1. Super Fantasy Kingdom
  2. News

Super Fantasy Kingdom News

Roguelite city builder Super Fantasy Kingdom has been a big success, and now its developer can afford a luxury he's always dreamed of: 'A real winter jacket'




Some developers react to success by going all rock star—like Cliff Bleszinski purchasing a flashy Lamborghini when he was living it up at Epic. Solo dev Feryas Beer is a little bit more grounded after the success of Super Fantasy Kingdom, the Hooded Horse-published roguelite city builder...
Read more.

Save 35% on Super Fantasy Kingdom

Super Fantasy Kingdom is currently 35% off during the Hooded Horse Winter Publisher Sale.

You've returned from a hunting trip to find your kingdom in ruin. Now, you must rebuild your home while fending off the hordes of monsters that descend upon your gates every night. Defeat them with a unique team of defenders in this roguelite city builder.

Hooded Horse Winter Publisher Sale

[previewyoutube][/previewyoutube]
[dynamiclink][/dynamiclink]

Patch 13: New Building, Targeting and reworked Progression!

[p]Hey everyone 👑[/p][p][/p][p]As promised, here is the first major update in time for the holidays![/p][p][/p][h3]New content[/h3][p]The elves do now also have a building: The Observatory! [/p][p]It makes all the buildings with a progress bar faster. Having a different way to do so should increase some builds viability and allow more strategies. Especially making mineshafts faster will be very interesting.[/p][p][/p][p]Then we have a new type of items with targeting items. With them, you can adjust which monsters your units target. This is probably one of the most requested features, and I am very happy to have found a solution so fast that is still rather tactical. In many tower defense games you can switch the targeting at any time, but it would've been very annoying to switch targeting on multiple units whenever certain enemies appear. Like this, whom to adjust is a build crafting decision and you need to use an item slot for it. Be aware, this is not tested for balance yet. Some crazy combinations will be possible now. Have fun :)[/p][p][/p][h3]Progression[/h3][p]Playing the undead kingdom is optional now, so you can play them in any order you like. To still have access to all the variety, you unlock the other half of the units by leveling your kingdom instead. That also means that the progression is more stable and faster now.[/p][p][/p][p]I have seen feedback about liking the way it was, and to be honest, it was a hard decision for me as well. The idea was a metroidvania-like feeling, where you switch between the kingdoms to find new units and then have more options in the other one. And when a player accepts that and goes with the flow it worked out really well. But the reality is that there are multiple valid reasons to feel different about that. Some just do not like a certain kingdom, others don't want to learn two concepts at the same time, and then there was the general problem of feeling forced. [/p][p][/p][p]We do have very different types of players and I need to find a good solution for all of us. So, for me this is an experiment. First we had the very guided experience, now we try a more individual and faster progression. I will watch out for old and new players' feedback, to use that in a bigger evaluation on where to take this project. If you have some time over the holidays, please try how it feels now on another profile and share what you think about it.[/p][p][/p][h3]Clarity[/h3][p]A big portion of this update is also clarity again. All achievements do have a hint and a spoiler now, which also act as an extended tutorial that does not get in the way for players that don't need it. I hope this will make new players experience with the game a lot smoother.[/p][p]How units display their stats has also been improved. They can also only equip items for those stats, preventing you from wasting items. [/p][p][/p][h3]Food System[/h3][p]In the old system, the randomness when raw meat or fish was eaten was a problem for many players. The fish filet relic was also too strong, and souls were very easy to upgrade in the undead kingdom. Now they never pick the meat first anymore, but instead the amount of meat (or souls) that can be upgraded each night is limited instead, and you can upgrade the tavern to increase that limit. That should help with all of these problems and also explain the whole system better.[/p][p][/p][h3]Steam Reviews[/h3][p]Please make sure to leave a Steam review, sharing your thoughts and feedback about Super Fantasy Kingdom. They're a powerful way to let me know what you think and help out quite a bit! I'll continue to look through them as more patches come out.