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Dungeons & Kingdoms News

Beta update 0.512

[p]New Build 0.512 for beta testing [/p][p][/p][p]Don't forget, closed beta test is now accepting applications in the Discord: https://discord.gg/49yxdNnNEH[/p]
  • [p]Change handcrafting behaviour to attempt to auto-pickup the crafted item when complete. This may not always succeed and if the item can't be picked up it will be dropped in front of the crafter. This has a secondary effect of the crafter will now more often not have space to pickup items to craft the next item. In that case they will drop items off in storage before crafting the next item.,[/p]
  • [p]Fix pickup behaviour where the empty left hand wasn't being used if the right hand was full,[/p]
  • [p]Fix inventory UI not showing left arm bundle content,[/p]
  • [p]Update inventory UI - add slot name labels, move shield slot to the left of backpack, move the 2 hand item link to below the combat slots,[/p]
  • [p]Apply main menu configuration for demo-only build, locks down starting parties, adventure end conditions, adventure dialogue, hides old game setting toggles that no longer apply,[/p]
  • [p]Enable survival mechanics (hunger, sleep),[/p]
  • [p]Increase minimum stop distance for player actions when delivering a resource to a build piece, or interacting with a fire,[/p]
  • [p]Remove explicit builder skill in creative mode party members since they are assigned skills by the all-party-member-skills method,[/p]
  • [p]Fix character skill points not being assigned when copying skills from character selections,[/p]
  • [p]Cleanup new Player Actions info - fix quest text and hints that were still referencing "Holding E" to now say "push X" and change all references to "Player Actions Menu" instead of "player context" or "player menu", and keybinding "Player Interactions Menu",[/p]
  • [p]Cleanup handling of filestream for game loading operations,[/p]
  • [p]Finish disabling manual save/load options for sandbox mode games - NOTE it still uses save/load behind the scenes when transitioning between adventures or other instances, this includes:[/p]
    • [p]Main Menu Continue button now shows a tooltip, and if manual save is disabled it will say so in that tooltip. Note that this does nothing more change the tooltip. Note that if you have any sandbox mode saves such as from autosaving while loading adventures, those will not be valid for the Continue button feature,[/p]
    • [p]Loadgame UI will no longer show sandbox mode saves,[/p]
    • [p]The Autosave game settings still work as they apply to Creative mode games, but will not trigger autosaves when in sandbox mode,[/p]
    • [p]In game menu (press Esc) will hide the New Save and Quick Save buttons for sandbox mode games,[/p]
    [p],[/p]
  • [p]Fix game settings save data folder not being created properly when clicking Apply Settings button if the file/folder don't exist yet,[/p]
  • [p]Disable Steam Workshop button on the main menu with new tooltip for the demo noting it is disabled (the steam workshop isn't compatible with the demo),[/p]
  • [p]Allow journal in creative mode,[/p]
  • [p]Add journal button back to player menu (bottom left corner),[/p]
  • [p]Remove Kingdom UI from creative mode,[/p]
  • [p]Fix shield holster not showing item in inventory UI[/p]

