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Hey everyone 👑,
I have studied all the feedback from the last update. Some loved all the changes, but especially the change to how upgrading the units works seemed to be very divisive. The update was so big and tried to address a lot of problems at once, so I was never thinking it would be the final solution. But especially as a solo developer, I need to try out what works and what does not, and most importantly why.
So, after taking a step back and considering all of that, here is a small but important update to finalize that vision:
This idea came from a player, and while it seems like a going backwards at first, combining it with the nightly promotions for coins could be the real solution.
The intention of this whole change was to make the game less stale and allow more freedom in build crafting. But removing the resource-based upgrades also meant losing some control and a lot of the deeper resource related decisions. It had less charm and was also a bit boring maybe.
So now we have both: The more puzzly way of upgrading for resources and the more roguelite approach of just using coins to upgrade a unit in the night.
I hope this approach will be very interesting, and if not, I'm here and will continue to listen to your feedback.
The targeting spell was very powerful, but a lot of players did not seem to like it in early game.
So Rickard has a new spell now, the Battle Cry: He motivates all units to attack 20% faster for the duration of the spell now.
I still want to find a way for you to unlock and be able to start with the targeting spell, as it is very helpful in curse levels later on. If you have any ideas for that, please share them!
Now that you need less coins for upgrades again, and most units cost ingots to upgrade again, making Amaya cost coins makes a lot more sense. This way her relics are more accessible again.
Thank you for all the feedback, it really helps me to make this game better.
Feryaz
Now that Super Fantasy Kingdom has entered Early Access, please consider taking a moment to leave a Steam review. Early Access is a collaborative process where your thoughts and feedback matter as patches and content are developed. Even if it's a few sentences about how you feel about Super Fantasy Kingdom, it'd be a great help to me!
0.7.072
Units can be upgraded for different resources during the day again
General cannot be used to upgrade additional units for coins during the day
Amaya's relics costs coins now
Added a new spell for Rickard: Battle Cry!
Fixed Succubus targeting behavior
Fixed items that could not be equipped being draggable from a wrong position
0.7.071
Unlocking units does have a popup message now
Tutorial steps recruiting first unit and repairing castle swapped
Swapped on which days gamespeed and saving tutorials get shown
Church does not display spell info first run
Succubus evolution applies charm in a small radius
Fixed upgrading Cadus while one of his archer minions is active
Fixed Succubus upgrades not displaying increase in speed properly
Fixed throne room relic statistics including racial traits
Fixed final achievement not working when you did reach the endboss but not beat it in a period after 0.7 release
Fixed that you could recruit the same unit multiple times
0.7.070
Unit catalog kingdom units also have a colored background after trying them out
Fixed applying nun/thief and then using productivity spell
Fixed merchant rerolling offers when canceling him
Fixed undead corpse wagon not being treated like a special job
Fixed undead bloat not leaving a corpse if there is no space near
Fixed Spell Shop offering a spell you currently have
Fixed Djinn evolution attack behaving like the old demo Djinn did
Fixed Succubus ignoring targeting items
0.7.067
Unit catalog added unlocked info
Unit catalog units that cannot be unlocked have a colored background after trying them out
Fixed crash when rushing and ending the day asap while having a worker in the church
Fixed casting production spell on a building causing a nun to appear on the next day
Fixed cannot upgrade forager same day the road is built
Fixed demolishing decoration giving more resource back than it cost to build
Fixed wonder unnessary marker when praying there before the morning
0.7.066
Undead basic buildings start with less spaces for jobs available, but they increase with castle upgrades
The church allows one worker to pray there to generate faith during the day
You do not need to build the church to cast spells anymore
Spells are avaiable from the second run onwards
The first spell per run is free
Spells description is displayed in UI before casting
Added button for spells to input settings
Added separate tutorial for spells
Controller reduced snapping radius slightly
Mana users attack when they have more than 90% mana (down from 95%)
Yeti increased health scaling considerably
Fixed Alchemist and Coin Stamper not giving enough coins
Fixed auto rush also applying to other kingdom
Fixed auto rush also applying to boss days
Fixed game over screen day X timer including paused time
Fixed minimizing voyage chests
Fixed Djinn evolution not increasing duration
Fixed no spell button on controller
Fixed Alaric spend health to attack upgrade
Fixed Grouping spell
0.7.065
Added option to auto-rush
Then unit catalog displays if a unit is unlocked or not now
Spawned skeletons in human kingdom do not switch to job sprites, so it is more clear that the spell works
Corruption nodes are disabled in challenges
Djinn increased damage scaling by 10%
Fixed cadus minions not getting removed properly
Fixed another human road having two arrows leading to softlock
Fixed description of Big Daddy, that it happens in the night not at morning
Fixed spell UI not displayed
Fixed achievement buff for shield not being displayed correctly
Fixed undead Alchemist saying it makes three coins which is not true
0.7.064
Kingdom units display an error message when you have no space for any more units
Guilds display an error message when you have no space for any more units
Guilds display an error message they have no options left to give you
Cadus melee minions despawn after 200s to prevent lag on Day X
Relic catalog does not display traits
Disabled spell scrolls in challenges
Fixed promotion in tavern not updating general max rank stats
Fixed challenge Siege Fest
Fixed no spells in challenges
Fixed relic Recycling only working when having no church
Fixed Psion achievement
Fixed final achievements
Fixed Griffin causing boss type monsters to not be targetable
0.7.060
Spell Skeletons cannot be used after work time
Villains get spawned slightly slower on day X
Fixed two roads in human kingdom having two arrows, and clicking both leads to a softlock
Fixed stars above upgraded houses
Fixed pirates arrow staying when starting them very fast in the morning
Fixed monster cards showing trap when only having caught them in the other kingdom
Fixed Wizard and Drog being clickable, but vanishing without talking in some cases
0.7.059
Reduced scaling of kingdom unit costs
Amaya can be rerolled
General added warning when none of the units can be upgraded
Monster health reduced by ~5-10%
Fixed after canceling Gevald he was not clickable
Fixed miniboss buildings showing tax icon
0.7.055
Fixed not being able to cancel demolisher
Fixed stuck villains hopefully
Fixed shard foundry broken sprite while working there
Fixed not being able to resume your run when ending day in road mode
Fixed making resources when destroying small buildings directly after building them
0.7.054
When canceling a guest (for example when you cannot afford them) they stay around and can be used later in the day as well
Berserk increased base damage slightly
Berserk increased damage scaling
Fire elemental reduced cooldown 1.5s > 1.25s
Lightning elemental increased base damage considerably
Lightning elemental increased damage scaling slightly
0.7.053
Amaya reduced scaling
Reduced recruitment costs of Griffin
Fixed being able to use Guilds multiple times
Fixed provoke monsters die on boss death
Fixed some localizations being in the wrong line
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.
Hey everyone 👑,
It is finally time to release the biggest update yet to the public!
We have thoroughly tested and refined it in the beta in over 50 patches. The update feels balanced now, and I'm eager to hear more broad feedback on where to take the game next. If you’ve been enjoying the game, please consider leaving a Steam review. Even a short one helps a lot.
It was a lot of fun to finally work together with the community in public on this update. Thank you to everyone who helped in making this update possible!
There is a lot of new stuff, but also reworks to tackle the deeper problems you reported. It's really a new take on how the game works. The goals of this update were to improve variety, meaning, and agency:
The most impactful change is how upgrading units works. Instead of using certain fixed resources, upgrades are done in a promotion ceremony in the tavern and cost coins now. That makes the game a bit less puzzly, and it gives you much more freedom in build-crafting and improves the flow of the game. In our tests, builds are far more varied, and players do not always take and upgrade the same units anymore. It also feels more roguelite and makes runs less rigid. I know this will be a big adjustment to how some of you play the game, and I was very skeptical of this change at first as well, but the more I play it, the more I love that new freedom.
