, I stay in my comfort zone, working on RPGs—I’m currently developing one called Tales of Miravia, which is still in progress. However, I wanted to challenge myself and try something completely different, and that’s how King’s Gambit was born.
Initially, I intended to create a traditional chess experience, following the manual closely. But as the project progressed, I realized I wanted to give it a more original spin. That’s when I decided to blend chess with a medieval theme and loosen some of the strict rules of traditional chess. If you take a closer look, King’s Gambit isn’t chess in its purest form—there are elements of the original game that are absent, either because I didn’t enjoy them or, admittedly, because I lacked the knowledge or ability to implement them.
Another driving force behind King’s Gambit is my family. I have four kids, and I wanted to create something they could also enjoy. Chess isn’t as popular or appealing to many young people these days, so I thought presenting it in the format of a digital video game might help capture their interest. To my delight, they’ve been entertained by it, which has been a rewarding experience.
That said, I’m always looking to improve the game, and any feedback would be incredibly helpful to make King’s Gambit even better.