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Kainga News

Update 1.0.16 - Adding New Techs!

Hello all!

I'm here with the first content update since release! I've added a bunch of new technologies alongside some bugfixes and improvements.

The great part is, all of these techs are community suggestions! So if you have some neat ideas, feel free to share them on the Discord and you may see it added eventually!



New Technologies:
  • Workshops:
    A new technology type that produces resources for free but is built and operated like a barracks

  • Banner upgrades:
    Added a couple technologies that can be added on top of claim land banners

  • Passive technologies:
    Added a bunch of resource swapping passives to make wood planks more viable
    Added a couple boat upgrade passives to collect resources from the seas
    Lightfootedness - walk through enemy territory unnoticed
    Urban Planning - Allows for more compact towns

  • Pillar Paths:
    Pathways built from logs that block access below




I'm also doing a contest to add some new designs for the Skylines festival! If you want to submit a sketch, please do it on my Twitter or Discord and I'll select some winners!



If your design is selected, you'll win a collectors edition of Kainga which includes the soundtrack and artbook :)

Here's the full changelog:

Inspirations:
- Only initial inspirations can be claimed by the AI
- AI will only claim inspirations they can reach at the start
- Beasts tamed over water will still spawn inspirations nearby
- Added Passives to the list of possible inspirations

Navigation:
- Changed the way the navigation mesh is created. This should improve flood and drought pathfinding and allow boats on flooded land. Please let me know if you notice something unusual! A lot has been changed behind the scenes and may cause unexpected problems
- Added navigation avoidance to beast dens
- Serrano’s orb now passes through trees, resources and beasts
- Watchtowers and Isolation towers now behave like stationary transports

Balancing:
- Readjusted the spawn locations of all maps
- Re-did the inspiration spawning algorithm as well
- Added more variety to possibilities in the Pebbles
- Calmed down the Ghost event at high ante
- Increased the ante requirements for many events
- AI will not get upset if their trades or demands are interrupted by nature
- Flatheads will not be aggressive at low ante

Changes:
- Menhirs affect the achievement and are properly recorded in the Encyclopedia
- Added scrollkeepers to the Encyclopedia
- Added 9 control groups
- Fixed an issue where balloons would sink into the ground during water events
- Fixed a problem with the barracks queue when units got distracted while exiting
- Fixed some sounds that were playing when muted
- Hermits will not operate without an occupant
- Saved souls will only appear once
- Fixed an issue with the snow event in Darkwood
- Changed the way stilts, overhangs, canals, ladders and log ladders are placed
- Fixed a bug where an (x) appeared next to empty techs when choosing a Thinker
- Finally fixed the bee boxes color
- Dismantled production buildings will properly reset their attached houses
- Fixed some text misspellings
- Fixed a crash while choosing a random challenge
- Braves will carry the Alabastron when placing a campfire
- You can now carry the Alabastron safely in boats
- Limited the Flathead spawn rate
- Tightened some new navigation issues
- Demands will give the correct amount of negative reputation when canceled
- Changed “Halbadier” to “Halberdier”
- Fixed Toluo’s entrance location
- Fixed some issues with festivals placed over campfires
- Fixed the Isolation house’s radius indicator
- Fixed the control groups
- Fixed a navigation bug where trees nearby water would make people drown themselves
- Paddies and clay farms will properly attach to the ground during earthquakes
- The little dot behind passives now properly disappears in the hotbar
- Alabastron should no longer “drown” during floods
- Menhirs respawn when deconstructed
- Fixed the Bricks Workshop doorway
- Tightened some new navigation issues

I've also been working on a map modifiers system and the Thinker's "B-sides" which I'm very excited for. Again, if you have ideas for these additions, feel free to reach out and suggest them!

Until next time,
-Kainga Dev

Kainga is part of Steam Base Builder Fest!

Hi villagers!
We are starting this year with a discount! Kainga: Seeds of Civilization is a part of Steam Base Builder Fest! Thanks to that, you can start discovering magical lands full of wonder, beauty, and danger with a -10% discount ⚔️

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

[h2]KAINGA: DISCOVER BEAUTIFUL WORLDS[/h2]

[previewyoutube][/previewyoutube]

Discover the true beauty of Kainga’s worlds: a unique roguelite village-builder Take control of a Thinker and grow your village into a thriving civilization, adapting and surviving against all odds. As you begin to take wins and earn karma, the world begins to unravel with new unique lands, technologies, challenges, and Thinkers to unlock, discover and learn.

Also available: Kainga: Collector's Edition bundle and get an official Soundtrack and Digital Artbook!

https://store.steampowered.com/bundle/29389/Kainga_Seeds_of_Civilization_Collectors_Edition/

[h2]KAINGA: COMMUNITY CREATIONS[/h2]

I’m pleased to see how many of you are enjoying my game! This time I summarized the best videos I found on YouTube. Check them out! 👇

[h3]I tamed a GIANT CRAB and built a village on it's back! by Real Civil Engineer[/h3]
https://www.youtube.com/watch?v=voCyMrE7nk0
[h3]Sips Plays Kainga: Seeds of Civilization! by Sips [/h3]
https://www.youtube.com/watch?v=yohwE4eHSY0
[h3]Roguelite Populous Meets Morrowind Village Building In KAINGA: SEEDS OF CIVILIZATION by FallenShogun Gaming[/h3]
https://www.youtube.com/watch?v=rxXTbeqAsSw

[h2]JOIN THE VILLAGE[/h2]
Feel free to follow me on Twitter and Join the official Discord server to share your creations! I love seeing them!

