Crossing of the Rhine: A.D. 406 is a historical event. We provide the opportunity to experience how the tribes fleeing from the Mongol persecution to the West have started the Migration Period in history, with a narrative. We aim to reach a wide audience by targeting every age group.

We try to reinforce our story-driving by narrating our game, therefore, the events are not reflected as they are.

It is one of the most important goals for the people who play the game to love story-driven games. Since the story described in the game is shaped and changed according to the decisions of the person, the person who plays can put himself into the place of the characters in the game, and access the illusion of influencing the history himself. We have made this illusion more effective by adding many endings in the game.

 To summarize, we want to make a historical event that almost everyone knows, to wonder how the person who plays would be shaped by his own decisions, what would have happened if not so, and to move forward in the story weave. We have completed our game for these purposes.



In A.D. 406, the Hun State escaped from the Mongol persecution in Asia and began to squeeze the tribes living in the borders of Europe between the Roman Empire and its borders. The tribes who cannot resist the pressure of the Hun State move to the Roman border. As they know they cannot defeat Rome alone, all the peoples unite and begin to attack the border villages of Rome.

In order for the Roman Emperor to be aware of the possible war, St. Jerome sets out to send the military report to the Roman Emperor. After the mysterious events on his way to Palatine Hill and upon entering the Emperor’s place, St. Jerome gave the military report to the Emperor. The Emperor does not take this war seriously after reading the report. In the meantime, the tribal leader who speaks with his medium determines the strategy of war.



Crossing of the Rhine: A.D. 406 is a turn-based role-playing game developed with Python-based engine Ren’Py.

A.D. 406 places the choices made by the players at the center of the game design. Our game, which is shaped around these choices, takes the game back through all the players playing the game and returns them back to the players as new content. In this way, we wanted to ensure that each player who played the game had a different experience.

Each game has a game mechanics that defines itself. We manage a tribe in our game. The user has to think about every decision he makes. In the background, the process of the game will prevent the user from taking a single roll and pushing them to think.