1255: Rise of Teutonics
An open-source medieval burgomaster sim where taxes, gallows and heroes share one 30-second tick.
by Anton Gladyshev (GitHub: Areso) · 2021 · Web
Your first tax cycle pays for a house. Your second pays for a wall. Somewhere around the third, the town asks whether the square should hold a fountain or a set of gallows, and 1255: Rise of Teutonics quietly reveals what kind of idle game it actually is: one where the moral ledger ticks over just as often as the treasury.
Anton Gladyshev builds it solo and open source, and has been at it far longer than the 2021 release date suggests. The underlying repo dates back to 2016, the code is GPLv3, and the whole thing is playable free at 1255.areso.pro with no ads and no monetisation anywhere. Underneath the burgomaster management sits a Heroes of Might and Magic flavoured overworld where heroes, troops and artifacts wander a map while your city ticks along on a 30-second clock.
What the loop feels like
Every thirty seconds the clock turns, citizens pay their taxes, and the taxes pay for homes. Homes attract more citizens, more citizens need more walls and a bigger treasury, and the ledger inches forward whether you watch it or not. That's 1255: Rise of Teutonics.
Then you hire a hero, kit them out with troops and artifacts, and send them marching off the edge of the map while you stay home deciding whether the plaintiffs in the town square hang or walk free. The campaign resolves on its own, the loot comes back, and the town has grown one decision stranger in your absence. That's 1255: Rise of Teutonics.

The systems doing the work
Town governance is the spine: you assign tasks to a growing populace, extract taxes, and build infrastructure like Homes, Walls and the Treasury, each upgrade unlocking deeper tiers of governance and military options. Layered on top is the disaster system, where plagues, town fires and treasury thefts arrive on their own schedule and will cripple an economy that has been ignoring its security, health and happiness metrics.
Outward, auto-campaigns handle the fighting: you dispatch forces on automated military expeditions and send exploration parties into the territories around the settlement, and each push into the nearabouts unlocks new operational loops and the materials advanced town upgrades demand. Inward, the ruler stance tracks your accumulated choices between cruelty and kindness. Rule as a benevolent provider or a ruthless tyrant, unlock different regulatory perks either way, and live with how the population reacts to a burgomaster who hangs people in the square.
Where it stumbles
The mid-to-late game stalls. Once the primary town loops are optimised, progress becomes a waiting game rather than a puzzle, and because this is one hobbyist's project the content path simply ends: there is no infinite prestige treadmill waiting at the bottom. The random events can also feel abrupt rather than dramatic, and a fire or plague landing while your treasury is empty starts a death spiral the game gives you limited tools to escape. Presentation is text-and-UI throughout, serviceable rather than handsome.
Playing it today
The current build runs free in any modern browser at the official site, with an offline zip available if you want it out of the tab. Source and documentation live on GitHub and its wiki, community translations stretch from German to Esperanto, and the developer's Discord is the place for updates. If you want something with a bigger scope and an endless curve instead, Antimatter Dimensions and Cookie Clicker are the genre's deep end.
The verdict
1255 is for the player who wants their idle game to have a map, a militia, and a small amount of medieval justice in it. It is unpolished in the way honest solo projects are, finite in the way pet projects usually are, and completely free besides. Nothing else in the genre quite combines tax cycles, hero campaigns and public executions, and a couple of afternoons with it will explain why the subreddit still mentions it years on.
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