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Dungeons & Kingdoms News

Dev Progress Update

Quick update to let you know what's being worked on.

There is a batch of related features being worked on at the same times which will all go out together in the next build.

Some of the changes include:

Combat Combo Builder - Ability to build and customize your combo chain moves for different weapon types
New player skills - variety of new skills and new skill trees related to both combat and party leadership
Adventure changes - This is more about finishing the first adventure to meet the original design goals of what your end rewards are supposed to be
Adventure start and end screens - ability to select which heroes accompany you on adventures, ability to select which loot you take home after completing
Enabling save/load for sandbox mode - just the basics for now to complete the integration with new adventures being available
Optimize save/load - mostly related to how terrain is saved
At least one new repeatable adventure - a quick and easy way to get into repeatable combat

New beta build 0.470 - major systems upgrades

With the Steam Builder Fest concluded this was an opportunity to upgrade some of the core systems, along with some minor fixes.
  • Major Upgrade animation system (animancer) to v8.1.0
  • Major Upgrade AI Pathfinding system (astar) to v5.3.6
  • Upgrade Unity engine to latest LTS v2022.3.60f1
  • Rebuild all behaviours to use updated MoveTo task
  • Fix crashes related to updating navmesh
  • Change navmeshcut system on build plan post
  • Raise error if any navmeshcut components are found in all game units
  • Use new components for large objects (5003 log and tree top sections) that move for navmesh dates, using LG navmeshObstacle and recastNavmeshModifier
  • Adjust Tree Top section colliders to be more accurate to go with improved navmesh update components
  • Remove navmeshcut component from base player rig
  • Increase experimental party to 10 members
  • Fix forager not being able to gather mushrooms properly, and general mushroom (5001) interaction with inventory
  • Adjust mushroom (5001) spawn rules, now have around 5k on the map
  • Individual Agent Follow buttons on the KingdomUI->People tab now track the agent follow state correctly
  • Adjust rigidbody settings on agents to improve movement stability, drag=1, angular=0.1
  • Add small delays to new game sequence behaviours to reduce how often they cycle
  • Remove previous fix for merchant captain boat rower position on new game sequence start, no longer needed
  • Everyone Follow Me command now only affects members from the same community, eg. The merchant will not follow the player using that command
  • Wire up rigidbody mass settings from character selections, go through all presets and selections to set reasonable defaults
  • Remove objectController and local audio source from resources
  • Fix some minor gameplay state errors when loading adventure scene

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]