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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.

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Patch #15 (Beta): Spells, Traits and Monster catching

[p]Hey everyone 👑[/p][p][/p][p]The last month has been crazy! Thanks to you, I've had such an enormous amount of feedback to work through, and it really helped a ton. As did taking a break. The creative energy was finally flowing again, which I really missed. One thing led to another, I couldn't stop, and here we are:[/p][p][/p][p]Update #15 will be the biggest update yet, by far. We have a lot of new stuff, but also reworks to tackle the deeper problems you reported. It's really a new take on how the game works. And it is so big, in fact, that I decided not to just release it like I normally would, but instead, I want to continue working on it and improving it together with the community.[/p][p][/p][p][/p][p][/p][p]Here is just a short summary of the biggest change:[/p]
  • [p]Added a new spell system to give you more agency, like for targeting or manually hauling a resource you are desperately waiting for[/p]
  • [p]Added kingdom traits to give you a reason to take on a more diverse team[/p]
  • [p]The final day is an endless challenge to test the capabilities of your build, while getting shards and super metals the longer you survive![/p]
  • [p]To unlock new units, you catch monsters in traps now, making that a real part of the gameplay loop[/p]
  • [p]Added more progression and also made it has more impact, so you can really feel the city changing with it again[/p]
  • [p]Runs are faster, and you can rush waves to make them even faster and gain more glory[/p]
  • [p]Reworked how and when units get upgraded to make it less puzzly[/p]
  • [p]Reworked how taxes work to make them more clear and strategic[/p]
  • [p]New buildings to make coins and shards, to replace the ritual[/p]
[p][/p][p]And a lot more, check the full changelog below.[/p][p][/p][p]If you have more ideas, please share them below and join the Discord to participate in the active development process.[/p][p][/p][p]Thanks again for all your help, I really appreciate it![/p][p][/p][p]Feryaz[/p][p][/p][h3]Steam Reviews: Your Feedback Matters[/h3][hr][/hr][p]Now that Super Fantasy Kingdom has entered Early Access, please consider taking a moment to leave a Steam review. Early Access is a collaborative process where your thoughts and feedback matter as patches and content are developed. Even if it's a few sentences about how you feel about Super Fantasy Kingdom, it'd be a great help to me! [/p][p][/p][h3]Join the Beta[/h3][hr][/hr]
[p]To try the BETA, please follow these steps:[/p]
  • [p] Open Steam[/p]
  • [p] Right-click on Super Fantasy Kingdom in your Steam library.[/p]
  • [p] Select Properties.[/p]
  • [p] Go to the Game Version & BETAS tab.[/p]
  • [p] Choose "open_beta" from the "Beta participation" drop-down list[/p]
  • [p] Wait for the game to update the files (if nothing happens, restart the Steam client)[/p]
  • [p] Launch the game[/p]
[h3]