The new spell system, with 18 different spells already, aims to give you more agency and the ability to impact combat directly. You always have two spells, one for combat and one for economy. Every hero comes with their own default combat spell, which also makes the game feel more varied when playing different heroes. The default economy spell is different in every kingdom. But you can also find and buy access to the other spells. Of course, it is only the first iteration of this system, and it will be refined further in the future.
The final day is an endless challenge now to test the limits of your build. When you survive for longer, you get one super metal and can farm shards. This change seems to work out really great and feels like a much more satisfying end of a run.
When you get multiple units from a certain kingdom, you get different bonus traits depending on the kingdom. That trait gets better the more units you recruit from there. The traits range from simpler stat bonuses, but also very unique ones like reviving units, thorns damage, or auto-boosting. This system also plays into the theme of more varied runs and builds.
Units do not get unlocked by doing achievements anymore, but there is a new NPC, the Trapper. He lays traps for you, and to unlock units, you need to catch them in one. The first trap per run is free, and even if you catch a monster you've already unlocked again, you will always get a little reward for it.
While solving the achievement quests does not unlock units anymore, they do now give you a small permanent buff for all your units. Those buffs count from both kingdoms, making it so playing both kingdoms is still not required, but motivating again. This should be a good compromise for the whole playerbase.
I've added more roads, starting resources, and even villages to unlock in the world. But the aim of that was not just to have more stuff to unlock, but also to give it more meaning.
The balance has been adjusted, so you really feel the impact of it and how your build order changes the more you unlock.
Another problem that was often mentioned was that runs are taking too long. First, I've reduced the length of the day by cutting how much time is spent fighting at night. You can now also directly go into the tavern once combat has ended. And there is a new option to skip portions of the tavern animation. As a final push in this direction, you can now rush the waves to make the combat end faster and even gain a small glory bonus the earlier you do that. That also means you have more agency over how long the run takes, so even if you do not use the option, it still feels better, as it was your decision and not forced waiting time. All these four points together should greatly improve the speed of your runs.
Before, coins and faith were generated on a timer, and you had to switch between which one you wanted, which was another thing to keep track of. It was a bit clunky and did not even add that much depth. That is simplified now. You gain taxes for each of your buildings before the morning now, which makes the decision of how to spend them clearer and more strategic. It also means you have them to spend on guests when necessary.
The portal is not a building in the city anymore, but is found in the world, which makes getting new units a more central part of the game loop. To replace it, we have two new buildings to make coins and shards. That allows more control and variation in how you want to approach your economic strategy and how to farm shards.
Another new type of building in the world is the Guilds, where you can get one unit of the related class for ingots, also leading to taking on units you may not have otherwise.
The ritual in the church still increases the chance for stronger evolved monsters, but those do not drop shards anymore. While that worked out well enough, a lot of players did not like to use it and then did not have enough shards to progress as fast as intended. Now the ritual gives coins instead, helping in the run itself.
The ritual also no longer increases the chance of monster-provoked events. Instead, you need to spend those coins at the monster bell, which now guarantees a provoke event. So it now requires a lot of skill to go for glory high scores instead of relying on RNG. That improves the feeling of the endgame greatly.
Due to popular demand, targeting items do have their own slot now and do not take away from equipping other items anymore.
And a lot more, check the changelog below!
All of this goes hand in hand to change how the game feels and how much control you have. I hope you see how much consideration was put into crafting this update. And we are far from done here, and I will further improve it upon your feedback, of course. That's what early access is about, after all.
Thanks again for being part of the journey!
Feryaz
Now that Super Fantasy Kingdom has entered Early Access, please consider taking a moment to leave a Steam review. Early Access is a collaborative process where your thoughts and feedback matter as patches and content are developed. Even if it's a few sentences about how you feel about Super Fantasy Kingdom, it'd be a great help to me!
0.7.052
Spells:
- Added spell system with 18 new spells
- Build the church to gain faith and access to spells
- You always start with two spells, one for combat and one for the economy
- The kings have different default economy spells
- Every hero has his own default combat spell
- Added random event to find spells from other kingdoms to replace yours
- Spells are cast with by pressing the button C by default
Kingdom Traits:
- Having multiple units (2/4/6) of any kingdom grants you a special buff
- Every kingdom has a different trait
- Only the hero normal units that also eat count
- But the effects apply to every unit including siege engines
Catching monsters:
- To unlock units you need to catch the monster now
- The trapper gives you one free trap per run
- When a monster walks over the trap there is a chance they will be catched
- The chance increased the less health a monster has
- The fate selection displays which monsters already already have been caught
Permanent Buffs:
- Solving the achievement quests will grant you a small permanent stat buff for all units
- Buffs from the achievements from both kingdoms are applied
- Thus playing both kingdoms is still not required, but motivating again
- The ALT menu displays all those buffs
Unit upgrades:
- Upgrading is called promoting now
- Units get promoted at night in the tavern
- Promoting units costs coins
- Only one unit can be promoted each night
- You can reroll the selection
- Added a new NPC, the General, to upgrade another unit during the day for a small additional fee
- Hero upgrades cost ingots now
Reworked how taxes work:
- Every building generates taxes in the morning instead
- Decorations drop coins now
New buildings:
- Added new human building: Shard Foundry to make shards out of ingots
- Added new human building: Coin Stamper to make coins out of gold
- Added new undead building: Shard Foundry to make shards out of books
- Added new undead building: Alchemist to make coins out of blood
Final Day:
- The final day is an endless challenge to test your build now
- You earn more shards and a super metal the longer you survive
- You can upgrade units during the day to keep up with the scaling monsters
- The portal can also be used without any limits
Glory and Time:
- Rush waves to gain more glory and make the run faster
- Rushing bonus glory starts at 5%, increases when rushing up to 10%, but decreases when not rushing
- Once all monsters are defeated you can directly enter the tavern and end the day
- Workers still working will finish their jobs instantly
- Removed a phase of the night to speed up your runs even more
- Added an option to skip parts of the tavern (up to the promotion phase)
- Monsters do not evolve when reaching a new glory highscore anymore
- Evolved monsters have a chance to drop coins instead of shards now!