Beta Testing Update and Version 0.510 — Tutorial & First Adventure

[p][/p][p][/p][p][/p][h2]Beta Testing Update and Versions 0.510–0.511 — Tutorial & First Adventure[/h2][p]Greetings Adventurers,[/p][p]We’ve just pushed updates 0.510 and 0.511 to the Dungeons & Kingdoms demo build and are continuing beta testing focused on improving the new player experience.[/p][hr][/hr][h3]Update 0.510 Notes[/h3][p]New Features and Improvements
• Followers can now teleport back to the player if they fall too far behind. This helps recover stuck workers and companions during adventures.
• Locked down new party options for the demo.
• Disabled Adventure game mode selection.
• Reduced camera maximum zoom distance from 20 to 2.5 and zoom speed from 200 to 50.
• Removed non-demo adventures.
• Skill or rank level increases now only play announcements for the player.[/p][p]Fixes and Adjustments
• Fixed merchant not asking to start the tutorial dialogue after the intro cutscene.
• Cleaned up the first adventure environment, fixed seams, rebalanced spawns and patrol points, added new platforms for accessibility, and rebuilt combined meshes for smoother traversal.
• Added a new weak goblin patrol encounter and rebuilt navmesh cache.
• Added a time delay to the tutorial start dialogue from the merchant.
• Set main character rigidbody drag to 1 for improved control.
• Fixed missing giant worm taunt audio.
• Built new editor tools to help organize scene objects for optimization (mesh combining).
• Disabled NPC colliders when unconscious or dead to improve performance.[/p][p]Major Notes
This build is ready for beta testers and press previews. Players can complete the tutorial and begin the first adventure to experience early combat and building systems.
The first adventure cannot yet be completed, but difficulty has been tuned upward—most players will have plenty to explore before reaching that point.[/p][hr][/hr][h3]Update 0.511 Notes[/h3][p]Changes to Object Interaction
• E remains the default interaction key (no change).
• You can now press and hold E, then move the mouse without triggering the player action menu.
• Object highlight color changed from black to white.
• When targeting an object (highlighted), the player action menu now appears after one second.
• When there is no target, pressing the interaction key has no effect (you can no longer drop items this way).
• New input (default X) opens the player action menu at any time. Press X again or right-click to close it. This menu shows both context-based actions for carried items and player actions such as sitting or crafting.
• Tutorial steps have been updated to match these changes.[/p][hr][/hr][h3]What to Test[/h3][p]Test all of Creative Mode, including saving and loading.
Test Sandbox Mode up to the start of the first adventure (manual save/load is temporarily disabled).
Pay special attention to the tutorial experience—the first few minutes of gameplay are key to refining the player experience.[/p][hr][/hr][h3]Goals for This Phase[/h3][p]Ensure a smooth introduction and stable gameplay.
Complete the tutorial (approximately one hour).
Complete the first adventure (approximately one hour).
Progress through combat and builder skills, unlock new abilities, and create your first two-move combo for one weapon type.[/p][hr][/hr][h3]Feedback and Discussion[/h3][p]Share your bug reports and suggestions here on Steam or in the Discord feedback-n-bugs channel.
Your feedback helps us refine Dungeons & Kingdoms for everyone who enters the realm.[/p][p]Thank you for helping shape the world and for keeping the fires of testing strong.
See you in the field, Knights.[/p][p]— The Dungeons & Kingdoms Team[/p][hr][/hr][h3]Apply for the Beta[/h3][p]Join our Discord to apply and participate in ongoing testing:
[/p][p]https://discord.gg/ygAhWGz9nK[/p][p][/p]

Call to Arms: Beta Testers Wanted!

[p][/p][p]Hey All,[/p][p][/p][p]We're putting out a Call to Arms for all interested community members: [/p][p][/p][p]Join the Beta Tester team. Take part in the active development of the game! [/p][p][/p][p]If you're interested, first step is to:[/p][p][/p][p]Join the Discord[/p][p][/p][p]Then head right to the [/p][p]#beta-testers-apply-here channel[/p][p][/p][p]Look forward to having you part of the team.[/p][p][/p][p]For the Kingdom![/p]

Demo coming to Steam Next Fest October 13

[p]Hey all,[/p][p][/p][p]Excited to announce we're going to be dropping a free demo during the October Steam Next Fest starting Oct 13! Players will be able to get their hands on a limited scope Sandbox mode demo:[/p][p][/p]
  • [p]Tutorial[/p]
  • [p]Village building (limited scope)[/p]
  • [p]Villager management (limited scope)[/p]
  • [p]Combat (limited scope)[/p]
  • [p]1 Adventure with boss fight[/p]
[p]As always we're wanting to make sure player come in with reasonable expectations. This a many years in the making passion project fully developed by one solo dev. There will be bugs, some lack of polish and possible performance issues.[/p][p][/p][p]We want players to help us make this an awesome game throughout the entire the Early Access period. It's going to be rough around the edges with both the demo and the release. But your help in reporting bugs and other issues will be paramount, so we can make Dungeons & Kingdoms the best game it can be both at release all the way up to 1.0 and beyond![/p][p][/p][p]Be a part of the process and journey. Help us take the game from great to unbelievably great![/p][p]Join the Discord [/p][p][/p][p][/p]

2025 EA release confirmed! Lots of news and updates coming

[p]Hey all. Lot's of news, updates, content and gameplay opportunities will be going live in the coming weeks![/p][p][/p][p]We want to make sure all players know the upcoming Early Access release will be a fun, unique experience. But also truly what Early Access was meant to be -- have the community help make the game amazing through the Early Access period -- not "this is the game of your dreams" at release.[/p][p][/p][p]D&K is a solo dev project that's had heart and soul poured into it for many years. We want to make sure development of new content, polish and improved player experience can keep going for years to come. It starts with the community and starts with the Early Access release! [/p][p][/p][p]To kick things off, a new Gameplay Update Trailer will be dropping Monday Sept 15. Stay tuned for more info and updates...[/p][p][/p][p]Join the Discord to dive deeper into the community and be a part of making D&K a great game![/p][p][/p][p][/p][p][/p][p][/p]