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[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

Patch 12: To Build and Demolish!

[p]Hey everyone 👑[/p][p][/p][p]Many players wanted more information before buying a new hero, so instead of showing empty statistics, you can now read about how they attack. Next, I will need to improve the descriptions 😂[/p][p][/p][p]The scientist cannot be given units of the kingdom you currently play. You cannot start with them anyway, it makes more sense thematically, and it also makes it more likely that he will want a unit you still need to give him. It should be better in every case. I really like such changes.[/p][p][/p][p]Similarly, the builder and demolisher visits have been swapped. Now the builder comes first, giving you more build options earlier and more opportunity to use that investment. And the demolisher comes afterwards, opening more strategic plays as you can use it on the builder's building, but also because later on you might not need some of the other buildings anymore. This simple change should make both decisions deeper, and even affect other decisions, on all progression levels. So satisfying![/p][p][/p][p]The caravan's arrival can be skipped instantly, so there is no second wasted anymore. And when selecting fate, the related kingdom's reputation does get highlighted. I'm trying to make everything as easy to handle as possible. The new pirate marker, which is primarily necessary in the undead kingdom, seems to annoy some players. I could remove it from the human kingdom, or only show it once and not daily, but in both cases, it could also lead to people forgetting about it. Any other ideas? At least it vanishes at night now.[/p][p][/p][p]The undead kingdom has gotten some QoL upgrades. The timing of when you upgrade a Mausoleum does not matter anymore, they start with another Ooze Pool, so you can go get all related upgrades if you invest into it, and the Blood Bank states that it needs dead rats now.[/p][p][/p][p]While Selene is one of the most powerful heroes, I have seen the repeated wishes to make her hit everything. But that is a fine line. I must preserve differences between heroes. Some might be easy to play, others might be great early, or against masses of monsters or against bosses - so that you need to switch up which other units to take and when. If every hero is consistent early, they also cannot differentiate as much later on. At the same time, when people first try a hero they should not hate them either. I'll try to improve it enough, without losing her essence.[/p][p][/p][p]Hope you will enjoy the changes![/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]Feryaz[/p][p][/p][p][/p][p][/p][h3]New features/QoL:[/h3]
  • [p]Throne room displays heroes attack description when the hero was not unlocked/played yet[/p]
  • [p]Scientist does not accept units of the kingdom you are playing, so its easier to give him the units you want to[/p]
  • [p]Builder comes visiting on day 13 now[/p]
  • [p]Demolisher comes visiting on 19 now[/p]
  • [p]The caravan can be skipped earlier now[/p]
  • [p]After beating a boss all negative status effects get removed from your units[/p]
  • [p]UI fate selection caravan reputation gets highlighted[/p]
  • [p]UI pirate marker vanishes at night[/p]
  • [p]Curiosity shop improved description[/p]
[p] [/p]
  • [p]Undead upgrading Mausoleum does not reset its timer anymore[/p]
  • [p]Undead start with another ooze pool[/p]
  • [p]Undead dead rat is called dead rat now, so it's clear what the bank is missing[/p]
[p][/p][h3]Balancing:[/h3]
  • [p]Mort is categorized as melee now[/p]
  • [p]Selene is riding closer to the gate, reducing her deadzone[/p]
  • [p]Selene reduced base damage by 1[/p]
  • [p]Druid passive increased cooldown 3 > 3.33s[/p]
  • [p]Ghoul displays piercing stat[/p]
  • [p]Jailer increased damage scaling slightly[/p]
  • [p]Monk displays area stat[/p]
  • [p]Paladin increased base damage[/p]
  • [p]Shaman's summon increased taunt range 40m > 50m[/p]
  • [p]Troll evolution increased cooldown 1.5s > 2s[/p]
[p][/p][h3]Fixes:[/h3]
  • [p]Fixed workers taking more jobs than assigned when sending them to work very early first day[/p]
  • [p]Fixed game resuming behind pause menu when coming out of any screen[/p]
  • [p]Fixed combat events like onkill happening too often[/p]
  • [p]Fixed villains standing still in the distance maybe[/p]
  • [p]Fixed hunter building sprite door placement[/p]
  • [p]Fixed Alaric self heal passive[/p]
  • [p]Fixed Bee not displaying it does plant damage[/p]
  • [p]Fixed Bee description bounce amount[/p]
  • [p]Fixed Endboss getting damaged by monsters hitting units[/p]
  • [p]Fixed Endboss getting damaged by thorns[/p]
  • [p]Fixed Lich achievement[/p]
  • [p]Fixed UI relic catalog economy relics do not appear to be examinable[/p]
  • [p]Fixed burn also stacking for enemies[/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]