Changelog[/h3][hr][/hr][p]0.7.008 (beta) [/p][p]Undead kingdom disabled for now, I must add all these changes to it still.[/p][p][/p][p]Added spell system with 15 new spells:[/p][p]- Build the church to gain access to spells[/p][p]- You always start with two spells, one for combat and one for the city[/p][p]- The kings have different default spells[/p][p]- Added random event to find spells from other kingdoms to replace yours[/p][p]- Spells are cast with by pressing the button C by default[/p][p][/p][p]Kingdom Traits:[/p][p]- Having multiple units (2/4/6) of any kingdom grants you a special bonus[/p][p]- Every kingdom has a different trait[/p][p]- The effects apply to everyone including your hero[/p][p]- Only normal units that also eat count[/p][p][/p][p]Catching monsters:[/p][p]- To unlock units you need to catch the monster now[/p][p]- The trapper gives you one free trap per run[/p][p]- When a monster walks over the trap there is a chance they will be catched[/p][p]- The chance increased the less health a monster has[/p][p]- The fate selection displays which monsters already already have been caught[/p][p][/p][p]Permanent Buffs:[/p][p]- Solving the achievement quests will grant you a small permanent stat buff for all units[/p][p]- Buffs from the achievements from both kingdoms are applied[/p][p]- Thus playing both kingdoms is still not required, but motivating again[/p][p]- The ALT menu displays all those buffs[/p][p][/p][p]Unit upgrades:[/p][p]- Upgrading is called promoting now[/p][p]- Units get promoted at night in the tavern[/p][p]- Promoting units costs coins[/p][p]- Only one unit can be promoted each night[/p][p]- You can reroll the selection[/p][p][/p][p]Reworked how taxes work:[/p][p]- Every building generates taxes in the morning[/p][p]- You can sell resources for coins[/p][p]- Decorations generate more coins[/p][p]- Removed starting faith based on total glory, which was not intuitive or motivating at all[/p][p][/p][p]New buildings:[/p][p]- Added new human building: Shard Foundry to make shards out of ingots[/p][p]- Added new human building: Coin Maker to make coins out of gold[/p][p]- Added new undead building: Shard Foundry to make shards out of books[/p][p]- Added new undead building: Alchemist to make coins out of blood[/p][p][/p][p]Final Day:[/p][p]- The final day is an endless challenge to test your build now[/p][p]- You earn more shards and super metal the longer you survive[/p][p]- You can upgrade units during the day to keep up with the scaling monsters[/p][p][/p][p]Glory and Time:[/p][p]- Rush waves to gain more glory and make the run faster[/p][p]- Once all monsters are defeated you can directly enter the tavern and end the day[/p][p]- Workers still working will finish their jobs instantly[/p][p]- Removed a phase of the night to speed up your runs even more[/p][p]- Added an option to settings to skip parts of the tavern (up to the promotion phase)[/p][p]- Monsters do not evolve when reaching a new glory highscore anymore[/p][p]- Evolved monsters have a chance to drop coins instead of shards now![/p][p]- Minibosses do not count for glory anymore[/p][p][/p][p]Flag:[/p][p]- The flag counts for deposit related jobs now, giving you more agency on what gets harvested first[/p][p]- The geologist chances does not decrease when searching a spot multiple times[/p][p]- Geologists avoid the flag and always go for the closest available spot now, making