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Kainga News

Winter Patch and Sale!

Hello Kaingans!


Happy Holidays, gifts are on the way!



I've been really happy with the response to Kainga, people have really seen the potential in this game which has been amazing to see. In celebration, I've put Kainga on sale at 15% off!

I've been working really hard to fix and further improve the game as much as I can (see the full patch notes below) and I will continue to do so throughout this Early Access development!
I've also been working on the next major update working on things like improving the AI of other towns, adding trade technologies, creating the new map: The Edges, and working on a new Thinker. Here's a sneak peek:



This is Ajowan, an incorporeal Thinker that actually cannot be destroyed! When damaged, he returns to his Jar, known as the Alabastron. If the jar breaks, however, the game will be lost, so protect it carefully!

This Thinker is not yet playable in the game, but will be upon the next update, but you can check him out in the Skyloft.

Without further ado, I'll share with you the changes and fixes below:

Patch Notes, version 0.3.27


New Technologies:
  • Rifle Casern
  • Fishmonger
  • Runed Axes
  • Sturdy Shovels
  • Hearth Spikes
  • Mighty Pie
  • Sampan and Dragon boats
  • Walker War Rig


Minor Changes:

Units
  • Arrows and Rifles now do half damage to Thinkers
  • Thinkers now heal from festivals
  • Achiote no longer damages your own buildings
  • Braves will carry starting resources if campfire is placed far from starting location
  • Added a rudimentary “hold” command (T)
  • Rifles can now shoot through resources
  • Bracer is now improved so ranged units don’t even hit allied units. Fire at will!
  • Added a new Thinker to the Skyloft: Ajowan (not yet playable)
Animations:
  • Rifleman now has all shooting animations
  • Beastmasters now have attacking animations
  • Added Garam and Achiote death animations
  • Added more team colors to Beastmaster and Rifleman designs
  • Added Thinker specific end-screen images, no more purple Sumac!
Structures
  • Rain Collectors now fertilizes soil when filled
  • Clay Pit can only be built once now
  • Simplified house weather protections to None, Half and Full
Other
  • Changed how towns build and grow
  • Bamboo grows further from its base and also changes soil type
  • Umbrella “Hardwood” trees are now counted as 3 logs and will mark themselves for harvest when regrowing
  • Added an Icebreaker event
  • You can now shoot Walkers :(
  • Challenge Festivals cannot be destroyed after being started
  • Remembered techs pop-up one at a time
  • Gave the player a bit more leniency when discovering techs before getting attacked
  • Discovered techs now queue so you won’t lose potential techs when taming
  • Unlocks in the Skyloft now show 1 at a time as well
  • Added a symbol which indicates that a tech can be built only once
  • Increased the amount of time it takes for resources to degrade
  • Enemy towns can now tame wildlife
  • Enemy towns now expand by claiming new lands (WIP)
  • Enemy towns choose house types based on the resources around them
  • Enemy towns will now build more ladders around their town


Bugfixes:

Units
  • Resources can be picked up from the top of any stack
  • You can now walk from the edge of the deserts
  • Achiote should no longer attack his rescuers
  • Achiote will no longer be mini when coming from a cage
  • Units no longer change skin color when getting trained
  • Ranged units will no longer fidget and actually shoot while in close combat
  • Ranged units can no longer shoot while moving
Structures
  • Feasting Pot now creates warriors as intended
  • Incense Memorial now requires people have died as intended
  • Escape Sandsail will not appear on the Pebbles map but can now also ride on water
  • Storage doors no longer spawn in the walls of some storage buildings
  • Fixed a bug where production buildings would ignite multiple times
  • Sturdy Construction now works on most buildings
  • Beast structures can be re-built after being destroyed
  • Resource totems can be built by multiple people now
  • Resource totems can now be torn down
  • Fixed the ladders on Tower Houses and Lamba Houses
  • Fixed the UI and wait time on Barracks repairs
  • Fixed a bug where hermits wouldn’t automatically construct and be managed
  • Fixed a bug where the Foraging Hermit required an unknown resource
  • The audio of destroying a building will now not play forever
  • Your main Thinker will now jump out of the Escape Balloon as intended
  • Skylines and Sandsail are no longer available in the Pebbles
  • Fixed a bug where hotbar and actual construction materials would be slightly different
Water
  • Icebreaker now rises and lowers with the tides
  • Fixed boat movement confusion during flooding
  • Boats can be built while flooded without being instantly submerged
  • Edges of the water no longer float during floods
  • Water will now appear underground throughout the flatlands
  • Boats should no longer be able to move when on land
Other
  • Clicking notifications while placing will no longer break the game
  • Starting to-do list shows correct amount of desired houses
  • Crustaceans will no longer bury your campfire underground
  • Walkers should no longer be always leaning forward sometimes
  • Towns should no longer build on access ramps
  • Notification should still be clickable even after the notifying actor has been killed
  • Fixed a crash after spearmen killed a charging Flathead
  • Expired demands now properly initiate raids
  • Soil should change to sand on the shores of the Pebbles
  • Fixed the UI text overflow for the reward titles on the map
  • Hopefully fixed an issue where the main Thinker didn’t spawn in the Skyloft
  • Fixed collision on the tall cacti
  • Trudgers can no longer walk on the water splash of cacti
  • Raids and demands won’t use boats when they don’t need to
  • Fixed a bug where braves would go get the wrong resource after their resource was taken


That's it for now!
Keep your eyes open in January for more info on the next update, I look forward to sharing the trade mechanics with you then.

Happy holidays!
-KaingaDev

Kainga Patch 0.3.21

Hello Kaingans!

I've got another hotfix patch here to repair a lot of common issues players have been having, and hopefully smooth the experience more. Hopefully this will be my last patch that doesn't include anything new! But there continues to be issues I'd like to get fixed for you, so I've been keeping my focus.

I've fixed the issues with widescreen and the bindable keys which was critical in my mind. I have made steps in improving ladders and boats, but please be patient as I continue to make them behave as expected.

Next step is to work on how the AI build and grow their towns!


If you're interested in diving into the full change-log, please see below:

Version 0.3.21

Minor Changes:
  • Firetower range has been reduced
  • Changed the Scented Candle from luring all nearby beasts to 1 from a great distance
  • Rescued Thinkers are now invulnerable for a little time after being rescued
  • Changed a lot of the tech names to be more distinct from one another
  • Movement inspirations will no longer spawn in unreachable locations
  • Viewport is no longer bound to 9:16 aspect ratio (widescreeners may cheer!)
  • Had to change wooden nails from 0 hammers to 1 to allow for dismantling
  • Reduced the cost of constructing barracks and docks
  • Nerfed Clay Huts a bit (60% chance)
  • Blueprint turns red when entrance is blocked too
  • Updated the music with new tracks
  • Updated the map to increase clarity
  • Reroll button is blocked when you only know less than 5 techs in that group


Bugfixes:
  • Q and E won’t be bound to the same key (please rebind both!)
  • Fixed the key-bindings, they should actually save now
  • Wooden Nails now affects Resource Totems
  • Thinkers in cages will no longer get attacked
  • You will no longer delete a key binding when swapping between 2
  • Units should no longer “fall” into the tops of snails
  • Hiding the hud (V) no longer requires you to have the hud hidden to push buttons
  • Fixed the issue with “ghost boats”. I ain’t afraid of no boats.
  • Towns with docks will no longer put their demand table in their own town
  • To-do list updates during the Rescue challenge
  • Fixed the selection priority between rescue structure and rescue boat
  • Resources can still remain claimed while unreachable (on other islands)
  • Overlapping territories no longer double-count resources
  • Units are less likely to slip into the water during a flood
  • Thinkers can no longer claim unreachable inspiration
  • Archers should no longer shoot themselves in the back
  • Fixed a lot of issues when building stilts
  • Endscreen techbox now adjusts to situations with a lot of techs
  • Achiote will now properly forget enemies when commanded to leave combat
  • Removed Favor from Thinker selection menus (legacy)
  • Fixed a graphical bug in the Skyloft
  • You can now place structures in overlapping regions correctly
  • Team colors should unlock as intended and appear in the end screen statistics
  • Fixed an issue where your starting resources were not being counted
  • Tooltips will no longer overstay their welcome on the endscreen
  • Hermits will now be automatically managed


Thanks for being so positive and enjoying the game!
I'm aware this is a mighty list, and also aware there are still more issues to get to. I'm also really happy with the reception and response from the community.

