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Dungeons & Kingdoms News

Build 0.462 - updated tree felling mechanics and destruction engine upgrade

Closed beta testing continues...

  • Upgrade demolition engine (Rayfire) to v1.78
  • Remove debugging essentials from splash screen
  • Turn off Demo Info screen before main menu on startup
  • Wipe main menu announcements
  • Refine most tree chopping mechanics, it should now have more accurate destruction
  • Adjust stone wood axe (1035) tree chopping settings, reduced radius of effect, now wired up for player skills with default skill set to level 3 for now as there is no UI or progression for this yet
  • Adjust hit collider on stone wood axe (1035) to make it easier to hit where you aim
  • Harvester now faces tree when bucking each section
  • After bucking a tree section, gravity and physics will apply and pause bucking until the tree stops again
  • Improvements to NPC felling and bucking trees, should behave more like when the player does it
  • Update “spawn stuff” prefab to have axes close to boat
  • Fix tree harvesting game settings to be applied in both player and NPC cases
  • Remove LOD group on tree stump replacement for now
  • Move tree falling audio to audio system instead of local audio source clip
  • Improve tree falling direction influence


[previewyoutube][/previewyoutube]

📢 Demo Post-Mortem --- Thank You 🙏

Hey everyone,

Now that the demo period has wrapped up, we wanted to take a moment to personally thank all of you who played, tested, shared feedback, and stuck with us throughout this phase. Your input — whether it was praise, criticism, bug reports, or suggestions — has been invaluable in helping us see the game from every angle.

We’ve been carefully reviewing all your feedback, and it’s clear that your passion for the game matches ours. Every comment, review, and discussion has given us perspective on what’s working and what needs more love.

The team is currently regrouping and evaluating the next steps. We’ll be sharing updates soon on the future of the game and our release plans based on everything we’ve learned together during this demo period.

In the meantime, thank you again for being part of this community and helping shape the game into something better.

Stay tuned — exciting things are coming.

Please leave feedback on what you think should be improved, what we should work on first to make the game feel complete, and generally what you would like out of this game!

Thank you!

New Build Demo 0.450 - Expanding Dev Tools

Expanding some of the in-game dev tools. With the Steam event and public beta wrapping up soon, you can have a new kind of fun spawning allies, enemies, and setting patrol points.

These types of features are part of the "build your own adventure" toolset which would be available closer to full game release.

  • Set freecam sprint movement to use unscaled time
  • DEV UI now contains controls to spawn ally and enemy agents and set patrol points - These are UNSUPPORTED features
  • Spawn 39 different allies including men, women, children, soldiers, knights
  • Spawn 16 different enemies including minions, bosses, goblins, worms, and bugs
  • Create patrol point groups to assign to different batches of enemies
  • To enable the DEV UI press left arrow, to hide it press right arrow
  • See each control's tooltip for details


[previewyoutube][/previewyoutube]

New Demo Build 0.448 - Inventory Fixes

New build 0.448 for the current free demo during Steam Builder and Colony Sim Fest

This build focuses on fixing several issues with interacting with items and the inventory UI.

  • Fix party selection characters from disappearing when going back to main menu
  • Increase loot on Rodland
  • Add validation to identify items with missing volume values
  • Set missing size/weight/volume on several inventory items
  • Adjust capacity on various containers
  • Add size/weight/volume defaults for all clothing
  • Fix inventory from allowing items to fit in containers whey they shouldn't
  • Fix various errors when interacting with inventory UI, moving items between slots and containers etc
  • Fix small wood crate (10004) so it can be carried, was missing attachment point
  • Inventory UI now refreshes while open when you drop/pickup other items
  • Block Quicksave and show notification in sandbox game mode
  • Fix items inside closed containers showing when picking up the container
  • Add small wood crates (10004), small pouches (10001), copper coins (4003), and chisels (1039) to "spawn stuff"
  • Fix volume calculation issues, change volumes to int with 1cm min measurement
  • Fix inventory UI when dropping two handed carry item
  • Fix log pile storage (13003) not showing stored items
  • Fix Ocean Reflections setting not being read on game load
  • Fix branch and reed bundles (10005, 10006) not able to be picked up, missing attachment point
  • Fix putting two hand item into right hand UI slot not using correct two hand attachment point for carry
  • Adjust goblin move speeds
  • Fix experimental group so all members can be assigned jobs (except player)


New Demo Build 0.447 - Performance improvements and new combat encounters

New demo build during the Steam City Builder and Colony Sim Fest

  • New builder settings on the Builder UI controls panel
  • Checkbox "Scrollwheel does builder input in 3rd person" is on by default
  • When you are in third person mode (cursor is not visible) and have an active build piece preview
  • Mouse scrollwheel rotates the build piece instead of camera zoom
  • Left SHIFT+scrollwheel raises/lowers the build piece instead of player sprint
  • Add flag in menu manager to show Demo UI on startup
  • Add two performance settings
  • Camera View Distance
  • Ocean Reflections
  • In Game Settings UI move Apply Changes button up so it will be visible on ultra wide resolution
  • Change settings defaults to have Point Light Shadows turned off
  • Move small goblin trigger encounter closer to starter beach, outside the starter forest area
  • Change both bug encounters to be triggered, you'll have to venture into the stater forest area and beyond to trigger the regular bugs, and find the trigger for the boss bug
  • Fix errors after dying


[previewyoutube][/previewyoutube]