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Dungeons & Kingdoms News

Early Access Release Date! Nov 17, 2025

[p][/p][p][/p][p]Big news! Dungeons & Kingdoms has a release date... and it's really soon. [/p][p][/p][p]Early Access Release Date: Nov 17, 2025[/p][p][/p][p]Trailer:[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]We'll be sharing more details about what's in, what's out for the release build ... and more importantly what you should look forward to on the short term content and performance roadmap in the coming announcements. [/p][p][/p][p]As always, hop into the Discord to check out more info and hang with the solo dev + community![/p][p][/p][p]Join the Discord[/p][p][/p][p]There's still time to check out the demo on the Steam page too![/p][p][/p][p]For the kingdom![/p]

New Demo Build 0.538 - Quality of Life Improvements

[p]Some highlights of this build - Cleans up a bunch of stuff related to window management, adds a new player hotbar, quest objectives overlay, key shortcuts overlay, and better use of the Escape key.
[/p]
  • [p]Add current quest objective UI overlay[/p]
  • [p]Add keybindings tips UI overlay to show when cursor is visible and no other UI open[/p]
  • [p]Fix issues when opening Skills UI[/p]
  • [p]Move playerHUD to its own canvas beneath the primary game HUD[/p]
  • [p]Wire up getting the current keybinding from settings to display for player HUD shortcuts, other keybinding references in the UI will be wired up correctly over time[/p]
  • [p]Cleanup several keybindings, add missing ones including Escape/Cancel and Hide Player HUD[/p]
  • [p]Change button text to "Reset Keybindings" for player prefs button in Game Settings[/p]
  • [p]Improve window management to autoclose when other windows open[/p]
  • [p]Improve global handling of Escape key to close any open window[/p]
  • [p]Fix Adventures UI close button not working[/p]
  • [p]Add PlayerHUD section to game HUD with stance indicator and showing all holster slots[/p]
    • [p]The playerHUD shows you a combat stance indicator and 5 slots that match your equipment holsters: 2 on the hips, 2 on the back, one for a shield.[/p]
    • [p]Each slot shows the shortcut key to trigger it[/p]
    • [p]When a slot is triggered it highlights to indicate that slot is active or equipped[/p]
    • [p]For holster slots, press the key once to equip the item, press again to holster that item[/p]
    • [p]Load the holster slots in the inventory UI[/p]
  • [p]Move resolve manager and canvas to PlayerHUD and integrate UI with new player HUD elements[/p]
  • [p]Modify Inventory UI layout to align with new PlayerHUD hotbar layout, move shield slot to combat holsters area[/p]
  • [p]Change internal structure of hints window for better control over startup[/p]
  • [p]Fix inventory UI drop mode button to stay on when toggled on instead of turning off after each drop[/p]
  • [p]Fix bug where some equipped items may prevent final callbacks if they turn on certain animation layers, for example the torch turns on a left arm layer when equipped[/p]
  • [p]Fix characters not changing into correct combat mixer for current item when equipping items in some cases[/p]
  • [p]Update hints windows to include DontShowAgain buttons on each hint and header, new game setting for turning off hints, auto-adjust summary text tweaks, add tooltips for hint buttons[/p]
  • [p]Add dialogue option when skipping tutorial to turn hints on/off[/p]
  • [p]Change allied NPC behaviour - if they spot a combat target they will automatically grab a weapon within 20m, if they are following the player they will automatically grab a weapon within 5m[/p]
  • [p]Change defaults for equip item inputs from 7-0, to 1-5[/p]
[p][/p][p][/p][previewyoutube][/previewyoutube]

A Post Next Fest Thank You

[p]Hey all, [/p][p][/p][p]With over 10,000 players during Next Fest, we wanted to thank everyone who gave Dungeons & Kingdoms a try! The feedback we received has been extremely helpful in shaping bug fixes, updates and even our Early Access roadmap.[/p][p][/p][p]So thank you. All feedback was welcome whether positive, negative or anywhere in between. The goal will always be to make the best game possible. That starts with the players. [/p][p][/p][p]We'll never be able to include everything for everyone, but we take all feedback very seriously. So please keep sending feedback and chatting with the solo dev and other folks in the Discord.[/p][p]Join the Discord[/p][p][/p][p]We'll be announcing an Early Access release date soon. Stay tuned.[/p][p][/p][p]For the kingdom![/p][p][/p][p][/p][p][/p]

New demo build 0.527

[p]New demo build 0.527 The demo will remain up on the main game page going forward. [/p]
  • [p]Change global layer for doors,[/p]
  • [p]Fix prisoner losing InPrison status at the wrong time,[/p]
  • [p]Fix some interactable objects not highlighting with the correct profile,[/p]
  • [p]Move management of highlight profiles to gamedata manager from gameplay manager,[/p]
  • [p]Add highlight profile definition for people,[/p]
  • [p]Remove next fest specific demo features,[/p]
  • [p]Add additional equip item input for shields,[/p]
  • [p]Update demo splash screen content[/p]

Demo Build 0.525

  • [p]Upgrade Unity Engine to 2022.3.62f2 to address Unity vulnerability,[/p]
  • [p]Show stuck workers hint any time a worker is detected as being stuck when trying to move to a location,[/p]
  • [p]Rebalance first adventure, much easier now,[/p]
  • [p]Fix Wooden Klubba having wrong product definition, enlarge hit collider, wrong game unit item id, add to gamedatamanager inventory,[/p]
  • [p]Fix inventory GetAllItems method using if else instead of including all possible hand items,[/p]
  • [p]All friendly NPC now find and equip basic clothing if they are missing any items,[/p]
  • [p]Add validation when items are equipped to check for missing properties like clothing types, and add at runtime if missing,[/p]
  • [p]Fix inventory UI when dropping equipped clothing items it wasn't clearing the item from the character properly,[/p]
  • [p]Fix error in pickup task that could fail when the target became destroyed during the task,[/p]
  • [p]Clear item pickup reservation when items are dropped,[/p]
  • [p]Fix issues with in-world colliders that weren't detecting correctly if there were multiple components on one object as well as now handling child colliders in a better automated way,[/p]
  • [p]Automate all doors and build pieces to use navmesh cutting[/p]