The Twenty-Year Path From Knights of Honor to Total War: Pharaoh

Knights of Honor gameplay

When Knights of Honor shipped in September 2004, created by the newly minted Black Sea Studios, reviewers spent much of their coverage endlessly weighing it against Total War. Nineteen years later, Total War: Pharaoh arrived, developed by Creative Assembly Sofia. Same company, third name, second owner.

Crucially, the studio never moved, nor did it change hands in the traditional sense. It was acquired twice, shuttered once, and rebranded three times. By the end of this two-decade odyssey, one half of the original team was building the very franchise their debut had been measured against, while the other half was crafting its long-awaited sequel. The entire arc took twenty-one years.

2001: The Studio Opens

Black Sea Studios was founded on 7 May 2001 by Vesselin Handjiev, fresh off his role as lead designer on Tzar: The Burden of the Crown, a medieval RTS known for incorporating deep strategic systems that its rivals simply skipped.

The studio launched with three projects running concurrently: two real-time strategy games and an arcade action title. Two faded into obscurity; the third spent three years in development.

2004: Knights of Honor

Knights of Honor arrived on 30 September 2004. Its boldest design choice was running the entire campaign in real-time across a seamless single map, eliminating turn structures entirely. Battles launched without loading screens, transitioning smoothly back to the grand strategy map once the dust settled.

By contrast, the Total War series had explicitly divided these layers since Shogun in 2000, combining a turn-based campaign with real-time battles. By housing both in a continuous space, Knights of Honor invited constant comparisons to Creative Assembly’s giant, even if the parallel was never entirely fair.

The game’s other defining feature was the Royal Court. Nine slots were filled by named characters with unique portraits and evolving skills, including marshals, merchants, clerics, builders, and spies. Every grand action flowed through these nine individuals, making the loss of a key figure a long-lasting strategic blow.

Sales and reviews were respectable, if not explosive. While it didn’t spark an instant blockbuster franchise, it cultivated a dedicated cult following instead, a quieter but far more enduring kind of success.

2008: WorldShift, then Crytek

The studio’s second project, WorldShift, launched on 8 May 2008. A co-op science-fiction RTS, it bore no mechanical or thematic relation to Knights of Honor, and ultimately failed to find an audience.

Just two months later, on 14 July 2008, Crytek announced its acquisition of the studio, rebranding it as Crytek Black Sea. The dev team remained intact under undisclosed financial terms. Crytek managing director Avni Yerli framed the buyout as a key piece of their European expansion, promising further growth, while Handjiev remained at the helm, calling the merger a logical fit.

On paper, the timing was perfect. Crysis had taken the industry by storm the previous year, Crytek was rapidly scaling up, and a small strategy studio had just secured a massive, stable parent company. The unforeseen risk, however, was that a team built for strategic grand campaigns was suddenly absorbed into a company focused entirely on first-person shooters and engine licensing.

2008–2016: The Crytek Years

For the next eight years, not a single strategy game left the studio. Instead, the team spent almost a decade working on Crytek’s engine pipeline, free-to-play titles, and shooters. Eight years of institutional knowledge in campaign design sat completely dormant.

Meanwhile, Crytek’s financial troubles mounted. On 20 December 2016, the company announced the closure of five subsidiary studios to consolidate operations in Frankfurt and Kiev. Crytek Black Sea was among the casualties.

December 2016 to March 2017: The Split

On 23 December 2016, just three days after the closure, Black Sea Games was officially announced. Corporate registries revealed the company had actually been incorporated the month prior, well before the shutdown was made public. Led once again by Handjiev, the reborn indie studio already had a new project in early development.

Yet the physical studio space itself wasn’t liquidated. In March 2017, Creative Assembly, under Sega, acquired the facility and its remaining team of roughly sixty developers, reopening it as Creative Assembly Sofia.

The irony was complete: the studio whose debut game had been compared to Total War for over a decade was now an official division of the company that created Total War.

2017–2023: What Each Half Produced

Creative Assembly Sofia cut its teeth on grand strategy by developing expansions for Total War: Rome II. It released Empire Divided in late 2017, followed by Desert Kingdoms and Rise of the Republic in 2018.

Their first standalone project, A Total War Saga: Troy, launched on 13 August 2020 under game director Maya Georgieva. Navigating a setting with sparse historical documentation, the team turned to Homer’s Iliad to bridge the gaps, later expanding the game with the myth-focused Mythos DLC in 2021.

On 11 October 2023, the studio released Total War: Pharaoh, co-directed by Georgieva and Todor Nikolov. Set in New Kingdom Egypt amidst the Bronze Age Collapse, it earned mixed reviews, with its steep launch price proving to be the main point of criticism.

Meanwhile, the independent Black Sea Games went straight back to its roots. In 2019, they announced Knights of Honor II: Sovereign, developed by veteran staff from the 2004 original and published by THQ Nordic. Released on 6 December 2022, eighteen years after the first game, it arrived to warm critical acclaim.

The Record

The standard corporate story is usually one of a small studio being swallowed by a giant, slowly diluted, and eventually dissolved. But the facts here tell a stranger narrative.

A studio was bought by a publisher with no interest in its core genre. It spent eight years on unrelated tech, was shuttered in a corporate restructuring, and within three months split into two distinct entities. Both immediately returned to strategy games. One inherited the legendary franchise its debut was compared to; the other inherited the original game itself.

Today, if you look at the 2004 credits for Knights of Honor, you will find names currently working on Total War alongside names who just shipped Knights of Honor II. For eight long years, they sat in the very same room.