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Super Fantasy Kingdom News

The official Wiki!

Its already crazy how fast the game got translated into seven(!) different languages. But no, that was still not crazy enough. Once again the community came together and wanted to help. A wiki this time. Should be easy, right?


It was important to me that the wiki is usable without adblock, so mobile users can read it as well. We looked at all the options and quickly settled on wiki.gg. So we applied and got accepted very fast. On wiki.gg you just get a page looking like Wikipedia, but you have full control over it. We really have the option to make it into a top gaming wiki with all the functions you'd expect.

Check out the wiki on superfantasykingdom.wiki.gg!

We worked really hard to make it look nice and get a base structure in. I am so proud of what we achieved in only one day. Thanks to everyone that helped!

But now we need your help to fill it!

And join our discord community, where all these projects are born and coordinated!

[h2]Changelog[/h2]
Demo Build #27
- Added Ukrainian localization

- UI scaling resets when game starts on small resolutions

- Fixed camera constantly moving with some controllers and drivers
- Fixed workers not delivering the gathered stone or wood when it was the last one of the deposit (and rails were build)
- Fixed clogged jobs when that happend
- Fixed world farmer not working
- Fixed Treant rank 3 description

Demo Build #28
- Added French localization (WIP)
- Added slow-motion while dragging units
- Added short cooldown after moving a unit
- Implemented mechanic to revive units
- Initial resource deposits amounts less random

- Reduced bosses base health
- Increased bosses scaling health
- Reduced later monsters base health a little bit
- Deathpriest minions do only 1 damage but apply bleed
- Reduced Deathpriest base damage from 5 to 4
- Reduced Runescribe base damage from 4 to 2
- Reduced Crossbowman base and scaling damage
- Crossbowman doesn't shoot far right or left anymore
- Increased Halfling range from 6 to 8

- Fixed level up screen displaying damage instead of health value
- Fixed Jailer achievement and set requirement to 95
- Fixed Treant passive
- Fixed Deathpriest passive
- Fixed Guardian sprites
- Fixed controller cursor vanishing on new day

Demo Build #29
- Disabled building of roads at night
- Tavern damage meter values get rounded
- Processing jobs ingridient cannot be spend before they are picked up anymore

- Decreased Lightning Elemental base from 3 to 2
- Decreased Monk scaling damage by 50%
- Increased Treant base and scaling damage by 25%
- Decreased Marksman cooldown by 0.25s

- Fixed not being able to buy horses at stables when no space for units left
- Fixed dead units could be healed in the same frame
- Fixed some units passives activated on the bench
- Fixed eating screen visible under level up screen reviving them
- Fixed production speed always displayed as 0s
- Fixed tavern allowing more jobs than storage for berries
- Fixed minibosses could be taunted
- Fixed elementals drinking beer
- Fixed dying after killing boss
- Fixed pausing in slow motion
- Fixed unit dying in slow motion
- Fixed night in slow motion
- Fixed house upgrades not visible
- Fixed units being inactive after moving during the morning
- Fixed human units upgrade falsely showing house icon
- Fixed achievements not displaying as unlocked until restart
- Fixed rank up sound playing multiple times on unpause
- Fixed speed of workers walking sounds
- Fixed Armor having Shield icon
- Fixed Magic Beans description

Demo Build #30
- Music change is not as abrupt anymore
- Navigating with keyboard is not as abrupt anymore
- Animal spawn chance is greatly affected by the amount of thickets

- Halved Knights buff for full shields
- Decreased Metal Mage from 50% to 30%
- Increased Demon Spider base health by 50%
- Increased Demon Spider scaling health by 10%
- Increased Demon Spider scaling damage by 50%
- Dinosaur targets furthest instead of nearest monster

Demo Build #31
- Merchants offers are a bit less extreme

- Increased Treant base damage from 4 to 5
- Decreased all Elementals base and scaling health
- Increased Fire Elemental projectile speed
- Increased Fire Elemental base and scaling damage
- Decreased Fire Elemental cooldown from 2s to 1.5s
- Decreased Lightning Elemental scaling damage

