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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]

Patch #03: Faster Progression

[p]Hey everyone 👑[/p][p][/p][p]After finally getting some rest, I’m excited to share the final update of the release weekend with you![/p][p][/p][p]This patch focuses more on balancing the third week, where many players still had bigger problems. Buffing the Paladin, whom you unlock around that time, as well as preventing people from losing resources to siege engines they cannot use anyway should hopefully make it smoother as well. [/p][p][/p][p]In a similar direction, kingdom leveling is faster now, the first curse level is unlocked faster and heroes cost even less shards now. I've also improved the first descriptions people had the most problems with and fixed a ton of bugs.[/p][p][/p][p]I've received so much feedback and many suggestions. Some of which seem very obvious now, but that's exactly what the early access period is for. Together we can make the game the best it can be. I am very excited for the road ahead![/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]Reduced hero costs even further (sorry about no refund system)[/p]
  • [p]You can only buy siege engines if you have enough place for them[/p]
  • [p]Kingdom buildings can be built multiple times[/p]
  • [p]Kingdom leveling is faster[/p]
  • [p]The first curse level only requires 800 total glory[/p]
  • [p]Building upgrade descriptions include that they cost a coin now[/p]
  • [p]Builder description improved to explain that you need to build the blueprint you get[/p]
  • [p]The item tutorial only comes up the first time clicking on an item[/p]
[p] [/p][h3]Balancing:[/h3]
  • [p]Paladin increased damage scaling greatly[/p][p][/p]
  • [p]Boss Giant reduced damage slightly[/p]
  • [p]Boss Magister reduced damage slightly[/p]
  • [p]Boss Phoenix reduced resistance 37 -> 24[/p][p][/p]
  • [p]Monster Arcanist reduced mana 87 -> 86[/p]
  • [p]Monster Battlemage reduced mana 99 -> 97[/p]
  • [p]Monster Berseker reduced health 91 -> 90[/p]
  • [p]Monster Bee reduced health 72 -> 71[/p]
  • [p]Monster Banshee reduced health 76 -> 75[/p]
  • [p]Monster Colossus reduced health 126 -> 125[/p]
  • [p]Monster Dinsaur reduced health 58 -> 57[/p]
  • [p]Monster Leech removed armor 15 -> 0[/p]
  • [p]Monster Leech reduced health 40 -> 38[/p]
  • [p]Monster Lich reduced mana 48 -> 46[/p]
  • [p]Monster Minotaur reduced health 120 -> 119[/p]
  • [p]Monster Pixie reduced damage slightly[/p]
  • [p]Monster Runescribe reduced damage slightly[/p]
  • [p]Monster Shaman reduced mana 46 -> 45[/p]
  • [p]Monster Storm Caller reduced damage slightly[/p]
  • [p]Monster Storm Caller reduced health 85 -> 83[/p]
  • [p]Monster Treant reduced health 116 -> 113[/p]
  • [p]Monster Vampire reduced health 25 -> 24[/p]
[p][/p][h3]Fixes:[/h3]
  • [p]Fixed game not loading when you entered tavern while still having to place a unit[/p]
  • [p]Fixed entering tavern when wanting to deploy a nun at night[/p]
  • [p]Fixed gamepad not being able to select anything after going back into a minimized card selection[/p]
  • [p]Fixed game still ending with boss chest not collecting[/p]
  • [p]Fixed drops not being auto-collected mid-flight when entering the tavern[/p]
  • [p]Fixed default langauge being set to portuguese for players with turkish system lanuage[/p]
  • [p]Fixed forager tutorial displaying image of fisher[/p]
  • [p]Fixed wrong line in a boulder related dialogue[/p]
  • [p]Fixed caravan visiting in the morning not arriving in their kingdoms style[/p]
  • [p]Fixed error when hovering upgraded farm in some cases[/p]
  • [p]Next try to fix that rare bug for one player mentioned last patch[/p]
[p][/p][p]Thank you :)[/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]https://steamcommunity.com/sharedfiles/filedetails/?id=3592251705[/p]

Patch #02: Shards and Special jobs

[p]Here's the second patch for Super Fanatsy Kingdom!

Special jobs did seem to cause a lot of confusion, which needs to be solved by explaining them better. For the meantime just a quick fix so they do not continuously drain your wallet.

As for shards, it seems my design does not work as intended. Things like the islands and heroes were meant to be unlocked over a longer time, so even if your run did not break your glory high score, you still have some progression. For players who are very stuck, it feels like that one island unlock is stopping them from progression. That is related to difficulty as well of course. I have reduced the shard costs this patch, but will try to improve this further.