their placement more important[/p][p]- Geologists signs stay for a day[/p][p]- The geologist hut, forager and fisherhut jobs can be deactivated now[/p][p][/p][p]Rage:[/p][p]- Rage is more of an offensive stat now, not reducing incoming damage by default anymore[/p][p]- Full rage grants 10% extra damage, increasing by 1% per 5 rage[/p][p]- The defensive buff of rage is the barbarian kingdom trait now[/p][p][/p][p]Progression:[/p][p]- Added two new roads[/p][p]- Added another village[/p][p]- Added more starting resources to unlock[/p][p]- Roads glory requirement does not take past highscores in consideration anymore[/p][p]- Roads do cost stone to build again[/p][p][/p][p]World buildings:[/p][p]- The portal is not a city building anymore, but is placed in the world instead[/p][p]- Changes stock daily[/p][p]- Cannot be rerolled[/p][p][/p][p]- Added a new world Building: The trading post to sell your resources for coins[/p][p]- The more of one resources you sell, the less you get for it[/p][p]- You can sell all basic unrefined resources[/p][p][/p][p]- Added four new world Buildings : Warriors Guild, Rangers Guild, Mages Guild and Summoners Guild[/p][p]- Each run you can get one random unit from each guild, but only after you already have two of the type[/p][p]- Removed the old Guild[/p][p][/p][p]- Added a new world Building: The spell shop[/p][p]- You can choose between two random spells to replace yours[/p][p][/p][p]- Added a new world Building: Super Metal Trade[/p][p]- You can trade a ton of ingots or books to get a Super Metal once per run[/p][p][/p][p]- Added two new quest buildings that challenge you to pick certain types of monsters[/p][p]- Removed the shard quest[/p][p][/p][p]- Shops display the full body artwork of the actor[/p][p]- Voyage chests cannot be rerolled[/p][p]- Amayas stock cannot be rerolled[/p][p]- Amayas stock changes daily[/p][p]- Amayas costs gold now[/p][p]- The siege shop costs boards now[/p][p]- The curiosity shop costs stone now[/p][p]- The targeting items shop shop costs stone now[/p][p]- The tailor costs wood now[/p][p]- The black market costs gold now[/p][p]- The wizards tower costs banish now[/p][p]- The hospital costs coins now[/p][p]- The training grounds costs ingots now[/p][p]- Calling a miniboss costs one of the resources he is guarding now[/p][p]- Hero upgrades cost coins now[/p][p]- Removed XP scroll random event[/p][p][/p][p]Clarity:[/p][p]- You cannot reroll when there are just three (or less) options to prevent wasting of resources[/p][p]- It displays the amount of possible options when rerolling[/p][p]- Unit sheet UI improvements[/p][p]- Unit sheet added weakness[/p][p]- Added check so you cannot resume old incompatible runs after big updates[/p][p]- Added message to flag mode to explain it[/p][p]- Added tutorial for saving and exiting the game[/p][p]- Added tutorial for the chruch and spells[/p][p]- The caravan tutorials opens after the boss animation, not during it[/p][p]- Term workshop is called siege works now[/p][p]- Term attack type magic is called magical now[/p][p]- The default key for opening the Calendar is K now[/p][p]- Disabled language switching in experimental builds[/p][p]- Relics that change a buildings recipe clearly say so now[/p][p]- Reduced chromatic aberration visual effect[/p][p]- Modded clients cannot unlock achievement[/p][p]- Instead of resetting the leaderboard, bigger updates (and the experimental