Kainga: Update 1.2 "Points of Interest" is HERE!
Hello Kaingans!
As a solo developer, it is often hard to choose what to do with the limited time I have, and a lot of that time has been dedicated to my new project, the cozy urban building game ShantyTown which has just launched a Demo (check it out!)
Every time I work on Kainga, I'm reminded of what makes this game so magical: The World. So I'm happy to finally release the next update which focuses on just that, the world of Kainga!

[previewyoutube][/previewyoutube]
[h2]What's New in the Update?[/h2]
Here's a brief list of just a few things introduced in the newest update, see the full in game patch notes to see the hundreds of changes since patch 1.1.
[h3]This Update Adds:[/h3]
[h3]Other Changes[/h3]
There are a bunch of changes, but I thought I'd highlight a few that have been either highly requested or change the way certain things work
[h2]What's Next for Kainga?[/h2]
I've been having a lot of fun jumping back into Kainga occasionally. I am aware that there are some foundational issues that still exist that are unfortunately so baked into the source they cannot be rooted out without re-creating Kainga itself...which is not off the table! (Kainga 2?)
I've also been toying with the idea of a "Skies and Caves" DLC.
What do you think?
[h2]ShantyTown - The Cozy Urban Building Game[/h2]
For now I'm dedicating my time to finish ShantyTown which should launch later this year.
Please check out the Demo and leave feedback if you can!
https://store.steampowered.com/app/3701340/ShantyTown_Demo/
[h2]On the Backs of Walkers... Again![/h2]
That's right! ShantyTown is set in the same universe as Kainga but a different timeline. This carries over to the language, foods and even creatures!
See the Devlog how I added Walkers into ShantyTown!
[previewyoutube][/previewyoutube]
Join us on Discord for all things Kainga and ShantyTown!
That's all for now, enjoy the update!
-KaingaDev
As a solo developer, it is often hard to choose what to do with the limited time I have, and a lot of that time has been dedicated to my new project, the cozy urban building game ShantyTown which has just launched a Demo (check it out!)
Every time I work on Kainga, I'm reminded of what makes this game so magical: The World. So I'm happy to finally release the next update which focuses on just that, the world of Kainga!
Introducing Kainga Update 1.2!

[previewyoutube][/previewyoutube]
[h2]What's New in the Update?[/h2]
Here's a brief list of just a few things introduced in the newest update, see the full in game patch notes to see the hundreds of changes since patch 1.1.
[h3]This Update Adds:[/h3]
- Added at least 12 Points of Interest including a witches hut, crenelations, new scrollkeeper variants, cemetery, etc.
- Added 3 new creatures
- Added 10 new house types to unlock
- Added a new secret unit
- Added rideable lily pads
- Grass and trees now blow in the wind
- Added tooltips to most progress bars
- Added a “Rewatch Intro” button in the settings
- Braves you have selected when placing a structure will go and build what you place
- Added collectable song tracks
- Added a small chance for all the Thinkers to jam out in the Skyloft
- Added new landscape generations
- Completely reimagined Ice Ridge with a new build algorithm and landscape pieces
- New map modifiers: Rising Tide, Hectic, Infested, Clearing, Pyramid, Mountain, Volcano, etc.
- Added new randomized cliff and sand textures to every map
- Added more Thinker-less towns with unique interactions (mercenaries and cannibals)
- Portuguese localization
- Added some secrets
[h3]Other Changes[/h3]
There are a bunch of changes, but I thought I'd highlight a few that have been either highly requested or change the way certain things work
- Changed camera movement to right-click and hold (from middle mouse button)
- Sending braves to resources now defaults to them chopping (hold CTRL to just move them)
- Necromancer properly steals deaths
- Saved souls now only spawn at game start (not during festivals)
- Firejar passive only activates when braves are damaged by fire, instead of nearby fire
- Fire has been rebalanced spread slower in general, but faster in high winds
- Farms (including seaweed) now yeet resources directly at their worker
- AI now prioritizes combat over firefighting
- AI Thinkers no longer take inspirations until Ante 2
- The second Transport tech is more likely to spawn in reachable locations
- Dismantled ladders now give bamboo back
[h2]What's Next for Kainga?[/h2]
I've been having a lot of fun jumping back into Kainga occasionally. I am aware that there are some foundational issues that still exist that are unfortunately so baked into the source they cannot be rooted out without re-creating Kainga itself...which is not off the table! (Kainga 2?)
I've also been toying with the idea of a "Skies and Caves" DLC.
What do you think?
[h2]ShantyTown - The Cozy Urban Building Game[/h2]
For now I'm dedicating my time to finish ShantyTown which should launch later this year.
Please check out the Demo and leave feedback if you can!
https://store.steampowered.com/app/3701340/ShantyTown_Demo/
[h2]On the Backs of Walkers... Again![/h2]
That's right! ShantyTown is set in the same universe as Kainga but a different timeline. This carries over to the language, foods and even creatures!
See the Devlog how I added Walkers into ShantyTown!
[previewyoutube][/previewyoutube]
Join us on Discord for all things Kainga and ShantyTown!
That's all for now, enjoy the update!
-KaingaDev