Patch 11: Tutorial Encyclopedia, Game Speed and Glory Highscores

[p]Hey everyone 👑[/p][p][/p][p]I have some cool new stuff again. With every update I think that I have fixed the most pressing issues now, only for you to find more stuff that totally needs my attention. But hey, I'm so happy the game is finally out and to get so much new player feedback. I'm still processing it all and will tell you about my plans soon.[/p][p][/p][p]The most important new feature is that you can read the tutorials again if you want to. Press T/Select to open a list of all previous tutorial messages. I hope that will be helpful.[/p][p][/p][p]Another often requested feature was to keep the game speed on the next day. But as not everyone wanted that, I've added it as an option in the settings. Some people seemd to really dislike that the leaderboard was always visible on the title screen, which I did not consider at all. You can hide it now. [/p][p][/p][p]Endgame glory highscore chasing was too random, so the ritual in the church also increases the chance for provokes now. I've also added two new dialogues to the current ending of the game, as a little reward for completionists. It's crazy to see how fast you have been![/p][p][/p][p]The weather chances have been increased, especially those of the most special types. The merchant gives you a coin more to be more worthwhile. Some of the less used units got buffed. The treant has lost a bit of damage, but might even still be too strong. He is such a good tank and crowd control already, and doing so much damage does not really fit the archetype either.[/p][p][/p][p]Then we have some small monster adjustments. The ghost seemed especially bad and should be a little less frightful now ;)[/p][p][/p][p]And, of course, a ton of bug fixes and improvements in clarity again. The geologists still not working without flag was especially bad for new players.[/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]Feryaz[/p][p][/p][p][/p][p][/p][h3]New features/QoL:[/h3]
  • [p]Human King added a dialogue after you've beaten the game[/p]
  • [p]Undead Overlord added a dialogue after you've beaten the game[/p]
[p] [/p]
  • [p]You can read all tutorial messages again by pressing the tutorial button (T/Select)[/p]
  • [p]The ritual in the curch also increases the chance for provoke events[/p]
  • [p]Added new option to the settings to keep the game speed on day switch[/p]
  • [p]The leaderboard can be hidden now by clicking it[/p]
  • [p]UI holding alt displays total resources if there are some in reserve[/p]
  • [p]UI unit cards display attack type instead of element[/p]
  • [p]Siege engines do not cause the global death sound anymore[/p]
  • [p]Black Market becomes transparent after usage[/p]
  • [p]Guild becomes transparent after usage[/p]
  • [p]Pirates have a marker[/p]
  • [p]Hermit added well done message[/p]
  • [p]Endboss improved a line to be more clear[/p]
  • [p]Training camp added more descriptions[/p]
  • [p]Tree stump changed cancel button[/p]
[p][/p][h3][c]Balancing:[/c][/h3]
  • [p]Humans road after stump is free[/p]
  • [p]Undead Sewage increased production time 22s -> 23s[/p]
  • [p]Increased default chance for weather 20% > 25%[/p]
  • [p]Increased chances for blossom weather 1 > 2%[/p]
  • [p]Increased chances for blood moon weather 1 > 2%[/p]
  • [p]Recuced chance for snow by 10%[/p]
  • [p]Recuced chance for thunder by 10%[/p]
  • [p]Relic Dice is not sold by Amaya anymore[/p]
  • [p]Relic Mug of Joy is not sold by Amaya anymore[/p]
  • [p]Merchant increased coins gained by 1[/p]
[p] [/p]
  • [p]Cadus reduced range so he is more consistent[/p]
  • [p]Halfling reduced cooldown slightly[/p]
  • [p]Marksman increased cooldown on evolution 0.8s > 1s[/p]
  • [p]Mechanic increased duration 5s > 6s[/p]
  • [p]Mechanic displays duration stat[/p]
  • [p]Treant reduced how much power translates to damage 1x -> 0.66x[/p][p][/p]
  • [p]Monster Battle Mage reduced shield slightly[/p]
  • [p]Monster Ghost reduced damage[/p]
  • [p]Monster Ghost reduced health slightly[/p]
  • [p]Monster Headless reduced health and shield slightly[/p]
  • [p]Monster Rogue can be pushed away further[/p]
  • [p]Monster Rogue reduced health slightly[/p]
  • [p]Monster Qilin is slightly slower[/p]
[p][/p][h3]Fixes:[/h3]
  • [p]Fixed geologist not working without flag[/p]
  • [p]Fixed range still increases minimum range visually[/p]
  • [p]Fixed being able to click the tavern message when having to place a nun/thieve[/p]
  • [p]Fixed free reroll when banishing three units counting as real reroll again[/p]
  • [p]Fixed sacrificing, demolishing and then building another elemental tower on the same day[/p]
  • [p]Fixed Undead hauled corpses blocking the space forever[/p]
  • [p]Fixed Undead bloat not spawning corpses in some cases[/p]
  • [p]Fixed Undead one corrupted starting resource clickable too early[/p]
  • [p]Fixed Dice not being in the relic catalog[/p]
  • [p]Fixed Disease not affecting the unit with the most XP[/p]
  • [p]Fixed Endboss wrong dialogue line[/p]
  • [p]Fixed Endboss having a marker[/p]
  • [p]Fixed Mug of Joy not being in the relic catalog[/p]
  • [p]Fixed Staff of Life affecting treants mana healing[/p]
  • [p]Fixed Qhe'la stun passive also possible against the player[/p]
  • [p]Fixed UI school overlay max amount[/p]
  • [p]Fixed UI dungeon error messages breaking button[/p]
  • [p]Fixed UI unit button displaying MAX upgrade when units are in dungeon[/p]
  • [p]Fixed UI sewage not displaying reduced generation time[/p]
  • [p]Fixed an error happening when exiting to title screen quickly after loading[/p]
  • [p]Fixed an error happening with some wagon maybe[/p]
  • [p]Fixed errors happening when upgrading some heroes and units mid attack[/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]