- Minibosses do not count for glory anymore
- Provoking is also possible on boss days
- Provokes are always angry
- Ritual does not increase chance for provoke events
- Added the monster bell to guarantee a provoke event for the next day for a high coin cost
- You need a little more glory to face the final boss now, so it cannot happen before C5
Rage:
- Rage is more of an offensive stat now, not reducing incoming damage by default anymore
- Full rage grants 10% extra damage, increasing by 1% per 5 rage
- The defensive buff of rage is the barbarian kingdom trait now
Progression:
- Added more roads in both kingdoms
- Added another village to both kingdoms
- Added another pasture to human kingdom
- Added plenty more starting resources in both kingdoms
- Roads glory requirement does not take past highscores in consideration anymore
- Roads do cost stone to build again
World buildings and Guests:
- The portal is not a city building anymore, but is placed in the world instead
- Changes stock daily
- Added a new world Building: The trading post to sell your resources for coins
- You can sell all basic unrefined resources
- The more of one resources you sell, the less you get for it
- But they recover slightly each week
- Added four new world Buildings : Warriors Guild, Rangers Guild, Mages Guild and Summoners Guild
- Each run you can get one random unit from each guild, but only after you already have two of the type
- Removed the old Guild
- Added a new world Building: The spell shop
- You can choose between two random spells to replace yours
- Added a new world Building: Super Metal Trade
- You can trade a ton of ingots or books to get a Super Metal once per run
- Added two new quest buildings that challenge you to pick certain types of monsters
- Removed the shard quest
- Shops display the full body artwork of the actor
- Voyage chests cannot be rerolled
- Amayas stock cannot be rerolled
- Amayas stock changes daily
- Amayas costs ingots now
- Merchant gives three ingots now
- The store only sells refined resources now
- The siege shop costs boards now
- The curiosity shop costs faith now
- The targeting items shop shop costs stone now
- The tailor costs wood now
- The black market costs gold now
- The wizards tower costs banish now
- The hospital costs coins now
- The training grounds costs beer now
- Calling a miniboss costs one of the resource he is guarding now
- New sprites for many world buildings
- Added a new world event to find spell scrolls
- Removed XP scroll random event (will come back later)
QoL:
- Targeting items have their own slot now
- Task board gives new tasks on the next day now, so you do not have to check it all the time
- Task board has a marker on the next day, so you do not forget it
- The default key for opening the Calendar is K now
- Entering the tavern has its own key binding now
- Clicking on the tavern at night does not enter it anymore, so you can still use it properly
- Researcher also takes not unlocked units (which is not as important anymore since unlocking units is easier)
- Unbefriended Orc and Wizard respawn weekly
Clarity:
- You cannot reroll when there are just three (or less) options to prevent wasting of resources
- It displays the amount of possible options when rerolling
- Throne room curse screen display total glory calculation now
- Unit sheet UI improvements
- Unit sheet added weakness
- Added check so you cannot resume old incompatible runs after big updates
- Added message to flag mode to explain it
- Added message below give up button
- Added tutorial for saving and exiting the game
- Added tutorial for the chruch and spells
- Added tutorial for rushing
- Added tutorial for game over
- The caravan tutorials opens after the boss animation, not during it
- Term workshop is called siege works now
- Term attack type magic is called magical now
- The geologist hut, forager and fisherhut jobs can be deactivated now
- Relics that change a buildings recipe clearly say so now
- Reduced chromatic aberration visual effect
- Disabled language switching in experimental builds
- Modded clients cannot unlock achievement
- Instead of resetting the leaderboard, bigger updates (and the experimental branch) get their own new leaderboard
Balance:
- Humans moved food market
- Humans moved targeting items shop
- Humans moved black market back to its original position
- Humans upgrading Geologist huts costs boards now
- Humans Bakery requires 2 flour to make 2 bread now
- Humans Fields of Glory is unlocked at Kingdom Level 22
- Humans Fishing net is unlocked at Kingdom Level 20
- Humans Greenhouse is unlocked at Kingdom Level 34
- Humans Scissors is unlocked at Kingdom Level 2
- Undead reduced stone cost of Abomination greatly
- Undead do not get one faith for every idle worker anymore
- Undead Sweet Tooth relic only comes up if you have the candy store
- Upgrading Tavern is cheaper now
- Workers and carriers are a bit slower
- Changed a few building costs to include multiple resources
- Increased some buildings harvesting times slightly
- Geologists signs stay for a day
- Boosting is also increasing damage again
- Reduced duration of fear status effect 3s -> 2.5s
- Generic items effect reduced 30% -> 25%
- Item Axe increased effect 5% -> 10%
- Cooldown reduction only counts for the active ability
- Boss Blob increased health 1425 -> 1500
- Boss Blob reduced minion health scaling by 33%
- Boss Blob spawns three minions instead of one
- Boss Goblin King increased health 246 -> 300
- Boss Goblin King increased minion health 1 -> 5
- Villain Vagabond reduced damage
- Minibosses are slower
- Hero Selene reduced damage scaling by 12%
- Unit Clown increased crit chance moderately
- Unit Dancer reduced cooldown
- Unit Dinosaur reduced damage scaling by 15%
- Unit Djinn increased damage scaling moderately
- Unit Druid reduced damage by 10%
- Unit Flamewalker increased range
- Unit Flamewalker increased health considerably
- Unit Frost mage reduced damage scaling slightly
- Unit Ghoul increased base damage slightly
- Unit Ghoul increased piercing 5 > 6
- Unit Halfling increased damage scaling moderately
- Unit Headless achievement reduced requirement to 20 fields
- Unit Jailer increased base damage slightly
- Unit Jester reduced cooldown considerably
- Unit Magus reduced damage scaling slightly
- Unit Marksman removed damage multiplier
- Unit Marksman increased damage scaling considerably
- Unit Marksman increased cooldown 2s -> 2.2s
- Unit Paladin reduced cooldown by 0.5s
- Unit Paladin increased base damage slightly
- Unit Rogue reduced cooldown
- Unit Runescribe reduced damage scaling by 5%
- Unit Satyr reduced damage scaling slightly
- Unit Satyr reduced knockback
- Unit Satyr increased cooldown slightly
- Unit Shaman increased base damage moderately
- Unit Swordsman increased cooldown by 0.25s
- Unit Swordsman increased damage scaling moderately
- Unit Stormcaller increased damage scaling moderately
- Siege Holy Tree increased mana by 25%
Fixes:
- Fixed graveyard not preventing glory loss
- Fixed errors when getting to the limit of units at the end of a run
- Fixed settings persistent game speed option being tied to game focus option
- Fixed settings refresh rate option not applying
- Fixed miner and quarry jobs not ending properly sometimes when a mineshaft was opened
- Fixed relic Crimson Heart
- Fixed nature kingdom caravan still offering targeting item
- Fixed throne room play label talking about c0 before the first win
- Fixed throne room changing starting unit/relic with little starting coins left over
- Fixed snowstorm also being called snowy in the ALT menu
- Fixed building church showing incorrect weather early in a run
- Fixed building graveyard buried units still counting as death for glory
- Fixed building tavern incorrectly showing thunder warning
- Fixed undead bloat leaving multiple corpses
- Fixed pirates marker sometimes not vanishing on days where they come back with loot maybe
- Fixed pirates sending them out makes click and confirmation sound
- Fixed ALT overlay staying up when pressing ESC
- Fixed building overlay displaying button prompts for assigning workers even when its not possible
- Fixed catalog tooltips still being display after closing it
- Fixed all relics hovering an opened relic would hide its keywords
- Fixed title screen kingdom switcher not showing the requirements to unlock undeads
- Fixed newly added roads causing visual problems when build out of order
- Fixed needing to have faith to melt an item in the church
- Fixed unit Clown not attacking on level 1
- Fixed unit Djinn not attacking on level 1
- Fixed unit Ghoul spreading status effect, by limiting it to one at a time
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.
Super Fantasy Kingdom is currently 50% off during its Steam Weekend Deal!. You've returned from a hunting trip to find your kingdom in ruin. Now, you must rebuild your home while fending off the hordes of monsters that descend upon your gates every night. Defeat them with a unique team of defenders in this roguelite city builder.
Hey everyone 👑
The last month has been crazy! Thanks to you, I've had such an enormous amount of feedback to work through, and it really helped a ton. As did taking a break. The creative energy was finally flowing again, which I really missed. One thing led to another, I couldn't stop, and here we are:
Update #15 will be the biggest update yet, by far. We have a lot of new stuff, but also reworks to tackle the deeper problems you reported. It's really a new take on how the game works. And it is so big, in fact, that I decided not to just release it like I normally would, but instead, I want to continue working on it and improving it together with the community.
Here is just a short summary of the biggest change:
Added a new spell system to give you more agency, like for targeting or manually hauling a resource you are desperately waiting for
Added kingdom traits to give you a reason to take on a more diverse team
The final day is an endless challenge to test the capabilities of your build, while getting shards and super metals the longer you survive!
To unlock new units, you catch monsters in traps now, making that a real part of the gameplay loop
Added more progression and also made it has more impact, so you can really feel the city changing with it again
Runs are faster, and you can rush waves to make them even faster and gain more glory
Reworked how and when units get upgraded to make it less puzzly
Reworked how taxes work to make them more clear and strategic
New buildings to make coins and shards, to replace the ritual
And a lot more, check the full changelog below.
If you have more ideas, please share them below and join the Discord to participate in the active development process.
Thanks again for all your help, I really appreciate it!
Feryaz
Now that Super Fantasy Kingdom has entered Early Access, please consider taking a moment to leave a Steam review. Early Access is a collaborative process where your thoughts and feedback matter as patches and content are developed. Even if it's a few sentences about how you feel about Super Fantasy Kingdom, it'd be a great help to me!