branch) get their own new leaderboard[/p][p][/p][p]Balance:[/p][p]- Undead reduced stone cost of Abomination greatly[/p][p]- Undead Bloat gives 3 blood instead of 4[/p][p]- Undead Mausoleum does not spawn one worker each morning anymore (so it works like the other generation buildings)[/p][p]- Undead do not get one faith for every idle worker anymore[/p][p]- Undead Sweet Tooth relic only comes up if you have the candy store[/p][p]- Humans moved food market[/p][p]- Humans moved targeting items shop[/p][p]- Humans moved black market back to its original position[/p][p]- Humans House upgrades cost boards[/p][p]- Humans Fields of Glory is unlocked at Kingdom Level 22[/p][p]- Humans Fishing net is unlocked at Kingdom Level 20[/p][p]- Humans Greenhouse is unlocked at Kingdom Level 34[/p][p]- Humans Scissors is unlocked at Kingdom Level 2[/p][p]- Workers and carriers are a bit slower[/p][p]- Changed a few building costs to include multiple resources[/p][p]- Increased some buildings harvesting times slightly[/p][p][/p][p]- Boosting is also increasing damage again[/p][p]- Reduced duration of fear status effect 3s -> 2.5s[/p][p]- Generic items effect reduced 30% -> 25%[/p][p]- Item Axe increased effect 5% -> 10%[/p][p]- Boss Blob increased health 1425 -> 1500[/p][p]- Boss Blob reduced minion health scaling by 33%[/p][p]- Boss Blob spawns three minions instead of one[/p][p]- Boss Goblin King increased health 246 -> 300[/p][p]- Boss Goblin King increased minion health 1 -> 5[/p][p]- Villain Butcher appears on curse 1[/p][p]- Villain Vagabond appears on curse 2[/p][p]- Hero Selene reduced damage scaling by 12%[/p][p]- Unit Druid reduced damage by 10%[/p][p]- Unit Dinosaur reduced damage scaling by 15%[/p][p]- Unit Headless achievement reduced requirement to 20 fields[/p][p]- Unit Marksman reduced damage scaling by 10%[/p][p]- Unit Marksman increased cooldown 2s -> 2.2s[/p][p]- Unit Paladin reduced cooldown by 0.5s[/p][p]- Unit Runescribe reduced damage scaling by 5%[/p][p]- Unit Swordsman increased cooldown by 0.25s[/p][p][/p][p]Fixes:[/p][p]- Fixed graveyard not preventing glory loss[/p][p]- Fixed errors when getting to the limit of units at the end of a run[/p][p]- Fixed settings persistant game speed option being tied to game focus option[/p][p]- Fixed relic Crimson Heart[/p][p]- Fixed nature kingdom caravan still offering targeting item[/p][p]- Fixed throne room play label talking about c0 before the first win[/p][p]- Fixed snowstorm also being called snowy in the ALT menu[/p][p]- Fixed building tavern incorrectly showing thunder warning[/p][p]- Fixed undead bloat leaving multiple corpses[/p][p]- Fixed pirates marker sometimes not vanishing on days where they come back with loot maybe[/p][p]- Fixed pirates sending them out makes click and confirmation sound[/p][p]- Fixed throne room changing starting unit/relic with little starting coins left over [/p][p]- Fixed ALT overlay staying up when pressing ESC[/p][p]- Fixed building overlay displaying button prompts for assigning workers even when its not possible[/p][p]- Fixed catalog tooltips still being display after closing it[/p][p]- Fixed all relics hovering an openend relic would hide its keywords[/p][p]- Fixed title screen kingdom switcher not showing the requirements to unlock undeads[/p][p]- Fixed newly added roads causing visual problems when build out of order[/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]