Patch #10: Road builder, Minimum Range and Hero Equipment UI

[p]Hey everyone 👑[/p][p][/p][p]I was trying to write a post about the future of the Super Fantasy Kingdom, but it got too long and needs more work. So, I will just share the latest patch notes instead.[/p][p][/p][p]It was a rather small patch, mostly focused on fixing bugs. But I wanted to get it out for the weekend, so people can enjoy the game more.[/p][p][/p][p]The road builder is more effecient and it is explained that he goes for the closest buildings first. A much requested feature was seeing the heroes class and attack type when choosing relics. This is only a short term solution, but should hopefully help a bit. The range stat does not increase the minumum range anymore (but the displayed range is still wrong, will be fixed next patch!). Then some small UI and clarity improvements again.[/p][p][/p][p]After the community reported how easily the Monument could be abused to amass faith I've increased the cost, but I'm not too sure about this change yet.[/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]Have a great weekend![/p][p]Feryaz[/p][p][/p][p][/p][p][/p][h3]New features/QoL:[/h3]
  • [p]Hero equipment bar has some simple icons for class, role, mobilty and attack type[/p]
  • [p]Range does not increase minimum range as well anymore[/p]
  • [p]Humans road builder does not need to improve the road under buildings themselves anymore, making the process faster[/p]
  • [p]Humans windmill UI displays icons for carriers working[/p]
  • [p]The "drag your units" tutorial comes up every day if you only have one unit and its on the bench (below 10 maxglory)[/p]
  • [p]Hermit tells you how to increase curse level so you do not miss it[/p]
  • [p]Relic Forbidden Fruit warns of its endless nature[/p]
[p][/p][h3]Balancing:[/h3]
  • [p]Monument increased costs 15 > 18 faith[/p]
  • [p]Undead soul hunter increased storage capacity[/p]
[p] [/p]
  • [p]Fire Elemental reduced range so he can hit the phoenix[/p]
  • [p]Brazier reduced health scaling by 30%[/p][p][/p]
  • [p]Villain Thief increased mana slightly[/p]
[p][/p][h3]Fixes:[/h3]
  • [p]Fixed Scientist unit counting for other kingdom[/p]
  • [p]Fixed Wizard relic counting for other kingdom[/p]
  • [p]Fixed one cause of negative faith[/p]
  • [p]Fixed free reroll when banishing three units counting as real reroll[/p]
  • [p]Fixed kingdom relics of the other kingdom being displayed in the catalog[/p]
  • [p]Fixed some relics effects not applying instantly when paused[/p]
  • [p]Fixed UI calendar on day X[/p]
  • [p]Fixed UI unit sheet not displaying damage element[/p]
  • [p]Fixed two bugs with zoom level resets[/p]
  • [p]Fixed Human upgraded well having a special worker displayed[/p]
  • [p]Fixed Undead bloat hunters going at it solo[/p]
  • [p]Fixed Miniboss dropping shard when killing them after they won[/p]
  • [p]Fixed Alaric not generating rage when getting the stat[/p]
  • [p]Fixed Barrier causing errors on scene switch[/p]
  • [p]Fixed Berserker ability description attack amount[/p]
  • [p]Fixed Endboss rating dialogue[/p]
  • [p]Fixed Gideon not generating rage when getting the stat[/p]
  • [p]Fixed Ghost evolution not having a relic anymore[/p]
  • [p]Fixed Grumdil bouncing upgrade[/p]
  • [p]Fixed Sheva not generating rage when getting the stat[/p]
  • [p]Fixed Thea not generating rage when getting the stat[/p]
  • [p]Fixed relic Dice cost of follow up rerolls[/p]
  • [p]Fixed relic Fire Shield sometimes not working maybe[/p]
  • [p]Fixed relic Forbidden Fruit could prevent other events at night[/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][/p][p][dynamiclink][/dynamiclink][/p][p][/p]