To try the BETA, please follow these steps:
Open Steam
Right-click on Super Fantasy Kingdom in your Steam library.
Select Properties.
Go to the Game Version & BETAS tab.
Choose "open_beta" from the "Beta participation" drop-down list
Wait for the game to update the files (if nothing happens, restart the Steam client)
Launch the game
0.7.008 (beta)
Undead kingdom disabled for now, I must add all these changes to it still.
Added spell system with 15 new spells:
- Build the church to gain access to spells
- You always start with two spells, one for combat and one for the city
- The kings have different default spells
- Added random event to find spells from other kingdoms to replace yours
- Spells are cast with by pressing the button C by default
Kingdom Traits:
- Having multiple units (2/4/6) of any kingdom grants you a special bonus
- Every kingdom has a different trait
- The effects apply to everyone including your hero
- Only normal units that also eat count
Catching monsters:
- To unlock units you need to catch the monster now
- The trapper gives you one free trap per run
- When a monster walks over the trap there is a chance they will be catched
- The chance increased the less health a monster has
- The fate selection displays which monsters already already have been caught
Permanent Buffs:
- Solving the achievement quests will grant you a small permanent stat buff for all units
- Buffs from the achievements from both kingdoms are applied
- Thus playing both kingdoms is still not required, but motivating again
- The ALT menu displays all those buffs
Unit upgrades:
- Upgrading is called promoting now
- Units get promoted at night in the tavern
- Promoting units costs coins
- Only one unit can be promoted each night
- You can reroll the selection
Reworked how taxes work:
- Every building generates taxes in the morning
- You can sell resources for coins
- Decorations generate more coins
- Removed starting faith based on total glory, which was not intuitive or motivating at all
New buildings:
- Added new human building: Shard Foundry to make shards out of ingots
- Added new human building: Coin Maker to make coins out of gold
- Added new undead building: Shard Foundry to make shards out of books
- Added new undead building: Alchemist to make coins out of blood
Final Day:
- The final day is an endless challenge to test your build now
- You earn more shards and super metal the longer you survive
- You can upgrade units during the day to keep up with the scaling monsters
Glory and Time:
- Rush waves to gain more glory and make the run faster
- Once all monsters are defeated you can directly enter the tavern and end the day
- Workers still working will finish their jobs instantly
- Removed a phase of the night to speed up your runs even more
- Added an option to settings to skip parts of the tavern (up to the promotion phase)
- Monsters do not evolve when reaching a new glory highscore anymore
- Evolved monsters have a chance to drop coins instead of shards now!
- Minibosses do not count for glory anymore
Flag:
- The flag counts for deposit related jobs now, giving you more agency on what gets harvested first
- The geologist chances does not decrease when searching a spot multiple times
- Geologists avoid the flag and always go for the closest available spot now, making their placement more important
- Geologists signs stay for a day
- The geologist hut, forager and fisherhut jobs can be deactivated now
Rage:
- Rage is more of an offensive stat now, not reducing incoming damage by default anymore
- Full rage grants 10% extra damage, increasing by 1% per 5 rage
- The defensive buff of rage is the barbarian kingdom trait now
Progression:
- Added two new roads
- Added another village
- Added more starting resources to unlock
- Roads glory requirement does not take past highscores in consideration anymore
- Roads do cost stone to build again
World buildings:
- The portal is not a city building anymore, but is placed in the world instead
- Changes stock daily
- Cannot be rerolled
- Added a new world Building: The trading post to sell your resources for coins
- The more of one resources you sell, the less you get for it
- You can sell all basic unrefined resources
- Added four new world Buildings : Warriors Guild, Rangers Guild, Mages Guild and Summoners Guild
- Each run you can get one random unit from each guild, but only after you already have two of the type
- Removed the old Guild
- Added a new world Building: The spell shop
- You can choose between two random spells to replace yours
- Added a new world Building: Super Metal Trade
- You can trade a ton of ingots or books to get a Super Metal once per run
- Added two new quest buildings that challenge you to pick certain types of monsters
- Removed the shard quest
- Shops display the full body artwork of the actor
- Voyage chests cannot be rerolled
- Amayas stock cannot be rerolled
- Amayas stock changes daily
- Amayas costs gold now
- The siege shop costs boards now
- The curiosity shop costs stone now
- The targeting items shop shop costs stone now
- The tailor costs wood now
- The black market costs gold now
- The wizards tower costs banish now
- The hospital costs coins now
- The training grounds costs ingots now
- Calling a miniboss costs one of the resources he is guarding now
- Hero upgrades cost coins now
- Removed XP scroll random event
Clarity:
- You cannot reroll when there are just three (or less) options to prevent wasting of resources
- It displays the amount of possible options when rerolling
- Unit sheet UI improvements
- Unit sheet added weakness
- Added check so you cannot resume old incompatible runs after big updates
- Added message to flag mode to explain it
- Added tutorial for saving and exiting the game
- Added tutorial for the chruch and spells
- The caravan tutorials opens after the boss animation, not during it
- Term workshop is called siege works now
- Term attack type magic is called magical now
- The default key for opening the Calendar is K now
- Disabled language switching in experimental builds
- Relics that change a buildings recipe clearly say so now
- Reduced chromatic aberration visual effect
- Modded clients cannot unlock achievement
- Instead of resetting the leaderboard, bigger updates (and the experimental branch) get their own new leaderboard
Balance:
- Undead reduced stone cost of Abomination greatly
- Undead Bloat gives 3 blood instead of 4
- Undead Mausoleum does not spawn one worker each morning anymore (so it works like the other generation buildings)
- Undead do not get one faith for every idle worker anymore
- Undead Sweet Tooth relic only comes up if you have the candy store
- Humans moved food market
- Humans moved targeting items shop
- Humans moved black market back to its original position
- Humans House upgrades cost boards
- Humans Fields of Glory is unlocked at Kingdom Level 22
- Humans Fishing net is unlocked at Kingdom Level 20
- Humans Greenhouse is unlocked at Kingdom Level 34
- Humans Scissors is unlocked at Kingdom Level 2
- Workers and carriers are a bit slower
- Changed a few building costs to include multiple resources
- Increased some buildings harvesting times slightly
- Boosting is also increasing damage again
- Reduced duration of fear status effect 3s -> 2.5s
- Generic items effect reduced 30% -> 25%
- Item Axe increased effect 5% -> 10%
- Boss Blob increased health 1425 -> 1500
- Boss Blob reduced minion health scaling by 33%
- Boss Blob spawns three minions instead of one
- Boss Goblin King increased health 246 -> 300
- Boss Goblin King increased minion health 1 -> 5
- Villain Butcher appears on curse 1
- Villain Vagabond appears on curse 2
- Hero Selene reduced damage scaling by 12%
- Unit Druid reduced damage by 10%
- Unit Dinosaur reduced damage scaling by 15%
- Unit Headless achievement reduced requirement to 20 fields
- Unit Marksman reduced damage scaling by 10%
- Unit Marksman increased cooldown 2s -> 2.2s
- Unit Paladin reduced cooldown by 0.5s
- Unit Runescribe reduced damage scaling by 5%
- Unit Swordsman increased cooldown by 0.25s
Fixes:
- Fixed graveyard not preventing glory loss
- Fixed errors when getting to the limit of units at the end of a run
- Fixed settings persistant game speed option being tied to game focus option
- Fixed relic Crimson Heart
- Fixed nature kingdom caravan still offering targeting item
- Fixed throne room play label talking about c0 before the first win
- Fixed snowstorm also being called snowy in the ALT menu
- Fixed building tavern incorrectly showing thunder warning
- Fixed undead bloat leaving multiple corpses
- Fixed pirates marker sometimes not vanishing on days where they come back with loot maybe
- Fixed pirates sending them out makes click and confirmation sound
- Fixed throne room changing starting unit/relic with little starting coins left over
- Fixed ALT overlay staying up when pressing ESC
- Fixed building overlay displaying button prompts for assigning workers even when its not possible
- Fixed catalog tooltips still being display after closing it
- Fixed all relics hovering an openend relic would hide its keywords
- Fixed title screen kingdom switcher not showing the requirements to unlock undeads
- Fixed newly added roads causing visual problems when build out of order
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.