[/p][p][/p][p]Wishing you all great holidays!![/p][p]Feryaz[/p][p][/p][p][/p][p][/p][h3]Changelog Version #0.6.00[/h3][hr][/hr][p][/p][p]New building[/p][p]- Added a new building: The Observatory from the elven kingdom[/p][p][/p][p]New art:[/p][p]- Added character art for the scientist[/p][p][/p][p]Items[/p][p]- Added 9 new targeting items to the kingdoms caravans[/p][p]- Added a new targeting mode: Special[/p][p]- Added a new targeting mode: Unaffected[/p][p]- You can exchange items for faith at the church during the run[/p][p]- You can melt down excess starting items for shards in the throne room[/p][p][/p][p]Progression[/p][p]- You do not need the stars from the other kingdom[/p][p]- The remaining units get unlocked by leveling your kingdom instead, making the progression more stable[/p][p][/p][p]Clarity[/p][p]- New hint system for all achievements[/p][p]- There is a hint and a spoiler for every achievement[/p][p]- They also act as an extended tutorial[/p][p][/p][p]- Units display all stats they use now[/p][p]- Units cannot equip any items that wont help them anymore[/p][p]- Pause menu added button to read tutorial messages again[/p][p]- Hovering any deposit displays its explenation[/p][p]- Added tutoral for game speed when you play at normal speed[/p][p]- The ALT tutorial only ends once you release the button, giving time to understand it[/p][p]- Catalog economy relics display at what kingdom level they get unlocked[/p][p]- The blacksmith has an exclamation mark before until unlock him[/p][p]- Poison damage is called toxic damage[/p][p]- Rock damage is called earth damage[/p][p][/p][p]Food system[/p][p]- Fish get's always eaten before raw meat, bread always before cooked meat[/p][p]- Only 1 meat (2 souls) can get upgraded each night by default[/p][p]- Upgrading the tavern increases that amount[/p][p]- The amount is displayed in the tavern UI[/p][p][/p][p]Glory changes[/p][p]- World event monsters drop a shard when provoked[/p][p]- World event monsters are always the same level when the first spawn, and stay on that level (day + curse level)[/p][p]- World event monsters say what level they are[/p][p]- Amount of daily monsters spawning is always the same[/p][p][/p][p]Balance[/p][p]- Cadus increased shield scaling greatly[/p][p]- Colossus increased area[/p][p]- Devil reduced damage scaling very slightly[/p][p]- Druid active upgrades do not reduce cooldown by as much[/p][p]- Druid passive increased cooldown 3.33s > 4s[/p][p]- Druid passive reduced effect on last upgrade 5 > 4[/p][p]- Halfling increased base damage 2 > 3[/p][p]- Paladin increased area[/p][p]- Qhe'la reduced cooldown reduction of one upgrade 30% > 25%[/p][p]- Qhe'la increased cooldown 1.5s > 1.6s[/p][p]- Werewolf increased upgraded cooldown 0.01s > 0.1s[/p][p]- Relic Big Daddy costs 13 coins[/p][p]- Item Armor increased effect 10 > 20[/p][p]- Item Resistance increased effect 10 > 20[/p][p][/p][p]Fixes[/p][p]- Fixed villains or projectiles getting stuck[/p][p]- Fixed duplicating resources when setting guard mode when a carrier already started the job[/p][p]- Fixed sacrificing unit reducing hungry units counter by 2[/p][p]- Fixed collecting random item in forest while a guest is visiting[/p][p]- Fixed banishing a unit after minimizing after banishing a unit[/p][p]- Fixed boosting applied in order of level instead of experience[/p][p]- Fixed generation buildings timer when upgraded cannot be below generation duration[/p][p]- Fixed gamepad selection in building overlay without a tutorial[/p][p]- Fixed cooldown reduction items, relics and upgrades interacting with bard passive[/p][p]- Fixed Gnomes cancel button not labeled "No, thanks!"[/p][p]- Fixed UI unlocks catalog elemental and siege units appearing to be examinable[/p][p]- Fixed UI unit sheet before you have the unit sometimes ability data incorrect[/p][p]- Fixed UI unit sheet ability description out of box[/p][p]- Fixed UI alerts moonrise and nightfall messages swapped[/p][p]- Fixed UI earth damage being white[/p][p]- Fixed Humans Builder not offering the undead building blueprint[/p][p]- Fixed Humans Fisherhut not clickable after upgrade[/p][p]- Fixed Humans Forager not clickable after upgrade[/p][p]- Fixed Humans Geologist Hut not clickable after upgrade[/p][p]- Fixed Humans train tracks when destroying the target building[/p][p]- Fixed Undead Ooze pools hitbox beeing too big[/p][p]- Fixed Undead dialogue with Mio[/p][p]- Fixed Item Shield cannot be equipped by units without base shield[/p][p]- Fixed Item Rage cannot be equipped by units without base rage[/p][p]- Fixed Relic Destiny working against the unit critting[/p][p]- Fixed Relic Dice does not appear to be locked behind kingdom level anymore[/p][p]- Fixed Unit Bee last upgrade piercing stat amount[/p][p]- Fixed Unit Cannon using Catapults ability description[/p][p]- Fixed Unit Crossbowman displaying wrong attack multiplier[/p][p]- Fixed Unit Ghost evolution changing damage element[/p][p]- Fixed Unit Halfling evolution upgrade description being incomplete[/p][p]- Fixed Unit Headless passive last upgrade description[/p][p]- Fixed Unit Jouster passive not being categorized as support[/p][p]- Fixed Unit Leech last upgrade description not mentioning the cooldown reduction[/p][p]- Fixed Unit Lightning Elemental ability description[/p][p]- Fixed Unit Lightning Elemental not showing piercing stat[/p][p]- Fixed Unit Palisade not waiting in the city when there is no space[/p][p]- Fixed Unit Pixie not using mana to attack[/p][p]- Fixed Unit Psion displayed range stat[/p][p]- Fixed Unit Stormcaller evolution upgrade description[/p][p]- Fixed Unit Swordsman passive not being categorized as support[/p][p]- Fixed Unit Yeti having the keyword for freeze instead of taunt[/p][p]
[/p][h3]Join the Super Fantasy Kingdom Community[/h3][hr][/hr][p]Come be part of the Super Fantasy Kingdom community. Join us on Discord to talk with other players, share your kingdoms, and see what others are building. You can also find updates and discussions on Reddit, follow news and posts on Bluesky and Twitter, and YouTube.[/p][p][/p][p]If you'd like to get a leg up on ruling your kingdom, we do have a beginner's guide for you to check out and a free community wiki updated by members like you.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