- Fixed units being able to attack and use their passive on the bench
- Fixed stuck in tavern after sacrificing
- Fixed weakness increasing magical defense instead of decreasing it
- Fixed mouse cursor when leaving resource bar
- Fixed Gremlin rank 3 description

Demo Build #32
- Cartographer only one new dialogue per run

- Reduced Miner scaling damage by 20%
- Reduced Miner (Monster) base damage from 3 to 2

- Fixed dead units getting experience
- Fixed message overlay buttons

FAQ

Super Fantasy Kingdom can now be played in English, German, Italian, Russian, Polish and Brazilian Portuguese!!! I was hoping to maybe get there for release, but you wanted to help so much I just had to work on translatability. I am so very thankful to all the community members that helped to make this possible.

Join the community on Discord!

Unfortunately I've been sick for a few days now. I probably need a bit of rest after all. So sadly not much creative progress on the game itself this week.

[h2]Questions[/h2]

With the new influx of players a few questions come up very often:

[h3]When? How much?[/h3]

I don't know! I'll gather all your feedback and make a plan. I will definitely not rush it.

[h3]Who is the developer?[/h3]

I am a solo developer. Feryaz Beer, 31 from Germany. This is my first gaming related project.

[h3]Why this?[/h3]

I worked as software dev in the tourism industry, but that came to an end with corona. Then I played the genius game Supraland and it just sparked me.

[h3]What was the idea?[/h3]

One key memory is Dwarf Fortress. I had the whole base producing heavy stuff and loading it into mine-carts. Those were propelled and then derailed to crash into incoming enemies, spilling all the goods to hopefully incapacitate the whole wave. Stupid, but it was so fun to see how far you could take it by optimizing the base.

So I thought about all these elements that really captivated me. And I realized that they could reinforce each other.

[h3]How was development?[/h3]

Started almost exactly one year before demo release. I had no big plan, but a very clear vision. Since then there was not a single negative day - only forwards. I think ~1% was cut. I followed my gut instincts and it somehow worked out. No idea how.

[h3]And the demo release?[/h3]

I received the news of getting featured at TactiCon one month prior. But I was still at designing. So I decided to crunch to make it possible. Spend two weeks only on visuals for the trailer. A week for the tutorial, feedback and polish. Then followed a craze between marketing and finishing the game. The relics you get from the boss, a very important part of the loop, were added two days before release. And then I had just one day left for balancing. So this is really not a carefully crafted demo, but just what I could realize on that random day. A tasting. That's why its so rough.

[h3]Relation to Hero's Hour?[/h3]

None. We just bought the same art by the very talented Aleksandr Makarov. I have also never played Hero's Hour. ThingOnItsOwn is a really great guy and was very welcoming to me and this project.

[h3]Inspirations?[/h3]

So many. Dwarf Fortress, Settlers, Loop Hero, They Are Billions, Hades, HoMM, Stronghold, and a lot of TD games. While it now seems like Vampire Survivors was a big inspiration that only came in pretty late in development.

[h3]How to unlock jester?[/h3]

Be funny.


If you have any other questions post them in the comments!

[h2]Changelog[/h2]
Demo Build #20
- Graveyard revives the unit after combat
- One additional job can be assigned to the Windmill
- Improved starter resources UI

- Increased weight of mini-bosses
- Increased scaling health of bosses

- Fixed shield (and health) resetting when moving a unit
- Fixed elementals staying dead
- Fixed sacrificed units going into tavern
- Fixed Griffin not attacking
- Fixed Amaya being called Cartographer in dialogues

Demo Build #21
- King stays longer at buildings and only visits lumberyard, quarry, farm and mine

- Metal arrow applies to Gremlin
- Reduced Gremlin base damage and knockback
- Reduced Runescribe range

- Fixed shield bar flickering
- Fixed Shaman damaging minion

Demo Build #22
- Veins have priority over deposits in the world
- Cannot invite the same guest multiple times anymore
- Changed world event wheat sprite

- Increased amount of treasure from bosses
- Increased Dinosaur base and scaling health
- Increased Shaman doe scaling health