Super Fantasy Kingdom is currently 50% off. You've returned from a hunting trip to find your kingdom in ruin. Now, you must rebuild your home while fending off the hordes of monsters that descend upon your gates every night. Defeat them with a unique team of defenders in this roguelite city builder.
Hey everyone 👑,
It's been some time since the last update. Normally, I'd want to release hotfixes after big updates, but the Patch 13 was surprisingly stable, and I really had to take a break. So that's what I did. A whole month of not thinking about the game! First I did some renovations. I think I needed to order my stuff to get a clear mind again. And then I just chilled. Cooking, going on walks with Mio and a lot of sleeping 😅 I did even play some games again. All of that was very important to gain a fresh view on things.
So, I'm back again and have some new ideas on how to improve the game. But before I delve into that, I wanted to release a quick patch fixing most of the problems you reported and implementing some changes I could do without touching too many other functions.
Most importantly, you can finally view all hero and unit sheets directly from the unlocks catalog now. You can open them from the throne room and the pause menu ingame. I hope that will make some decisions and thinking about builds easier.
I've also checked all heroes (like the units in the last update), so they can only equip items they support now and display the stats in their sheets.
While the targeting items seem to have good use cases, they were a bit too prominent and got in the way of more important decisions. The easy solution for that was to just remove them from the caravan and put them into their own shop. There you can buy them from a daily changing stock.
Starting item slots were unlocked by total glory before, which was not motivating at all. Now you get them as you unlock more heroes. That should make both processes more intriguing.
The Undeads were still missing a few event spots. Now you can go highscore hunting there as well.
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.
Feryaz
- You can open the unit and hero sheets from the unlocks menu
- The more heroes you have unlocked, the more items they can start with
- Targeting items have their own shops now
- Caravans removed targeting items
- Undead added 4 more world event spots
- All heroes can only equip items they support
- All heroes display the stats they are supporting their sheet
- Wizard has a question mark and vanishes after talking to him, so its clear you have to speak to him multiple times
- Boss Demon Spider is immune to poison
- Boss Dragon is immune to burning
- Boss Phoenix loses all status effects when being reborn
- Hero Cadus supports targeting items now
- Unit Angel supports targeting items now
- Unit Bee supports targeting items now
- Unit Djinn reduced cooldown further in first two upgrades
- Unit Scarecrow is a mana user now
- Unit Succubus supports targeting items now
- Relic Big Daddy gets unlocked on Kingdom Level 14 now
- Relic Archeologist gets unlocked on Kingdom Level 18 now
- Fixed Scientist some units not being selectable
- Fixed Pirates marker not vanishing if clicking on them too early
- Fixed being able to challenge mini-bosses so early they were spawned at level 0
- Fixed being in stuck in slowmotion when dropping a unit instantly
- Fixed freeze when skipping evolution screen before it even opens
- Fixed freeze with Gevald on day X
- Fixed some units firing endlessly with special and unaffected targeting
- Fixed catalog relics that are not sold by amaya not displaying at which kingdom level they get unlocked
- Fixed strongest and weakest targeting in group searchers
- Fixed Human cost of road to coin maker on island
- Fixed Undead Thicket description in pause menu
- Fixed Undead building sewage plant bottom right corner and connecting them
- Fixed relic Mug of Joy on first day if building the tavern after getting the unit
- Fixed abilities counting amount of status effects starting at 1
- Fixed unit Angel upgrades wrong speed stat displayed
- Fixed unit Cyclops evolution not displaying the correct area
- Fixed unit Dancer displaying an area stat while not really supporting it
- Fixed unit Dancer passive upgrade effect amount displayed not changing
- Fixed unit Dark Pylon stats seeming as if it would do damage
- Fixed unit Dryad upgrades displaying wrong area stat
- Fixed unit Djinn evolution upgrade description
- Fixed unit Flamewalker can equip the cooldown item
- Fixed unit Ghost evolution switching element
- Fixed unit Ghost upgrade not displaying the increase in speed
- Fixed unit Griffin evolution not displaying the correct area
- Fixed unit Jouster evolution attack not in sync
- Fixed unit Jouster displaying wrong targeting (and can equip targeting items)
- Fixed unit Leech displaying wrong targeting (and can equip targeting items)
- Fixed unit Magus displaying wrong targeting (and can equip targeting items)
- Fixed unit Magus having range stat
- Fixed unit Magus evolution not displaying the upgraded area in the attack description
- Fixed unit Mechanic duration increases not applying
- Fixed unit Satyr upgrade descriptions not displaying the correct cooldown
- Fixed unit Satyr evolution not displaying the correct area
- Fixed unit Succubus upgrade not displaying the increase in speed
- Fixed unit Succubus passive displayed as increasing damage instead of power
- Fixed unit Swordsman passive being categorized as physical
- Fixed unit Troll upgrade descriptions not displaying the correct cooldown
- Fixed unit Troll passive displaying earth element
- Fixed unit Treant passive displaying plant element
- Fixed unit Yeti still having the keyword for taunt instead of freeze
- Fixed unit Yeti evolution not displaying the correct area
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.
Hey everyone 👑
As promised, here is the first major update in time for the holidays!
The elves do now also have a building: The Observatory!
It makes all the buildings with a progress bar faster. Having a different way to do so should increase some builds viability and allow more strategies. Especially making mineshafts faster will be very interesting.
Then we have a new type of items with targeting items. With them, you can adjust which monsters your units target. This is probably one of the most requested features, and I am very happy to have found a solution so fast that is still rather tactical. In many tower defense games you can switch the targeting at any time, but it would've been very annoying to switch targeting on multiple units whenever certain enemies appear. Like this, whom to adjust is a build crafting decision and you need to use an item slot for it. Be aware, this is not tested for balance yet. Some crazy combinations will be possible now. Have fun :)
Playing the undead kingdom is optional now, so you can play them in any order you like. To still have access to all the variety, you unlock the other half of the units by leveling your kingdom instead. That also means that the progression is more stable and faster now.
I have seen feedback about liking the way it was, and to be honest, it was a hard decision for me as well. The idea was a metroidvania-like feeling, where you switch between the kingdoms to find new units and then have more options in the other one. And when a player accepts that and goes with the flow it worked out really well. But the reality is that there are multiple valid reasons to feel different about that. Some just do not like a certain kingdom, others don't want to learn two concepts at the same time, and then there was the general problem of feeling forced.
We do have very different types of players and I need to find a good solution for all of us. So, for me this is an experiment. First we had the very guided experience, now we try a more individual and faster progression. I will watch out for old and new players' feedback, to use that in a bigger evaluation on where to take this project. If you have some time over the holidays, please try how it feels now on another profile and share what you think about it.
A big portion of this update is also clarity again. All achievements do have a hint and a spoiler now, which also act as an extended tutorial that does not get in the way for players that don't need it. I hope this will make new players experience with the game a lot smoother.
How units display their stats has also been improved. They can also only equip items for those stats, preventing you from wasting items.
In the old system, the randomness when raw meat or fish was eaten was a problem for many players. The fish filet relic was also too strong, and souls were very easy to upgrade in the undead kingdom. Now they never pick the meat first anymore, but instead the amount of meat (or souls) that can be upgraded each night is limited instead, and you can upgrade the tavern to increase that limit. That should help with all of these problems and also explain the whole system better.
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.
Wishing you all great holidays!!