What's Next

[p]Thank you to everyone for trying my game and giving all the wonderful feedback! [/p][p][/p][p]I've been overwhelmed by all the interest in Super Fantasy Kingdom. But I've seen many questions about the future of the game, so I want to provide some information and context about my plans. I want to be very transparent about where we stand, so you can understand what's going to happen next.[/p][p][/p][p][/p][p][/p][h3]THE PAST[/h3][p]Super Fantasy Kingdom is a very personal project. I spent the last four years making it. It is my first game, so I had to learn a lot. There was one moment, a few weeks after I first started, where the whole concept came together and I realized how it should play and feel, and how the progression would continuously change how you build your city. It was a crazy feeling. I was never so sure of anything before. And since that moment, I did nothing but work on realizing that. It just had to be done. I adjusted my sleep rhythm and eating habits while working in a small kitchen, all to make sure I'd have enough time to complete that vision. I'm not saying that to get pity, but I want you to understand how much work and love went into this game.[/p][p][/p][h3]THE RELEASE[/h3][p]And then came the release with a crazy amount of players (up to 12,500 players at the same time!). I thought they'd all enjoy what the game has to offer. Such a big release could cause hype, good word of mouth, and lead to coverage of the game.[/p][p]But then the first progression and balance problems turned up. Deservedly, the reviews started to reflect that. I will admit, I was surprised by how some players felt. For example, the game was never intended to feel overly grindy. It is supposed to be a challenge. I have purposefully avoided any systems that reward doing the same thing over and over again, but that means when you are stuck (because of the difficulty problems, or just because something was not explained properly by the game) and do not progress, it does feel as if there is only one path to victory and you just do not find it.[/p][p][/p][h3]THE RESPONSE[/h3][p]After fixing many of those problems, more and more people were able to really get into the game. The ratings climbed, and some reviews even switched from negative. The playtimes are also crazy so soon after release. I'm happy to see that many players report how experimentation was key to their first victory now. I've even heard from some who are still feeling that excitement of discovery and learning after playing the game for over 120 hours. THAT was my vision, and I feel so proud that it works and you are enjoying it. [/p][p][/p][h3]THE DECISION[/h3][p]Many of you are hoping for new content fast, but the first priority for me will be polishing and improving in response to feedback. After so much time working on it in isolation with a few testers, the game does need some time to be refined with the community. I have noticed how even the smallest problems can irritate people greatly, even if they love the whole game otherwise. And this game has so many gameplay elements. Each of those needs time to find its place.[/p][p][/p][p]If the big goal is producing more content, I also need to stop sprinting and learn marathon mode. I want to keep up this motivation for the years to come, so I do need to take better care of myself. For that, I'm also thinking about growing my studio and hiring a dedicated programmer to assist me, so I can concentrate more on the creative side.[/p][p][/p][h3]THE FUTURE[/h3][p]Considering all that, it makes it very clear what I need to do: I will use the early access period to make this game as great as it can possibly be. I want to openly work together with the community on refining the existing content and adding more heroes, units, relics, items, or even buildings to complement that. I know many developers say that but have everything planned out already and only make small adjustments. I don't. It will be a real collaboration. You can come into Discord or the Steam forums, suggest something, and if I like it, you could potentially see me testing it out on the very next day. If that sounds cool to you, please join in the process!!![/p][p][/p][h3]THE GOALS[/h3]
  • [p]Remove the need to play both kingdoms[/p]
  • [p]Rework game progression to be smoother[/p]
  • [p]Improve clarity and tutorials[/p]
  • [p]Add more variety[/p]
  • [p]Give the player more agency (targeting items for example)[/p]
  • [p]Undead kingdom needs more love[/p]
  • [p]Reduce frustrations[/p]
  • [p]Endgame[/p]
  • [p]Add the remaining character art[/p]
  • [p]And of course the hero evolutions[/p][p][/p]
[p]Since release, I've worked hard on the patches, and I will keep improving the experience for all of you. I think even players who have beaten both kingdoms now, just waiting for new content, will be happy about this "foundation work" in the end. I also want to rework how the endgame plays, with the intent that it becomes the real meat of the game someday, where you can apply everything that you learned now. That would be very cool. Again, if you have any ideas on that, please share them![/p][p][/p][p][/p][p][/p][p]Again, thank you so much for being part of my journey and for playing my game. I could not have imagined this kind of interest when I started working on this game. [/p][p][/p][p]Feryaz (and Mio)[/p]