- Fixed Bonfire invite building (allowing curse 6)
- Fixed hero upgrade shield buff reset on moving units
- Fixed hero upgrade shield buff applying multiple times
- Fixed upgrading and leveling units reset their shield and health value
- Fixed graveyard not reviving unit
- Fixed Runescribe hitting the same target more than once
- Fixed Ghost achievement
- Fixed Skeleton buff ability
- Fixed default magnet range
- Fixed display of health and shield values below 1
- Fixed Shield relic description

Demo Build #23
- Added the languages German, Italian, Russian and Spanish!
- Whole game (but attacks and rank descriptions) translatable

- Elemental received is influenced by the weather
- Hunter also has a red sign when not enough animals for assigned jobs

- Fixed a hero upgrade crashing the game
- Fixed jailer achievement

Demo Build #24
- Added Polish language!
- Portal and stables are instant now

- Geologist chance for gold a bit higher

- Fixed portal offering no units
- Siege engines and elementals do not go to the tavern anymore
- Fixed some common relics upgrades

Demo Build #25
- Added Brazilian Portuguese (WIP)
- Made multiple missed spots translatable

- Fixed all unit cards having green checkmark
- Fixed ticking status effects triggering multiple times at once

Demo Build #26
- Story also available in Brazilian Portuguese!

- Minor fixes

Don't be so annoying!

This week was all about being less annoying. With the game being played for the first time it was inevitable that a lot of problems come up. I tried to tackle the most annoying of them first.

I did not expect to implement the highly requested changes to starting resources so fast, but after we found the solution it seemed more feasible. As a thanks to the community I did push trough and implemented it in a day, so its still very WIP but the idea seems to work.

The next big point was the treasure collection. I think it being automatic at night turned out perfect.

That leaves us with the king. He was only ever meant as a small random bonus, but that seems to be very annoying to some. I have an idea for him to make him more imminent useful without making him too OP or micro management intensive.

[h3]Localization[/h3]
The second topic of the week was definitely translatability. Our community members xvierlh, Raxxa and lost have started translating the game to Spanish, Italian and Brazilian Portuguese. Thanks! And they are so damn fast I had to make more of the game translatable. That was almost like a race. It took two full days but now everything, but attack and rank descriptions, is translatable. I'll try to release the German language soon. If you want to help translating the game just write me on Discord! Its really important to get the word out.

[h3]Feedback[/h3]
One of the most reported problem with the game is about the game's feedback. What does that? How does this work? I know this is very annoying, but getting that perfect will be a long process. As a solo dev I have to focus. So I can only spend the hours to properly explain any function once I know it'll stay that way and works. I hope you can help me get there.

[h2]Changelog[/h2]
[h3]Demo Build 13[/h3]
- Added x1.5 and x2.5 UI scaling
- Made jester achievement a little easier
- Miniboss not trigger-able before morning

- Skeleton damage increased
- Cyclops cooldown reduced
- Halfling increased scaling damage
- Werewolf increased scaling damage
- Monk increased base damage
- Runescribe scaling damage slightly reduced
- Deathpriest scaling damage slightly reduced
- Deathpriest minion damage reduced

- Fixed boost option showing when not having any beer
- Fixed hero Inspire upgrade no second upgrade on level 6
- Fixed level up data display bug in certain resolutions
- Fixed achievements still appearing as unlocked after resetting data
- Fixed resources in buildings not displaying after loading
- Fixed dragging unit with two mouse buttons clicked
- Fixed cartographer displaying wrong boss
- Fixed Djinn evolution displaying wrong unit sprites in UI
- Fixed two holy water making cloak
- Fixed boost button input prompt clickable when it shouldn't
- Fixed save scramble bug
- Fixed clicking unit building of an evolved unit

[h3]Demo Build 14[/h3]
- New title screen
- Added marker on unit cards if passive has been unlocked
- Jobs do not got assigned when being paused anymore

- Fixed newly built buildings displaying resources
- Fixed buffs not applying at morning
- Fixed buffs applying twice
- Fixed units range visible while walking to tavern when hovering it at combat end

[h3]Demo Build 15[/h3]
- Added selectable starting resources! Get orbs at a new mysterious stone to select resources at the start of your runs. WIP
- Rebuilding spots resources are predefined now
- Targets of Demon Spider or minibosses cannot be moved anymore
- Changed wheat world drop sprite
- Took out TactiCon Challenge explanation