I've read the concerns under the last patch notes about whether the game will become too easy as a reaction to negative reviews, but I can assure you that I do monitor the situation very carefully and only adjust based on unfair deaths. There are also 5 curse levels with increasing difficulty to test your skills at and earn more glory.
[/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![/p][p][/p][p][/p][p][/p][h3]New features/QoL:[/h3]
  • [p]Heroes from other kingdoms cost 5 shards less to unlock in the throne room[/p]
  • [p]Special jobs get automatically deactivated once your coins are empty[/p]
  • [p]Replaced the tutorial done sound effect[/p]
[p][/p][h3]Balancing:[/h3]
  • [p]Humans Tavern can hold up to 32 berries so you can get another nun[/p]
  • [p]Giant reduced health 2200 -> 2000[/p]
  • [p]Goblin King removed armor 24 -> 0[/p]
  • [p]Magister reduced movement speed slightly[/p]
  • [p]Monster Arcanist reduced damage slightly-Monster Berserker reduced health 92 -> 91[/p]
  • [p]Monster Bee reduced health 73 -> 72[/p]
  • [p]Monster Colossus reduced health 127 -> 126[/p]
  • [p]Monster Cyclops removed armor 30 -> 0[/p]
  • [p]Monster Efreet reduced damage slightly[/p]
  • [p]Monster Dancere removed armor 12 -> 0[/p]
  • [p]Monster Dinosaur reduced health 59 -> 58[/p]
  • [p]Monster Druid reduced damage slighlty[/p]
  • [p]Monster Magus reduced mana 47 -> 46[/p]
  • [p]Monster Ghoul is a little slower[/p]
  • [p]Monster Halfling is a little slower[/p]
  • [p]Monster Leech reduced health 41 -> 40[/p]
  • [p]Monster Lich stops more often[/p]
  • [p]Monster Marksman reduced damage slightly[/p]
  • [p]Monster Pixie can be knocked back further[/p]
  • [p]Monster Runescribe reduced damage slightly[/p]
  • [p]Monster Satyr removed armor 15 -> 0[/p]
  • [p]Monster Shaman reduced mana 48 -> 46[/p]
  • [p]Monster Storm Caller reduced damage slightly[/p]
  • [p]Monster Storm Caller removed armor 15 -> 0[/p]
  • [p]Monster Vampire reduced health 26 -> 25[/p]
[h3]Fixes:[/h3]
  • [p]Fixed leaderboard "global" and "friends" not being localized before switching leaderboard mode[/p]
  • [p]Fixed item Overshield being categorized as from Nature kingdom[/p]
  • [p]Added error handling to prevent a unknown rare bug at the end of the run for one player
    [/p]
[p]Again, thank you so much for all the support,[/p][p]Feryaz[/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.

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]

Patch #01: The Boss Chest and lots of Balance!

[p]It's day one of Early Access. I'm totally floored by the reception of the game. As promised, here are the first improvements based on your reports:

I do realize the game was still too hard early. Even after months of intensive testing and fine-tuning, how such an enormous number of new players approach the game is just totally different. I hope the experience, especially in the first two weeks, will be better now.

Please join us on Discord and Reddit. You can also find wiki here for information on the game![/p][p][/p][p][/p][p][/p][h3]New features/QoL:[/h3]
  • [p]The day does not end until you opened the boss chest[/p]
  • [p]Units on the bench are more faded out [/p]
[h3]Balancing:[/h3]
  • [p]Goblin King minion reduced health slightly[/p]
  • [p]Magister reduced health 2140 -> 2000[/p]
  • [p]Monster Bee reduced resistance 24 -> 20[/p]
  • [p]Monster Bee reduced move speed[/p]
  • [p]Monster Cyclops reduced health 83 -> 81[/p]
  • [p]Monster Cyclops reduced damage slightly[/p]
  • [p]Monster Dancer reduced armor 15 -> 12[/p]
  • [p]Monster Dancer reduced damage slighly[/p]
  • [p]Monster Dinosaur reduced health 60 -> 59[/p]
  • [p]Monster Dinosaur stops for longer when walking[/p]
  • [p]Monster Efreet reduced mana 33 -> 32[/p]
  • [p]Monster Halfling reduced damage slightly[/p]
  • [p]Monster Ghoul reduced health 48 -> 47[/p]
  • [p]Monster Leech reduced health 43 -> 41[/p]
  • [p]Monster Lich stops walking every 4s for a short time[/p]
  • [p]Monster Magus reduced mana 48 -> 47[/p]
  • [p]Monster Marksman reduced damage[/p]
  • [p]Monster Pixie reduced damage[/p]
  • [p]Monster Psion reduced damage slightly[/p]
  • [p]Monster Runescribe stops for longer when walking[/p]
  • [p]Monster Satyr reduced health 39 -> 38[/p]
  • [p]Monster Shaman reduced damage[/p]
  • [p]Monster Storm Caller reduced health 87 -> 85[/p]
  • [p]Monster Vampire reduced damage slightly [/p]
[h3]Fixes:[/h3]
  • [p]Fixed monsters always appearing as new on their cards[/p]
  • [p]Fixed assigning and unassigning workers default buttons being switched[/p]
  • [p]Fixed Gideon appearing before you can even solve his quest[/p]
  • [p]Fixed tutorial upgrade unit image[/p]
  • [p]Fixed Gevald standing on tree in forest[/p]
  • [p]Fixed unit sheet duplicate keywords[/p]
[h3]Steam Reviews: Your Feedback Matters[/h3][p] I've been reading through all your Steam reviews, and appreciate all the feedback for the game. It's really important! Please continue sharing your thoughts, so I know what to focus on for each upcoming patch and make Super Fantasy Kingdom the best game it can be. I'll keep balancing the game and improving with every patch.

Thank you so much for your support,[/p][p]Feryaz[/p]