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Super Fantasy Kingdom News

Build and defend your little time-looping castle town in Super Fantasy Kingdom




Slick little roguelike city-build-and-defend game Super Fantasy Kingdom hit early access this week, asking you to time loop your ever-growing kingdom to victory against a mysterious foe that sends waves of enemies against you each night. To win you'll have to build up a base of resources to keep a collection of valiant heroes fed and armed...
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Patch #07: Pause menu glossary, Balance and Fixes

[p]Hey everyone 👑[/p][p][/p][p]here are the patch notes for yesterday's patch. Sorry for the delay this time.[/p][p][/p][p]The big change is that all deposits are explained in the pause menu glossary now. That should help with multiple questions that came up repeatedly, such as how to get more thickets and especially how the undead economy works. The mini-boss fight and the upgradable buildings in the world are also more clear now.[/p][p][/p][p]The balance finally seems to be becoming better as well. I see a lot more of you are having fun with the game now and are not as stuck anymore. That is more like the game was meant to be played. Of course, it's still not perfect and I'll keep working on it.[/p][p][/p][p]But the big focus of this patch was fixing bugs. I've tried to fix the ones with the most influence on your runs. When you get a relic and it does not work, that can potentially doom a run. So this should also help with balance of course.[/p][p][/p][p]Next patch is already in testing and should be released later today.[/p][p][/p][p]Feryaz[/p][p][/p][p][/p][p][/p][h3]New features/QoL:[/h3]
  • [p]Added all deposits (trees, fields or rocks) to the pause menu dictionary in both kingdoms[/p]
  • [p]Added another early super metal to both kingdoms[/p]
  • [p]Added another shard chest to both kingdoms[/p]
  • [p]Miniboss improved description to include the rules of the fight[/p]
  • [p]Upgraded buildings in the world explain what they do[/p]
  • [p]Undead increased natural spawn limit of bloats to 2 to support Big Daddy[/p]
[p][/p][h3]Balancing:[/h3]
  • [p]Cadus increased speed[/p]
  • [p]Bone Golem cannot be sacrificed anymore[/p]
  • [p]Bloat Book cannot be sacrificed anymore[/p]
  • [p]Bone Golem cannot be buried anymore[/p]
  • [p]Bloat Book cannot be buried anymore[/p]
  • [p]Scarecrow is categorized as Support now[/p]
[p] [/p]
  • [p]Demon Spider reduced damage slightly[/p]
  • [p]Dragon's fireball vanishes on combat end[/p]
  • [p]Gyrocopters's bomb vanishes on combat end[/p]
  • [p]Gyrocopter reduced speed slightly[/p]
  • [p]Phoenix reduced self-heal[/p][p][/p]
  • [p]Monster Ghost reduced damage[/p]
  • [p]Monster Devil reduced armor 33 -> 0[/p]
  • [p]Monster Headless reduced speed slightly[/p]
  • [p]Monster Qilin reduced speed slightly[/p]
  • [p]Monster Rogue reduced speed slightly[/p]
  • [p]Monster Shaman reduced damage slightly[/p]
[p][/p][h3]Fixes:[/h3]
  • [p]Fixed workers refusing to stop working a job (mostly on the first day)[/p]
  • [p]Fixed Humans geologists not working without flag[/p]
  • [p]Fixed Humans cannot build kingdom buildings multiple times[/p]
  • [p]Fixed Humans dialogue with Merchant missing actor[/p]
  • [p]Fixed Undead upgrade buildings being clickable before reaching them[/p]
  • [p]Fixed Undead pirates could be sent out before unlocking them, but never came back[/p]
  • [p]Fixed Undead Mort task at hospital not working[/p]
  • [p]Fixed training grounds wanting to train sacrificed units[/p]
  • [p]Fixed hospital reviving sacrificed units[/p]
  • [p]Fixed hospital reviving units in graveyard[/p]
  • [p]Fixed unit sheet not displaying the right damage type[/p]
  • [p]Fixed unit sheet hover damage of units without attacks[/p]
  • [p]Fixed Amulet of the Dead not working at all[/p]
  • [p]Fixed Banshee attack description not mentioning fear[/p]
  • [p]Fixed Big Daddy only working if there are more than 13 rats[/p]
  • [p]Fixed Brazier not applying the burn effect every time[/p]
  • [p]Fixed Cadus one upgrade not stating what about minions gets buffed[/p]
  • [p]Fixed Selene upgrade description not using passive form of freeze effect[/p]
  • [p]Fixed Werewolf attack rank description being incorrect on rank 0[/p]
  • [p]Fixed staying in the undead kingdom after resetting save data[/p]
  • [p]Fixed quest progress being rounded up in some cases[/p]
[p][/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]