- Increased squid miniboss scaling health
- King stays a bit longer in buildings

- Fixed demon spider only dropping two coins
- Fixed glory not added when skipping at wrong moment of the calculation
- Fixed hero powerups being able to upgrade speed three times
- Fixed satyr rank 1 description
- Fixed a wheat storage spot being blocked by wagon even after delivering
- 27th (and 28th) try to fix the stable bug :slight_smile:

[h3]Demo Build 16[/h3]
- Added messages to explain weather
- Glory amount always visible, clickable for tutorial
- Portal and Hero do not offer owned units anymore
- Impossible road upgrades are transparent
- Treasure drops brighter at night
- Witch overlay does not open when all units passives are unlocked
- Clicking resources bar to open dropdown closes tooltips
- Night a bit blueish
- Changed Beholder name to Observer

- Fixed starting resources being applied twice
- Fixed Lich not having a passive ability
- Fixed downed units getting beer boosted
- Fixed holy water not applying wet on hit
- Fixed performance problems related to road upgrades
- Fixed units pinned by bosses could still be swapped
- Fixed jester passive description

[h3]Demo Build 17[/h3]
- Added magnet powerup that increases your cursors treasure magnet range
- Remaining treasure gets automatically collected after combat
- Signs in front of resource buildings get red when there are more jobs assigned than resource deposits available
- Removed charm powerup
- Improved wording on greed powerup

- Increased Demon Spider health and scaling health a bit
- Increased Halfling scaling damage
- Increased Skeleton scaling damage

- Fixed dying animations not visible
- Fixed building roads from upgraded paths
- Fixed Demon Spider not pinning targets
- Fixed clicking on food dropdown button prompt

[h3]Demo Build 18[/h3]
- All items and their descriptions are translatable
- All tutorials are translatable
- Almost completed translation to German

- Increased deathpriest cooldown by 0.5s

- Fixed shield value resetting below max value
- Fixed dead units could be healed
- Fixed top bar cursor when exiting clickable elements
- Fixed UI scaling not applying on load
- Fixed Hero still offering owned units
- Fixed hovering fairy building

[h3]Demo Build 19[/h3]
- Complete story, actors, guest UI, vein UI, attributes and roles are translatable
- Added a new dialogue
- Building menu more readable

- Shaman lost his fear of heights
- Increased Shaman scaling damage

- Fixed Hourglass description
- Fixed Knight directly attacking next target
- Fixed being able to upgrade dead units
- Fixed red signs at the start of day
- Fixed bolt with Metal Arrow could hit the same target twice
- Fixed boy always giving Armor

What next?

Wow.
TactiCon is over now and I am totally floored by what happend.
We finished on the 6th place in Popular Upcoming games of the event coming from nothing!

I was just hoping to finally get a bit of feedback and some wishlist's.
But how long a lot of you play this demo is astonishing. It was only supposed to show what I'm going for, and you guys play it like a real release.
All this is completely crazy to me. I am so thankful for each and every player and anyone who has helped with feedback, reporting bugs or spreading the word.
But this is only the very beginning. Now let's make a great game out of it!

[h2]What's next?[/h2]
The demo stays up! You guys have so much fun it makes no sense to take it down.

[h3]Short-term:[/h3]
The most requested feature is probably changing up the starting resources you selected. I'm thinking about a system where most of these starting resources are fixed - but you have a handful you can freely choose at the start of each run. That way I always know what starting resources are unlocked at any given point in progression and can always ensure a fair challenge. And we still have starting resource selection for different kind of runs or strategies. I'll get to that soon. If you have any other ideas for that just write me.

Of course I'll keep fixing bugs and improving the demo with all the feedback. You can see a changelog of what already happend during the last days down below.

[h3]Long-term:[/h3]
Many players ask if they can join the alpha and see more content. But that will take some time. I'll make an announcement here and on Discord once you can apply. Of course more active community members will get access first - it's meant to get feedback after all.