Feryaz
New building
- Added a new building: The Observatory from the elven kingdom
New art:
- Added character art for the scientist
Items
- Added 9 new targeting items to the kingdoms caravans
- Added a new targeting mode: Special
- Added a new targeting mode: Unaffected
- You can exchange items for faith at the church during the run
- You can melt down excess starting items for shards in the throne room
Progression
- You do not need the stars from the other kingdom
- The remaining units get unlocked by leveling your kingdom instead, making the progression more stable
Clarity
- New hint system for all achievements
- There is a hint and a spoiler for every achievement
- They also act as an extended tutorial
- Units display all stats they use now
- Units cannot equip any items that wont help them anymore
- Pause menu added button to read tutorial messages again
- Hovering any deposit displays its explenation
- Added tutoral for game speed when you play at normal speed
- The ALT tutorial only ends once you release the button, giving time to understand it
- Catalog economy relics display at what kingdom level they get unlocked
- The blacksmith has an exclamation mark before until unlock him
- Poison damage is called toxic damage
- Rock damage is called earth damage
Food system
- Fish get's always eaten before raw meat, bread always before cooked meat
- Only 1 meat (2 souls) can get upgraded each night by default
- Upgrading the tavern increases that amount
- The amount is displayed in the tavern UI
Glory changes
- World event monsters drop a shard when provoked
- World event monsters are always the same level when the first spawn, and stay on that level (day + curse level)
- World event monsters say what level they are
- Amount of daily monsters spawning is always the same
Balance
- Cadus increased shield scaling greatly
- Colossus increased area
- Devil reduced damage scaling very slightly
- Druid active upgrades do not reduce cooldown by as much
- Druid passive increased cooldown 3.33s > 4s
- Druid passive reduced effect on last upgrade 5 > 4
- Halfling increased base damage 2 > 3
- Paladin increased area
- Qhe'la reduced cooldown reduction of one upgrade 30% > 25%
- Qhe'la increased cooldown 1.5s > 1.6s
- Werewolf increased upgraded cooldown 0.01s > 0.1s
- Relic Big Daddy costs 13 coins
- Item Armor increased effect 10 > 20
- Item Resistance increased effect 10 > 20
Fixes
- Fixed villains or projectiles getting stuck
- Fixed duplicating resources when setting guard mode when a carrier already started the job
- Fixed sacrificing unit reducing hungry units counter by 2
- Fixed collecting random item in forest while a guest is visiting
- Fixed banishing a unit after minimizing after banishing a unit
- Fixed boosting applied in order of level instead of experience
- Fixed generation buildings timer when upgraded cannot be below generation duration
- Fixed gamepad selection in building overlay without a tutorial
- Fixed cooldown reduction items, relics and upgrades interacting with bard passive
- Fixed Gnomes cancel button not labeled "No, thanks!"
- Fixed UI unlocks catalog elemental and siege units appearing to be examinable
- Fixed UI unit sheet before you have the unit sometimes ability data incorrect
- Fixed UI unit sheet ability description out of box
- Fixed UI alerts moonrise and nightfall messages swapped
- Fixed UI earth damage being white
- Fixed Humans Builder not offering the undead building blueprint
- Fixed Humans Fisherhut not clickable after upgrade
- Fixed Humans Forager not clickable after upgrade
- Fixed Humans Geologist Hut not clickable after upgrade
- Fixed Humans train tracks when destroying the target building
- Fixed Undead Ooze pools hitbox beeing too big
- Fixed Undead dialogue with Mio
- Fixed Item Shield cannot be equipped by units without base shield
- Fixed Item Rage cannot be equipped by units without base rage
- Fixed Relic Destiny working against the unit critting
- Fixed Relic Dice does not appear to be locked behind kingdom level anymore
- Fixed Unit Bee last upgrade piercing stat amount
- Fixed Unit Cannon using Catapults ability description
- Fixed Unit Crossbowman displaying wrong attack multiplier
- Fixed Unit Ghost evolution changing damage element
- Fixed Unit Halfling evolution upgrade description being incomplete
- Fixed Unit Headless passive last upgrade description
- Fixed Unit Jouster passive not being categorized as support
- Fixed Unit Leech last upgrade description not mentioning the cooldown reduction
- Fixed Unit Lightning Elemental ability description
- Fixed Unit Lightning Elemental not showing piercing stat
- Fixed Unit Palisade not waiting in the city when there is no space
- Fixed Unit Pixie not using mana to attack
- Fixed Unit Psion displayed range stat
- Fixed Unit Stormcaller evolution upgrade description
- Fixed Unit Swordsman passive not being categorized as support
- Fixed Unit Yeti having the keyword for freeze instead of taunt
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.
Thank you to everyone for trying my game and giving all the wonderful feedback!
I've been overwhelmed by all the interest in Super Fantasy Kingdom. But I've seen many questions about the future of the game, so I want to provide some information and context about my plans. I want to be very transparent about where we stand, so you can understand what's going to happen next.
Super Fantasy Kingdom is a very personal project. I spent the last four years making it. It is my first game, so I had to learn a lot. There was one moment, a few weeks after I first started, where the whole concept came together and I realized how it should play and feel, and how the progression would continuously change how you build your city. It was a crazy feeling. I was never so sure of anything before. And since that moment, I did nothing but work on realizing that. It just had to be done. I adjusted my sleep rhythm and eating habits while working in a small kitchen, all to make sure I'd have enough time to complete that vision. I'm not saying that to get pity, but I want you to understand how much work and love went into this game.
And then came the release with a crazy amount of players (up to 12,500 players at the same time!). I thought they'd all enjoy what the game has to offer. Such a big release could cause hype, good word of mouth, and lead to coverage of the game.
But then the first progression and balance problems turned up. Deservedly, the reviews started to reflect that. I will admit, I was surprised by how some players felt. For example, the game was never intended to feel overly grindy. It is supposed to be a challenge. I have purposefully avoided any systems that reward doing the same thing over and over again, but that means when you are stuck (because of the difficulty problems, or just because something was not explained properly by the game) and do not progress, it does feel as if there is only one path to victory and you just do not find it.
After fixing many of those problems, more and more people were able to really get into the game. The ratings climbed, and some reviews even switched from negative. The playtimes are also crazy so soon after release. I'm happy to see that many players report how experimentation was key to their first victory now. I've even heard from some who are still feeling that excitement of discovery and learning after playing the game for over 120 hours. THAT was my vision, and I feel so proud that it works and you are enjoying it.
Many of you are hoping for new content fast, but the first priority for me will be polishing and improving in response to feedback. After so much time working on it in isolation with a few testers, the game does need some time to be refined with the community. I have noticed how even the smallest problems can irritate people greatly, even if they love the whole game otherwise. And this game has so many gameplay elements. Each of those needs time to find its place.
If the big goal is producing more content, I also need to stop sprinting and learn marathon mode. I want to keep up this motivation for the years to come, so I do need to take better care of myself. For that, I'm also thinking about growing my studio and hiring a dedicated programmer to assist me, so I can concentrate more on the creative side.
Considering all that, it makes it very clear what I need to do: I will use the early access period to make this game as great as it can possibly be. I want to openly work together with the community on refining the existing content and adding more heroes, units, relics, items, or even buildings to complement that. I know many developers say that but have everything planned out already and only make small adjustments. I don't. It will be a real collaboration. You can come into Discord or the Steam forums, suggest something, and if I like it, you could potentially see me testing it out on the very next day. If that sounds cool to you, please join in the process!!!
Remove the need to play both kingdoms
Rework game progression to be smoother
Improve clarity and tutorials
Add more variety
Give the player more agency (targeting items for example)
Undead kingdom needs more love
Reduce frustrations
Endgame
Add the remaining character art
And of course the hero evolutions
Since release, I've worked hard on the patches, and I will keep improving the experience for all of you. I think even players who have beaten both kingdoms now, just waiting for new content, will be happy about this "foundation work" in the end. I also want to rework how the endgame plays, with the intent that it becomes the real meat of the game someday, where you can apply everything that you learned now. That would be very cool. Again, if you have any ideas on that, please share them!
Again, thank you so much for being part of my journey and for playing my game. I could not have imagined this kind of interest when I started working on this game.