As always, thank you for your support, and I look forward to hearing from you! Stay tuned!
-Kainga Dev

The Future of Kainga

What a fantastic launch and holiday season. It's great to see all the excitement and activity!

I just want to reach out and say, even though we've hit 1.0 and successfully completed the original 8-step roadmap, that doesn't mean I'm done!

[h2]Your Voices are Being Heard[/h2]

I really do read all feedback, and I'm trying my best to address everything starting with what's most impactful.

I'm going to focus on improving balance and AI first. Making games feel more fair and improving the way units behave and respond to your commands. This includes adjusting spawn points map generations. I'll also be revamping the event storyteller AI to improve the way events are chosen.

All of these changes should improve the gameplay experience!

A bright future for Kainga ahead!

[h2]What's Next?[/h2]

I have more ideas on how to add additional variety to Kainga games. I'll share a few of them as examples of what to look forward to:

[h3]Map Modifiers[/h3]
The addition of specific map modifiers that will change up the gameplay of different maps adding new challenges or boons and increase the possibilities for each game. Feel free to share your ideas and I may add them in!

[h3]Thinker "B-Sides"[/h3]
Alternate versions of each Thinker with slightly different playstyles including different starting loadouts, passive and alternate versions of their festivals.

[h3]New Technologies[/h3]
I've been working on new passives, production buildings and claim land banner upgrades. I'd also like to expand the reasons to tech into advanced resources, and create more powerful focused techs for those that choose to go down a specific tech route.

I'm also looking into the possibility of adding some kind of online engagement, fingers crossed!

Along with this announcement is another patch adding some great additions and cleaning up some of the problems you found and reported here on Steam or on Discord.

Thanks for being such a wonderful community and look forward to new advances in Kainga!
I'm looking forward to what the new year brings!
-Kainga Dev

Patch 1.0.12



Hello all!
Happy new years!

Have a patch here for some fixes and changes and I have more in the works in terms of news and content in an upcoming post! :)

Thanks for being awesome!
Until next time,
-Kainga Dev

Here's the change-log:
Patch 1.0.12

Changes:
- Added a new starting island in The Pebbles
- Added more seats to the Land Barge
- AI will no longer place banners or challenge objectives on enemy territory
- Improved visuals and placement of climbing pole
- AI will be neutral while completing the first quest
- Enchanted tree now spawns nearby you
- Improved the clarity of the tutorial’s clay section
- Memorized tech shouldn’t appear in the normal tech chances

Fixes:
- Burial mound should look better in the Flatlands
- People will no longer get stuck on Pasarolla balloons
- Fixed some issues with the funeral boat
- Arena will again work even if you have Bracer
- Walker fishing tower counts as food for the starting tutorial
- Tooltips work on the Encyclopedia in the Skyloft
- Fixed some issues with Umbrella trees not being marked for harvest
- Fixed a bug where units would run into the water after disembarking boats
- Fixed the achievement for unlocking all tech
- Fixed the Harbor House unlock
- Hopefully improved priests’ efficacy
- Stopped some techs from disappearing in the encyclopedia
- Karamana boat interacts with the start-up tutorial as expected
- You can now claim land around landmarks as intended

Winter Holiday Patch 1.0.11



Hello there!

Happy holidays! :) I come bearing gifts in the form of Kainga fixes and a holiday theme in the Skyloft!



Three major changes that I would like to highlight here:
  1. Some technologies now increase the chance of other techs appearing. For example, getting a way to produce blastpowder will increase the chance of other blastpowder techs in the future! This should help guide runs into specific "builds".

  2. Rerolling reduces the chance of seen techs appearing again, making rerolling more worth it.

  3. Made a lot of improvements with boats! If you've been avoiding water maps because of boat behavior, please jump back in and see if they're acting as expected. If not, please let me know so I can make the proper changes!

As always, Please review Kainga if you like the game! That's all I want for Christmas :)

Here's the full change-log:
Patch 1.0.11

Changes:
- Technologies that produce a resource increase the chances of future technologies that require that resource
- Rerolling will decrease the chances of the techs already seen to appear again
- Increased the effectiveness and visuals of the disguised gift
- Added some Christmas cheer!
- Buffed the Fishing Net and the Silk Weaving Hermit

Fixes:
- Hopefully completely fixed an issue where units would choose their own task after you commanded them
- Fixed an issue where unit icons would disappear when failing to exit a boat
- Fixed a new problem where AI wouldn’t do tasks after combat
- Moving boats to unpathable cliffs will still move them nearby as expected
- Bridges will not move units while being placed
- Added some restrictions to bridge building to prevent bridges dipping underwater
- Elevators will remove their pathing when destroyed
- Fixed a sound bug when multiple units completed a dock
- Boats can move more flexibly at short distances
- Jumping out of boats should be more accurate and safe
- Fixed an issue with floating reeds after the bonfire festival
- Fixed a soft-lock when running the resurrection festival twice
- Serrano can be sent to trade more easily

You can see the previous patchnotes for the last two updates here and here.

Take care and happy holidays!
Until next time,
-Kainga Dev