[h2]TactiCon Challenge EXTENDED![/h2]
Bad news regarding the TactiCon Challenge : In my tests for sharing screenshots of the demo I made a mistake. It only worked because I saw my own screenshots, but you cannot access other peoples shared screenshots from the demo. I tried to find a solution with steam support, but there is nothing they can do as well.
Really sorry for that! I did not anticipate so many players or that the challenge would be this motivating for you.

To solve this we are going to extend the challenge for 72 hours!

Screenshots of your highscore can now be submitted here instead:
https://discord.gg/erzZH5Bd


[h2]Changelog[/h2]
Demo Builds #1-12

- Added UI Scaling options 1x/2x/3x
- Added tooltip for upgrading unit
- Added tutorial step for rebuilding so nobody misses that
- Added a small glory tutorial
- Curse now skips waves
- Knight only follows targets for up to 50m
- Skip quarry tutorial when its already built
- Geologist tutorial opens when building the hut
- Disabled building at night
- Wording gold to gold ore
- Improved sacrificing wording and displays amount of XP to be transferred
- Improved vein upgrade wording
- Demon Spider also drops coins
- Resource amounts in the top bar get red when reaching max storage capacity
- Map borders increased
- Djinn is now airborne and mage
- Changed game over screen description to link to discords challenge channel
- Changed purchase unit tutorial image so it includes a road

- Increased price to upgrade quarry to 4 ingots to discourage players from using it early game
- Decreased bosses base health, but doubled their scaling health
- Increased goblin king minions scaling over time
- Increased goblin king health from 200 to 225
- Increased goblin king health and how fast he spawns minions
- Increased demon spider health and base damage
- Increased squid miniboss scaling health
- Made later monsters a bit stronger
- Skeleton more base and scaling damage
- Nerved gremlin
- Really nerved gremlin this time

- Fixed it saying purchase when upgrading a human unit
- Fixed hungry shield crashing the game
- Fixed stone invite giving gold
- Fixed siege engines not costing resources
- Fixed witch price increasing each time
- Fixed hungry shield description
- Fixed shaman passive crashing the game
- Fixed "Accept Defeat" not clickable
- Fixed "Accept Defeat" not clickable after building geologist hut
- Fixed Tutorial resetting
- Fixed buildings resources tooltip not going away
- Fixed ingame settings could not be closed
- Fixed purchasable cards clickable
- Fixed portal being generous again
- Fixed knights attack description visual bug
- Fixed reskilling and maxing a powerup with controller
- Fixed stables providing endless horses (only for new runs)
- Fixed portal and stables again
- Fixed beer boost unit popup not showing
- Fixed cheaty evolution
- Fixed status effects not vanishing at the end of combat
- Fixed cursor not reacting proper when two clickable things overlap
- Fixed farm icon
- Fixed unit cards role icons gone
- Fixed sacrificed units still being upgradable
- Fixed resources amount updating ob base upgrade
- Fixed catapult and trebuchet were still displayed after being built
- Fixed ballista still being displayed and purchsable after beind built twice
- Fixed sound bug sorry!
- Fixed dead units being counted as new death each day again
- Fixed building portal paused and transmuting gives no units
- Fixed unit upgrade cost not fully subtracted in some cases
- Fixed miniboss attacking in the morning if clicked early
- Fixed leech mother achievement trigger
- Fixed lich achievement
- Fixed sacrificed units appearing in tavern
- Fixed frost arrows

Super Fantasy Kingdom at TactiCon 2023!

The first public demo of Super Fantasy Kingdom is now playable exclusively for the TactiCon 2023.

I am so proud and honored to be part of such a great lineup of strategy and tactic games. Like there are games on there I played for hundreds of hours before ever thinking about making my own game. Be sure to check them all out!

The demo may only be available during TactiCon until Monday May 15th at 10am PDT. Join the alpha on Discord if you like the game!

I'm very keen on your feedback. Be it here in the comments, the forums or on Discord I cannot wait to hear from you.

[h2]TactiCon Challenge[/h2]
Whoever gets the most glory during TactiCon gets a free key of the final game! In case of a tie the one with the most treasure (then kills) wins.

To take part just Screenshot (F12) the result screen and share on the games Discord Server!