Nominate Super Fantasy Kingdom for the Steam Awards!

Hello everyone,

The 2025 Steam Awards have begun. Nominations are open, and I’d be grateful if you considered Super Fantasy Kingdom for the Most Innovative Gameplay category. There are many strong contenders this year, and plenty of games that deserve recognition, but your nomination would help bring more eyes to a project that has grown through steady updates and a lot of player feedback.


Super Fantasy Kingdom grew from a simple premise. City builders thrive when every choice matters, and roguelites thrive when each run teaches you something new. Combining the two created a structure where planning, adaptation, and long-term progression coexist without crowding each other out.

As new elements unlock, the shape of a run changes, and tools that once felt central take on different roles.


The game asks you to keep evaluating what each run offers and how best to use the systems you have opened. Every genre piece serves that idea of steady experimentation, from hidden secrets in the world to unlocks that broaden your strategic options.


That philosophy guided the updates as well. Each patch strengthened part of the foundation or added something that helped the whole structure settle into place.

I am grateful for how it has come together, and for the players who continue to find new approaches long after their first run. That sense of ongoing discovery has shaped the development from the start.

[h3]And we are not done yet![/h3][hr][/hr]Innovation means trying things, seeing what holds up, and adjusting as you go. Early Access is built on that process, and the game will continue to change as new ideas are tested and refined based on your input.

I will keep working through your feedback, and I encourage you to share anything that comes to mind. Building systems is one part of development, but refining them with the community has been just as important. The first major Early Access update arrives before the holidays, and I am looking forward to hearing your thoughts.

Here are the recent patches in case you missed them. Many changes came directly from player input, including the caravan, improvements to the road builder, and several requested quality-of-life updates.

[h3]Patch 12: To Build and Demolish[/h3][hr][/hr]Patch 12 focused on tightening early decisions and smoothing core interactions. Hero recruitment now shows clear attack descriptions, builder and demolisher visits were reordered to create better strategic timing, and the caravan can be skipped instantly. The undead kingdom received several quality-of-life fixes, and hero balance saw adjustments to keep each playstyle distinct without adding early frustration.

https://store.steampowered.com/news/app/2289750/view/603047016493220489
[h3]Patch 11: Tutorials, Game Speed, and Glory Scores[/h3][hr][/hr]Patch 11 added a tutorial encyclopedia so you can revisit any previous guidance at any time. Game speed can now carry over between days as an optional setting, and the title screen leaderboard can be hidden. Glory scoring was made less random through adjustments to the church ritual, and several balance updates touched weather, merchants, underused units, and a few monsters to keep late-run pacing more consistent.

https://steamcommunity.com/games/2289750/announcements/detail/603046765501874324
And of course, there's much more on the way!

All this to say, I’d love to have your nomination this year for the Most Innovative Gameplay Award. If you’re so inclined, just click the “Nominate” button that’s part of this post to submit your nomination. No matter the result, I’m grateful for every single vote, and for your ongoing support as I continue working on Super Fantasy Kingdom.

Thank you!
– Feryaz