Save 50% on Super Fantasy Kingdom

[p]Super Fantasy Kingdom is currently 50% off.

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.
[/p][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink][/p]

Patch 14: Unit Sheets in Catalog, New Targeting Items Shop and More

[p]Hey everyone 👑,[/p][p][/p][p]It's been some time since the last update. Normally, I'd want to release hotfixes after big updates, but the Patch 13 was surprisingly stable, and I really had to take a break. So that's what I did. A whole month of not thinking about the game! First I did some renovations. I think I needed to order my stuff to get a clear mind again. And then I just chilled. Cooking, going on walks with Mio and a lot of sleeping 😅 I did even play some games again. All of that was very important to gain a fresh view on things.[/p][p][/p][p]So, I'm back again and have some new ideas on how to improve the game. But before I delve into that, I wanted to release a quick patch fixing most of the problems you reported and implementing some changes I could do without touching too many other functions. [/p][p][/p][p]Most importantly, you can finally view all hero and unit sheets directly from the unlocks catalog now. You can open them from the throne room and the pause menu ingame. I hope that will make some decisions and thinking about builds easier. [/p][p][/p][p]I've also checked all heroes (like the units in the last update), so they can only equip items they support now and display the stats in their sheets.[/p][p][/p][p]While the targeting items seem to have good use cases, they were a bit too prominent and got in the way of more important decisions. The easy solution for that was to just remove them from the caravan and put them into their own shop. There you can buy them from a daily changing stock. [/p][p][/p][p]Starting item slots were unlocked by total glory before, which was not motivating at all. Now you get them as you unlock more heroes. That should make both processes more intriguing.[/p][p][/p][p]The Undeads were still missing a few event spots. Now you can go highscore hunting there as well. [/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]Changelog Version #0.6.1[/h3][p][/p][p]- You can open the unit and hero sheets from the unlocks menu[/p][p]- The more heroes you have unlocked, the more items they can start with[/p][p]- Targeting items have their own shops now[/p][p]- Caravans removed targeting items[/p][p]- Undead added 4 more world event spots[/p][p]- All heroes can only equip items they support[/p][p]- All heroes display the stats they are supporting their sheet[/p][p]- Wizard has a question mark and vanishes after talking to him, so its clear you have to speak to him multiple times[/p][p][/p][p]- Boss Demon Spider is immune to poison[/p][p]- Boss Dragon is immune to burning[/p][p]- Boss Phoenix loses all status effects when being reborn[/p][p]- Hero Cadus supports targeting items now[/p][p]- Unit Angel supports targeting items now[/p][p]- Unit Bee supports targeting items now[/p][p]- Unit Djinn reduced cooldown further in first two upgrades[/p][p]- Unit Scarecrow is a mana user now[/p][p]- Unit Succubus supports targeting items now[/p][p]- Relic Big Daddy gets unlocked on Kingdom Level 14 now[/p][p]- Relic Archeologist gets unlocked on Kingdom Level 18 now[/p][p][/p][p]- Fixed Scientist some units not being selectable[/p][p]- Fixed Pirates marker not vanishing if clicking on them too early[/p][p]- Fixed being able to challenge mini-bosses so early they were spawned at level 0[/p][p]- Fixed being in stuck in slowmotion when dropping a unit instantly[/p][p]- Fixed freeze when skipping evolution screen before it even opens[/p][p]- Fixed freeze with Gevald on day X[/p][p]- Fixed some units firing endlessly with special and unaffected targeting[/p][p]- Fixed catalog relics that are not sold by amaya not displaying at which kingdom level they get unlocked[/p][p]- Fixed strongest and weakest targeting in group searchers[/p][p]- Fixed Human cost of road to coin maker on island[/p][p]- Fixed Undead Thicket description in pause menu[/p][p]- Fixed Undead building sewage plant bottom right corner and connecting them[/p][p]- Fixed relic Mug of Joy on first day if building the tavern after getting the unit[/p][p]- Fixed abilities counting amount of status effects starting at 1[/p][p]- Fixed unit Angel upgrades wrong speed stat displayed[/p][p]- Fixed unit Cyclops evolution not displaying the correct area[/p][p]- Fixed unit Dancer displaying an area stat while not really supporting it[/p][p]- Fixed unit Dancer passive upgrade effect amount displayed not changing[/p][p]- Fixed unit Dark Pylon stats seeming as if it would do damage[/p][p]- Fixed unit Dryad upgrades displaying wrong area stat[/p][p]- Fixed unit Djinn evolution upgrade description[/p][p]- Fixed unit Flamewalker can equip the cooldown item[/p][p]- Fixed unit Ghost evolution switching element[/p][p]- Fixed unit Ghost upgrade not displaying the increase in speed[/p][p]- Fixed unit Griffin evolution not displaying the correct area[/p][p]- Fixed unit Jouster evolution attack not in sync[/p][p]- Fixed unit Jouster displaying wrong targeting (and can equip targeting items)[/p][p]- Fixed unit Leech displaying wrong targeting (and can equip targeting items)[/p][p]- Fixed unit Magus displaying wrong targeting (and can equip targeting items)[/p][p]- Fixed unit Magus having range stat[/p][p]- Fixed unit Magus evolution not displaying the upgraded area in the attack description[/p][p]- Fixed unit Mechanic duration increases not applying[/p][p]- Fixed unit Satyr upgrade descriptions not displaying the correct cooldown[/p][p]- Fixed unit Satyr evolution not displaying the correct area[/p][p]- Fixed unit Succubus upgrade not displaying the increase in speed[/p][p]- Fixed unit Succubus passive displayed as increasing damage instead of power[/p][p]- Fixed unit Swordsman passive being categorized as physical[/p][p]- Fixed unit Troll upgrade descriptions not displaying the correct cooldown[/p][p]- Fixed unit Troll passive displaying earth element[/p][p]- Fixed unit Treant passive displaying plant element[/p][p]- Fixed unit Yeti still having the keyword for taunt instead of freeze[/p][p]- Fixed unit Yeti evolution not displaying the correct area[/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]

Save 35% on Super Fantasy Kingdom

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

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