Patch #06: Undead tweaks, Armory chances and QoL

[p]Hey everyone 👑[/p][p][/p][p]here is the sixth update for Super Fantasy Kingdom![/p][p][/p][p]The armory chances were reworked to reduce the chance for duplicate items, which did not work properly before. The game also does not revert your zoom level anymore, and the outposts that spawn items do so directly on the battlefield now.[/p][p][/p][p]Then we have a lot of changes aimed at making the experience better in the undead kingdom. Assigning workers and carriers should be clearer now, and their reliance on stone has been reduced.[/p][p][/p][p]The shard outpost is unlocked earlier now, giving you a bit more agency early to gain more shards. But that will not be enough. It seems like the ritual in the church is not clear and rewarding enough. So I would like to rework or replace the function. If you have any ideas for improving the shard balance, please share them below or in the forums.[/p][p][/p][p]Of course, the balance was also further improved, and a lot of bugs were fixed as well. [/p][p][/p][p]And thank you very much for the kind words under the last post. Waking up to so many supportive comments was a very pleasent surprise. Your support means the world to me. [/p][p][/p][p]Feryaz
[/p][p][/p][p][/p][h3]New features/QoL:[/h3]
  • [p]Armory reduced chances for duplicates greatly[/p]
  • [p]The game does not reset your zoom level daily[/p]
  • [p]The tooltip when assigning workers differentiates between worker and carrier jobs[/p]
  • [p]Outposts that spawn items do so directly onto the battlefield[/p]
  • [p]The shard outpost gets unlocked much earlier[/p]
  • [p]Added multiple checks before saving kingdom data to prevent data losses due to crashes in that moment[/p]
  • [p]Geologist and Graverobber doubled the radius they work in
    [/p]
[h3]Balancing:[/h3]
  • [p]Undead Quarry upgrade costs ooze instead of blocks[/p]
  • [p]Undead Blood Bank costs 7 coins to build instead of stone[/p]
  • [p]Undead Blood Bank costs 5 faith to upgrade instead of stone[/p]
  • [p]Undead Library has more storage capacity for books[/p]
[p] [/p]
  • [p]Abomination increased base damage by 2[/p]
[p][/p]
  • [p]Boss Phoenix reduced health[/p]
  • [p]Boss Phoenix reduced damage but it scales with time[/p]
  • [p]Villain Vagabond reduced damage[/p]
  • [p]Monsters reduced damage overall[/p]
  • [p]Monster Leech stops more often[/p]
  • [p]Monster Banshee is a bit slower[/p]
  • [p]Monster Colossus reduced health[/p]
  • [p]Monster Colossus removed armor 20 -> 0[/p]
  • [p]Monster Minotaur reduced health[/p]
[p][/p][h3]Fixes:[/h3]
  • [p]Fixed monster Crossbowman never appearing[/p]
  • [p]Fixed keyword dictionary being visible in settings and unlocks[/p]
  • [p]Fixed world upgrades tooltip showing too early[/p]
  • [p]Fixed retry button in pause menu visual bug[/p]
  • [p]Fixed witch tooltip error[/p]
  • [p]Fixed hungry status color[/p]
  • [p]Fixed pinned status color[/p]
  • [p]Fixed Alarics trade quest requirement being too high[/p]
  • [p]Fixed Undead dialogue with Gevald wrong order[/p]
  • [p]Fixed Undead dialogue with Amaya missing actor[/p]
  • [p]Fixed Bloat Book bleed keyword[/p]
  • [p]Fixed Dark Pylon poison keyword[/p]
  • [p]Fixed Druid radiance keyword[/p]
  • [p]Fixed Cole displayed damage[/p]
  • [p]Fixed Mort displayed damage[/p]
  • [p]Fixed Qhe'la displayed damage[/p]
  • [p]Fixed Thea displayed damage[/p]
  • [p]Tried to improve behavior on application exit for some players[/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 #05: Task Board Rework, Better Info, Smoother Controls