Feryaz (and Mio)
Hey everyone 👑
Many players wanted more information before buying a new hero, so instead of showing empty statistics, you can now read about how they attack. Next, I will need to improve the descriptions 😂
The scientist cannot be given units of the kingdom you currently play. You cannot start with them anyway, it makes more sense thematically, and it also makes it more likely that he will want a unit you still need to give him. It should be better in every case. I really like such changes.
Similarly, the builder and demolisher visits have been swapped. Now the builder comes first, giving you more build options earlier and more opportunity to use that investment. And the demolisher comes afterwards, opening more strategic plays as you can use it on the builder's building, but also because later on you might not need some of the other buildings anymore. This simple change should make both decisions deeper, and even affect other decisions, on all progression levels. So satisfying!
The caravan's arrival can be skipped instantly, so there is no second wasted anymore. And when selecting fate, the related kingdom's reputation does get highlighted. I'm trying to make everything as easy to handle as possible. The new pirate marker, which is primarily necessary in the undead kingdom, seems to annoy some players. I could remove it from the human kingdom, or only show it once and not daily, but in both cases, it could also lead to people forgetting about it. Any other ideas? At least it vanishes at night now.
The undead kingdom has gotten some QoL upgrades. The timing of when you upgrade a Mausoleum does not matter anymore, they start with another Ooze Pool, so you can go get all related upgrades if you invest into it, and the Blood Bank states that it needs dead rats now.
While Selene is one of the most powerful heroes, I have seen the repeated wishes to make her hit everything. But that is a fine line. I must preserve differences between heroes. Some might be easy to play, others might be great early, or against masses of monsters or against bosses - so that you need to switch up which other units to take and when. If every hero is consistent early, they also cannot differentiate as much later on. At the same time, when people first try a hero they should not hate them either. I'll try to improve it enough, without losing her essence.
Hope you will enjoy the changes!
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.
Feryaz
Throne room displays heroes attack description when the hero was not unlocked/played yet
Scientist does not accept units of the kingdom you are playing, so its easier to give him the units you want to
Builder comes visiting on day 13 now
Demolisher comes visiting on 19 now
The caravan can be skipped earlier now
After beating a boss all negative status effects get removed from your units
UI fate selection caravan reputation gets highlighted
UI pirate marker vanishes at night
Curiosity shop improved description
Undead upgrading Mausoleum does not reset its timer anymore
Undead start with another ooze pool
Undead dead rat is called dead rat now, so it's clear what the bank is missing
Mort is categorized as melee now
Selene is riding closer to the gate, reducing her deadzone
Selene reduced base damage by 1
Druid passive increased cooldown 3 > 3.33s
Ghoul displays piercing stat
Jailer increased damage scaling slightly
Monk displays area stat
Paladin increased base damage
Shaman's summon increased taunt range 40m > 50m
Troll evolution increased cooldown 1.5s > 2s
Fixed workers taking more jobs than assigned when sending them to work very early first day
Fixed game resuming behind pause menu when coming out of any screen
Fixed combat events like onkill happening too often
Fixed villains standing still in the distance maybe
Fixed hunter building sprite door placement
Fixed Alaric self heal passive
Fixed Bee not displaying it does plant damage
Fixed Bee description bounce amount
Fixed Endboss getting damaged by monsters hitting units
Fixed Endboss getting damaged by thorns
Fixed Lich achievement
Fixed UI relic catalog economy relics do not appear to be examinable
Fixed burn also stacking for enemies
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.
Hey everyone 👑
I have some cool new stuff again. With every update I think that I have fixed the most pressing issues now, only for you to find more stuff that totally needs my attention. But hey, I'm so happy the game is finally out and to get so much new player feedback. I'm still processing it all and will tell you about my plans soon.
The most important new feature is that you can read the tutorials again if you want to. Press T/Select to open a list of all previous tutorial messages. I hope that will be helpful.
Another often requested feature was to keep the game speed on the next day. But as not everyone wanted that, I've added it as an option in the settings. Some people seemd to really dislike that the leaderboard was always visible on the title screen, which I did not consider at all. You can hide it now.
Endgame glory highscore chasing was too random, so the ritual in the church also increases the chance for provokes now. I've also added two new dialogues to the current ending of the game, as a little reward for completionists. It's crazy to see how fast you have been!
The weather chances have been increased, especially those of the most special types. The merchant gives you a coin more to be more worthwhile. Some of the less used units got buffed. The treant has lost a bit of damage, but might even still be too strong. He is such a good tank and crowd control already, and doing so much damage does not really fit the archetype either.
Then we have some small monster adjustments. The ghost seemed especially bad and should be a little less frightful now ;)
And, of course, a ton of bug fixes and improvements in clarity again. The geologists still not working without flag was especially bad for new players.
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.
Feryaz
Human King added a dialogue after you've beaten the game
Undead Overlord added a dialogue after you've beaten the game
You can read all tutorial messages again by pressing the tutorial button (T/Select)
The ritual in the curch also increases the chance for provoke events
Added new option to the settings to keep the game speed on day switch
The leaderboard can be hidden now by clicking it
UI holding alt displays total resources if there are some in reserve
UI unit cards display attack type instead of element
Siege engines do not cause the global death sound anymore
Black Market becomes transparent after usage
Guild becomes transparent after usage
Pirates have a marker
Hermit added well done message
Endboss improved a line to be more clear
Training camp added more descriptions
Tree stump changed cancel button
Humans road after stump is free
Undead Sewage increased production time 22s -> 23s
Increased default chance for weather 20% > 25%
Increased chances for blossom weather 1 > 2%
Increased chances for blood moon weather 1 > 2%
Recuced chance for snow by 10%
Recuced chance for thunder by 10%
Relic Dice is not sold by Amaya anymore
Relic Mug of Joy is not sold by Amaya anymore
Merchant increased coins gained by 1
Cadus reduced range so he is more consistent
Halfling reduced cooldown slightly
Marksman increased cooldown on evolution 0.8s > 1s
Mechanic increased duration 5s > 6s
Mechanic displays duration stat
Treant reduced how much power translates to damage 1x -> 0.66x
Monster Battle Mage reduced shield slightly
Monster Ghost reduced damage
Monster Ghost reduced health slightly
Monster Headless reduced health and shield slightly
Monster Rogue can be pushed away further
Monster Rogue reduced health slightly
Monster Qilin is slightly slower
Fixed geologist not working without flag
Fixed range still increases minimum range visually
Fixed being able to click the tavern message when having to place a nun/thieve
Fixed free reroll when banishing three units counting as real reroll again
Fixed sacrificing, demolishing and then building another elemental tower on the same day
Fixed Undead hauled corpses blocking the space forever
Fixed Undead bloat not spawning corpses in some cases
Fixed Undead one corrupted starting resource clickable too early
Fixed Dice not being in the relic catalog
Fixed Disease not affecting the unit with the most XP
Fixed Endboss wrong dialogue line
Fixed Endboss having a marker
Fixed Mug of Joy not being in the relic catalog
Fixed Staff of Life affecting treants mana healing
Fixed Qhe'la stun passive also possible against the player
Fixed UI school overlay max amount
Fixed UI dungeon error messages breaking button
Fixed UI unit button displaying MAX upgrade when units are in dungeon
Fixed UI sewage not displaying reduced generation time
Fixed an error happening when exiting to title screen quickly after loading
Fixed an error happening with some wagon maybe
Fixed errors happening when upgrading some heroes and units mid attack
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.
Hey everyone 👑
I was trying to write a post about the future of the Super Fantasy Kingdom, but it got too long and needs more work. So, I will just share the latest patch notes instead.
It was a rather small patch, mostly focused on fixing bugs. But I wanted to get it out for the weekend, so people can enjoy the game more.
The road builder is more effecient and it is explained that he goes for the closest buildings first. A much requested feature was seeing the heroes class and attack type when choosing relics. This is only a short term solution, but should hopefully help a bit. The range stat does not increase the minumum range anymore (but the displayed range is still wrong, will be fixed next patch!). Then some small UI and clarity improvements again.