So thanks again, and have a great day!
-KaingaDev

Let's Play Kainga With the Dev

Welcome to the weird world of Kainga.

Feel free to stop by and ask your questions directly to the dev while he plays a few games with late-game unlocks and technologies.

Stop on by!

November 15th Patch 0.3.18

Hello there!
Thanks for the wonderful positive feedback and for being such amazing people. I've been working hard to fix a lot of the problems many of you have run into and just released a patch with those fixes.

I'd like to invite you to the official Kainga discord where you can join the community and share ideas and issues you might have.

Here are the patch-notes so you can take a look

Version 0.3.18
Bugfixes:
  • The rescued Thinker can no longer think at inspiration
  • Placed structures will no longer be destroyed when sending multiple people to build them
  • Fixed the model of Beast Farmstalks to be the right height
  • Bakeries have the correct texture and smoke location
  • Fixed the z-fighting with the placement box and other elements of the world
  • Umbrella trees now have icons
  • Weaving hermits and many others can now be placed in claimed territory
  • Fixed a problem where inspiration would spawn underground
  • You can no longer kill your Thinker by deleting a building being placed
  • You can also no longer delete the captured Thinker by doing the above
  • Fixed storage UI, pathing and management issues (no more coconuts!)
  • Fixed Trudger pathing to not get stuck in ledges or ponds
  • Inle farms can now be placed in ponds in the Flatlands
  • Hotbar now properly displays all techs as intended
  • Fishing towers and nets are now auto-built and managed by your people
  • Tressed house no longer spawns grass where there was no soil
  • Achiote is now unlockable (After Garam)
  • When double-clicking to exit boats, the unit will jump out towards your desired location
  • Finally found a fix for the ladders!
  • Firetowers no longer block the campfire after being canceled
  • Units can now get down from tower houses
  • Selection box should be located correctly on unusual screen sizes
  • Thinkers will no longer try and claim your festival inspirations


Minor Changes:
  • Added a motion blur checkbox to settings
  • Added a depth of field checkbox to settings
  • Bound keys will save after closing
  • Icebreaker won’t always be inhabited
  • Inspiration renewal spawns just 1 but tells you where
  • Added a Flatlands event: Trudger Arrives
  • Changed the font spacing and size to increase readability
  • Added bonuses and removed prerequisites of Ceramic Tower and Incense Memorial
  • Structure tooltips now show bonuses and placement rules
  • Enemy camps will no longer cheat so much
  • Tutorial now spawns clay and bamboo instead of starting with it
  • Demands now scale to Ante


Thanks!
And of course I'll continue to improve the game and fix issues as the arise, but please be understanding that I'm just 1 person and it may take some time :)

Kainga is a city-building game that's also a deadly roguelike

Kainga: Seeds of Civilization is a city builder. It's also a roguelike. You build up a civilisation in an ancient world full of mysterious monsters and enemies, you probably die, and you take what you've learned from the process into a new run. It's a fascinating concept being put together by a solo developer, and it's just landed in Steam Early Access.


Kainga has a striking visual presentation, where your two-dimensional villagers explore a three-dimensional world with three-dimensional beasts. You take RTS-style control of your villagers in defense of a Thinker, a slow, weak unit that serves as your access to new technologies. You have to build up your village while protecting your thinker from external threats so you can continue advancing.


Genre pedants will insist that Kainga is a 'roguelite' - not a 'roguelike' - because as you progress you'll unlock access to new biomes, technologies, and Thinkers that will carry into your next run. New tech will get you access to things like windmills that push away unpleasant weather to help your village survive longer into the next run.


Read the rest of the story...