[p]Hey everyone 👑[/p][p][/p][p]Patch 5 is out and aims to solve some of the most reported problems and to clarify the most asked questions. [/p][p][/p][p]The pause menu now contains a dictionary of keywords to select, so you can always read what all the special resources and status effects do. A lot of descriptions and UI elements have been improved after seeing what caused confusion in the reviews, on discord and in forum posts. That includes the fate selection, where you can now see which boss still has a star for you.[/p][p][/p][p]The task board was improved to be more fair. Some annoyances, like the slow road builder or the restricted storage space in the Library, have been adjusted.[/p][p][/p][p]Then I've worked hard to make the experience even better with gamepad. It should be much clearer which building or which card is selected now, and outposts are also easier to select.[/p][p][/p][p]And lastly, there is the balance. [/p][p]I've made this game for you to have fun exploring a big world, meeting its characters, mastering the mechanics and uncovering all the secrets with always new challenges. I'm very sorry that some of you are not able to experience that. Once people claim their first win, it seems to work well, but getting really stuck before that is ultra frustrating. It makes the game feel linear, or as if there was one special way to progress, when in reality experimenting and trying out new combinations is the key to victory. You cannot imagine how bad I feel about that. This patch should hopefully also improve that.[/p][p][/p][p][/p][p][/p][h3]New features/QoL:[/h3]
  • [p]Added proper keyword dictionary to the pause screen[/p]
  • [p]Task board removed damage type tasks from lower difficulties[/p]
  • [p]Task board reworked scaling of many task requirements, especially later on[/p]
  • [p]Task board reroll button is better visible[/p]
  • [p]The training camp opens once you have more than one unit[/p]
  • [p]Upgraded buildings in the world also display what they give on hover[/p]
  • [p]Improved selection of building buttons on gamepad[/p]
  • [p]Improved selection of relic cards on gamepad[/p]
  • [p]Improved selection of unit cards on gamepad[/p]
  • [p]Improved selection of fate cards on gamepad[/p]
  • [p]Added a tooltip to the fate selection damage types[/p]
  • [p]Fate selection improved description a bit[/p]
  • [p]Fate selection displays if the boss still gives a star[/p]
  • [p]Minibosses display a star until you first defeat them[/p]
  • [p]Human quarry upgrade improved description[/p]
  • [p]Item courage improved description[/p]
  • [p]Bait improved spawning rule description[/p]
  • [p]Nun improved description slightly[/p]
  • [p]Forager improved description slightly[/p]
  • [p]Fisherhut improved description slightly[/p]
  • [p]Witches building disabled counter as it was confusing[/p]
  • [p]Curse screen buttons are more visible[/p]
[p][/p][h3]Balancing:[/h3]
  • [p]Building forge for the blacksmith is cheaper[/p]
  • [p]Witch is slightly cheaper[/p]
  • [p]Humans road builder is ~30% faster[/p]
  • [p]Humans second village reduced star requirements by 1[/p]
  • [p]Undead Library increased storage by 1[/p]
[p] [/p]
  • [p]Paladin increased base damage by 1[/p]
[p][/p]
  • [p]Boss Magister is slightly slower[/p][p][/p]
  • [p]Bigger monster adjustments for days 18-21[/p]
[p][/p][h3]Fixes:[/h3]
  • [p]Fixed selecting outposts with gamepad[/p]
  • [p]Fixed evolution buildings only counting for one of that unit[/p]
  • [p]Fixed relic Recycling not working[/p]
  • [p]Fixed relic Archaeologist not working[/p]
  • [p]Fixed Clown ability description wrong amount of bones[/p]
  • [p]Fixed Djinn sometimes stops attacking[/p]
  • [p]Fixed Djinn's passive costing mana[/p]
  • [p]Fixed Dryads relic Magic Beans not being accessible[/p]
  • [p]Fixed Paladin having range stat[/p]
  • [p]Fixed Black Market when having 16 units[/p]
  • [p]Fixed giving a unit a very long name breaks its sheet[/p]
  • [p]Fixed wrong line in a dialogue with the scienstist[/p]
  • [p]Fixed geologists not working without flag if there is no goldmine[/p]
  • [p]Fixed exit button not being green without being hovered[/p]
  • [p]Fixed tooltip of corruptions behaving weirdly[/p]
  • [p]Fixed Humans kingdom level 25 road[/p]
  • [p]Fixed icons in building names not supported on cards[/p]
[p][/p][p]Feryaz[/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]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 #04: Fair Sieges!

