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Kainga News

Kainga Launch Livestream and Q&A!

This is a livestream with the solo dev, should be live on the Steam page if I did everything correctly ;)

Otherwise, it should be here!

See you there!
-Kainga Dev

Kainga is in Early Access!

Cultures are Ready to be Created!


I'm super excited for the launch of Kainga: Seeds of Civilization into Early Access, and I'd like to take this opportunity to share with you the development plan along the Early Access timeline.

[previewyoutube][/previewyoutube]

The Next Steps of Early Access


Early Access is just one step in the journey into the world of Kainga. Each major milestone is pairs major content and mechanics improvements alongside a new biome, so we can slowly unlock every region on the map while filling out the game's features at the same time.



With three regions already available in Early Access, the lush Terraces, the desert-like Flatlands and the archipelago known as The Pebbles, let's talk about the next ones and what's planned for the future. As each update nears I'll create a new list of exactly what you can expect in that upcoming milestone with a more general theme for the ones beyond it.



Trade, Travel and Allies


This first stop on our early access journey is to improve your neighbors, how they build their towns and how you can interact with them. This update will bring a trading system and allow you to turn once fierce foes into helpful allies!

The Edge biome is a wide savannah with deep canyons and water below. Fires and wind sweep these grasslands where bridges and boats become surprisingly useful. additionally, this update brings more content in the way of Thinkers, units, mission types and of course technology, greatly expanding the replayability of Kainga.

In the Long Term Plan


In addition to the lists above, there are a number of improvements that will occur before the Early Access journey ends, but not mentioned specifically, things like:
  • Kainga on Mac and Linux
  • Female character art
  • Translation and localization
  • Voices and character sounds
  • A serious optimization pass
  • Kickstarter backer rewards


If there's something you feel would fit the world of Kainga, feel free to reach out on Discord or Twitter. I'm always happy to hear community ideas!

https://store.steampowered.com/app/1269710/Kainga/

Click to share on Twitter!

Join the Discord!

Kainga's Release Date: November 11th!

Early Access Release

The time has come and Kainga is finally launching into Early Access on November 11th!

Build unique villages, tame wild animals, deal with weather and other tribes in unusual and surprising ways. Find your own way to adapt to your surroundings while completing a series of challenges in this roguelite village-builder.

[previewyoutube][/previewyoutube]

I couldn't be more excited as this date approaches and I'm thrilled to share this game with you. There's a decent amount of content to bite into and get a good feeling of what the game has to offer. I've been working hard over the past few months adding beasts and unusual technologies into this varied world to get to this point.



From terraced jungles to towering sandstone pillars in the windswept Flatlands and isolated islands in the archipelago known as The Pebbles, there's a variety to the landscape of Kainga. Each region brings with it different considerations in weather disasters, resource availability, and ease of access.

Pick a Thinker, one of the village leaders, to guide your tribe to success or ruin. Choose what type of ideas and technology to pursue in order to accomplish your challenge. Will you tame giant snails to help you in combat? Build bridges or boats to sneak around your opponent? Do what you must to prove yourself in each challenge.



Between challenges you can take a moment to rest alongside the other towns' leaders and listen to their banter, or unlock new technologies to add further spice into the next round. Choose your destination and target challenge and be on your way!

Adventures in Kainga await!

Kainga Demo Available!

There's a new demo to try out for the next few days!



If you played the previous demo during Steam NextFest and are curious if there's new content here, then be assured there is!

In addition to the new biome, The Flatlands (seen above ^ ), and the two new beasts in that region, another mission has been unlocked for you to try out!

This time, a RESCUE MISSION!
  • Build a town adapted to your environment
  • Break a fellow Thinker out of a cage
  • Build an escape vehicle for them to travel away with!


Completing a rescue mission will UNLOCK that Thinker for you to use! Each Thinker has their own starting loadout, bonuses and unique technology tree layout.



Feel free to jump in and share your feedback on Discord! I'd love to hear about your experience and any issues you had.

Kainga is still in development so you may run into issues and bugs!
I'm a solo developer so I'm doing my best to polish each update as much as I can.

Be sure to Wishlist and Follow to get future update!

BETA 0.2.17 Patch

Thanks for playing the BETA!

As you may have noticed, there were a few bugs and problems that would occasionally come up during gameplay. With your feedback, I've been able to remove most of them as well as make some changes to improve the gameplay experience.

There are so many interacting systems in Kainga, it's hard to catch all the ways things can go wrong on my own. So your bug reports really do help!

Please report any bugs to the Discord channel where I'm most active and can see them quickly!
0.2.17 Changelog:


Major Changes:
  • Changed selection from 3D world-space to 2D screen-space
  • Spearman now attack twice in quick succession
  • Hotbar technologies are now bound to the number keys
  • Barracks can now be destroyed and dismantled (finally)
Minor Changes:
  • Clay resource nodes aren’t destroyed when placing over them, and instead marked to be removed
  • Some settings maximum was limited to High instead of Cinematic (Unreasonable)
  • Reed Farms, Crop Rows and Crop Paddies now cost resources to build
  • The “War” tech group can be used twice
  • The Skypole now has diminishing returns (and grants only 1 karma)
  • You can shift-click for 1 and ctrl-click for 5 units in the hotbar (still imperfect)
  • You can right-click the hotbar units to zoom to them
  • The Watchtower and Silk Awning now cost just 1 favor
  • The Watchtower is now required to get alerted for raids
  • Changed the way trees block navigation. Narrow paths should no longer be blocked
  • Arrows now match team colors
  • Found an inventive way to trap the Thinker during the rescue mission when no enemy camp is suitable
  • Changed and fixed some icons
  • Changed Migration destination from a warning to a UI element
  • Added an “Unmark Resources” button
  • Houses no longer take food when pop-capped
  • Stilts now build 1 at a time unless shift is being held
  • Added tabs to the Archive
  • Added the changelog to the starting menu in the bottom right corner
Bugfixes:
  • Mouse cursor now updates with overlap and displays selected unit count
  • “Build a Campfire” Mission objective no longer starts checked
  • Migration mission’s checkboxes and UI elements have been fixed
  • Production buildings flag now displays team colors
  • Establishment festival now displays team colors
  • Sandsail’s sail now displays team colors
  • Menu buttons no longer stay visible if you quickly entered the hub doors
  • Yucca flower is attached and moves with its cactus
  • Flathead dens no longer migrate when dead
  • You can no longer double-click structures to select all
  • You can no longer spawn structures while looking through the archive
  • Fixed a crash when snails died by arrows
  • The Feast displays the correct food types
  • Fixed a number of UI container boxes so they properly show information
  • Chimneys correctly appear on re-built houses
  • Fixed a problem where demands appeared below the ground
  • Made sure canals can no longer catch on fire
  • Arrows no longer damage when stepped on
  • Stilts can no longer be changed after placement
  • Changed low quality water to no longer look like milk
  • Fixed Adobe and Wood resource swap techs
  • Fixed a bug where you had to click on houses’ floors to select them
  • Inle farms no longer drop food into the water
  • Storage now works properly with legendary houses
  • Fixed a bug where units wouldn’t return to work after a raid
  • Fixed stilts overlapping each other and/or other structures
  • Resources are no longer automatically unmarked if still reachable by others
  • Fixed a bug where you could carry units on unplaced stilts
  • Fixed the layout of the house-stilts placement combo
  • Braves are no longer buried in the sand when building stilts


I wanted to focus on these changes before adding anything more significant to the game, but I will be working on improving boats and the next region in the upcoming weeks.



Keep making cool towns!
-Erik