[p]Hey everyone 👑[/p][p][/p][p]here are the patch notes for yesterday's patch. Sorry for the delay, but I went straight to working on the next update that is currently being tested and will be released today. It will be the biggest update yet.[/p][p][/p][p]The most important change is destroyed siege engines are not counting as death anymore, which was caused by a bug and just unfair. That is also the topic of the balance changes this time around. They are aimed at making the game more fair, without making it too easy. Buffing cadus and the clown should also help the undead kingom greatly.[/p][p][/p][p]The other changes are aimed at improving clarity, like making it more obvious how to switch kingdoms or that you can exit the game safely in the morning to resume your run later.[/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][/p][p][/p][h3]New features/QoL:[/h3]
  • [p]Siege engines getting destroyed does not count as a death anymore[/p]
  • [p]Humans thickets are also brown to make them less likely to be confused with bushes[/p]
  • [p]Items in the world are always visible now[/p]
  • [p]Kingdom switcher is more obvious now[/p]
  • [p]Give up description states that it is related to combat already having started[/p]
  • [p]Exit button is green to display that you can click it without losing anything[/p]
[p][/p][h3]Balancing:[/h3]
  • [p]Bone Golem reduced attack speed by 30%[/p]
  • [p]Cadus increased base damage by 1[/p]
  • [p]Clown increased base damage by 1, but reduced scaling slightly[/p]
  • [p]Boss Magister reduced speed[/p]
  • [p]Monster Leech reduced health by 1[/p]
  • [p]Monster Leech does no damage anymore, just applies poison[/p]
  • [p]Monster Arcanist reduced damage slightly[/p]
  • [p]Monster Bard reduced damage[/p]
  • [p]Monster Bee reduced damage[/p]
  • [p]Monster Banshee reduced damage slightly[/p]
  • [p]Monster Banshee reduced resistance 40 -> 30[/p]
  • [p]Monster Battle Mage removed armor 30 -> 0[/p]
  • [p]Monster Battle Mage increased resistance 15 -> 25[/p]
  • [p]Monster Colossus reduced damage[/p]
  • [p]Monster Cyclops reduced damage slightly[/p]
  • [p]Monster Berserker removed armor 25 -> 0[/p]
  • [p]Monster Dinosaur reduced damage[/p]
  • [p]Monster Minotaur removed armor 30 -> 0[/p]
  • [p]Monster Treant removed resistance 25 -> 0[/p]
  • [p]Monster Shaman increased damage[/p]
  • [p]Monster Paladin reduced health and damage[/p]
[p][/p][h3]Fixes:[/h3]
  • [p]Fixed being able to call the Scientist before unlocking him[/p]
  • [p]Fixed swapping tax mode after skipping a cutscene[/p]
  • [p]Fixed Rickards damage being displayed wrongly in his sheet[/p]
  • [p]Fixed item Rejuvenation icon[/p]
  • [p]Fixed flag button wanting you to update mine[/p]
[p][/p][p]Thank you for your patience![/p][p][/p][p]Feryaz[/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]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][p][/p][p][/p][p]
[/p]