After the community reported how easily the Monument could be abused to amass faith I've increased the cost, but I'm not too sure about this change yet.
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.
Have a great weekend!
Feryaz
Hero equipment bar has some simple icons for class, role, mobilty and attack type
Range does not increase minimum range as well anymore
Humans road builder does not need to improve the road under buildings themselves anymore, making the process faster
Humans windmill UI displays icons for carriers working
The "drag your units" tutorial comes up every day if you only have one unit and its on the bench (below 10 maxglory)
Hermit tells you how to increase curse level so you do not miss it
Relic Forbidden Fruit warns of its endless nature
Monument increased costs 15 > 18 faith
Undead soul hunter increased storage capacity
Fire Elemental reduced range so he can hit the phoenix
Brazier reduced health scaling by 30%
Villain Thief increased mana slightly
Fixed Scientist unit counting for other kingdom
Fixed Wizard relic counting for other kingdom
Fixed one cause of negative faith
Fixed free reroll when banishing three units counting as real reroll
Fixed kingdom relics of the other kingdom being displayed in the catalog
Fixed some relics effects not applying instantly when paused
Fixed UI calendar on day X
Fixed UI unit sheet not displaying damage element
Fixed two bugs with zoom level resets
Fixed Human upgraded well having a special worker displayed
Fixed Undead bloat hunters going at it solo
Fixed Miniboss dropping shard when killing them after they won
Fixed Alaric not generating rage when getting the stat
Fixed Barrier causing errors on scene switch
Fixed Berserker ability description attack amount
Fixed Endboss rating dialogue
Fixed Gideon not generating rage when getting the stat
Fixed Ghost evolution not having a relic anymore
Fixed Grumdil bouncing upgrade
Fixed Sheva not generating rage when getting the stat
Fixed Thea not generating rage when getting the stat
Fixed relic Dice cost of follow up rerolls
Fixed relic Fire Shield sometimes not working maybe
Fixed relic Forbidden Fruit could prevent other events at night
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.
Hey everyone 👑
I slept for a whole day, went for a big walk with Mio and had a great dinner with my family. Then I wanted to fix one small thing and just could not stop again. It is hard to see you having problems that I can easily solve and just do nothing. But I had a blast! And it is much easier to work when nobody expects anything from you 😂
The big change is that the caravan feature gets unlocked after beating the second boss now. Each time you select your fate, you gain reputation with one of the other kingdoms. Once you have enough reputation they send a caravan with items. The feedback was very clear that build variety was lacking early, and items are a great way to give agency to the player.
Two often requested features were a catalog of bosses to see which ones still need to be beaten, and healthbars for mini-bosses. I'm happy I could implement that so fast. The resource UI was also improved to always display the current stars, and display the amount of super metal in overlays. The gamepad support has also been improved.
Most of the other changes are related to clarity, tutorials, and descriptions again. It is good to see fewer and fewer questions coming up, and I also got some great tips on how to explain things better from the community. One of those was to add help messages to the death screen. One could be "You can build the bonfire multiple times", shown after 400 glory. But of course it should start much simpler. Please share your ideas in the comments! What hint would have helped you?
And then we have a myriad of bug fixes. The balance adjustments also become a lot smaller. All together, a really good update, I hope.
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.
Now back to my break!
Feryaz
The caravans get unlocked after defeating the second boss now
Added a catalog of all bosses to the unlocks menu
Added a tutorial for the first time a unit goes hungry
Added hint that you need to give items to units
The elemental tower can be clicked to read the tutorial again
Removed the word stars from evolution description to prevent confusion
Improved boss chest description to include that you get relics based on your units
Improved black market description to state it can only be used once per cycle
Improved relic tutorial to explain that every unit has one relic
Human road builder improved description to include how he targets
Human forager overlay displays amount of thickets
Undead improved thieves description
Undead Candy shop improved description
Undead Library improved description
Throne room canceling crafting opens the armory
UI minibosses have a health bar now
UI moved stars and banish amounts
UI added super metal to top bar where stars were before
UI Markers are white now
UI gamepad middle of the screen is not weirdly preselected anymore
Disabled resolutions below 720p
Disabled pause menu after game over
Undead Candy shop increased candy capacity
Undead start with one bonepile less
Undead start with one rock more
Undead trader reduced coins received 10 > 9
Item Overshield can only be given to units with shield
Qhela reduced poison stack potency effect
Abomination increased base damage 10 > 13
Bone Golem does not apply fatigue anymore
Book Bloat increased cooldown 2.5s > 3s
Miner has learned to aim
Swordsman reduced min range 10m > 5m
Villain Butcher does not come as close
Fixed tutorials freezing the game if they display a button that was rebound to numpad
Fixed scientist eating a unit does not reduce count of hungry units
Fixed minimizing scientist and sending unit to dungeon before giving it to him
Fixed wizard cards to select not being shown if you did not finish a run with them yet
Fixed scientist and wizard choice resetting on entering unlock screen
Fixed scientist and wizard choice resetting when exiting throne room
Fixed planter growing wild wheat
Fixed upgrading a unit before selecting slot
Fixed moving a unit when fate overlay pops up
Fixed selection of middle option with gamepad
Fixed siege shop grayed out cards
Fixed evolution buildings vanishing
Fixed caravan not visiting on day 16
Fixed two caravans on the same day
Fixed midday caravan counting as reroll if there was one on the morning
Fixed empty save files being backed up (and overwriting the real backups)
Fixed throne room being able to click during kingdom leveling
Fixed Undead thieves hut only being upgradeable once
Fixed Undead thieves hut not clickable after canceling
Fixed Undead edge of map visual bug
Fixed Undead graveyard task
Fixed Undead bloat hunters not going for the same one
Fixed Humans thicket icon in hunter's hut is not updated
Fixed Humans watermill being clickable before reaching it
Fixed Humans watermill being called village
Fixed Archer evo attach description stating wrong amount of arrows
Fixed Banshee evo passive displaying wrong stat
Fixed Bee upgrades increased cooldown
Fixed Bee upgrades piercing stat not increasing
Fixed Endboss avatar
Fixed Crimson Heart relic
Fixed Kraken being stingy
Fixed Thorny Whip being displayed as belonging to Dryad instead of Treant
Fixed barrier causing an error sometimes maybe
Fixed something else but never wrote it down
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.
Hey everyone 👑
this is the final patch of the release week frenzy. Some great quality of life stuff this time:
The tavern animation has annoyed people after a while, so you can skip it now by clicking on the "Enter Tavern" banner. Then I further improved the armory chances, so you do not gain duplicates as often. And the auto-disabling of special jobs has been removed. It was not necessary anymore now that the descriptions are more clear.
One great idea came from Caidryn in the steam forums. Hero equipment slots are unlocked with total glory now, which should make it a lot more motivating to try another hero. He has the slots you unlocked already, and it helps you to unlock more of them for all other heroes as well.
And then we have the usual improvements in clarity: A new tutorial for fate and the undead graveyard function, the markers are more noticable, and multiple descriptions have been improved.
It does also seem like the balance is finally getting into a better spot. I am so happy to see more of you having fun with the game now, and there also seems to be a lot less frustration. Looking back at this week, I think the progress has been phenomenal. Eight patches with substantial changes in seven days. Also, how we had no big or game-breaking bugs. I rarely talk about it, but this is my first game. I should be proud about that.
I'd love to take this energy and determination into the whole early access period, but I will need your help on the next steps. Please come into Discord and help with suggestions for new and existing content. Do not forget to leave a review, that helps so much. Or share the game on any other way.
But, due to popular demand, I will take it a bit slower now 😅 After all his patience with me, I do want to take Mio on some trips. And I do have a few "I'll do that after release" appointments next week.
Hope you have a great weekend! ːsfk_mioː
Feryaz
Clicking on the "Enter Tavern" banner skips the tavern animation
Hero equipment slots are unlocked by total glory now
Further improved armory chances so it's more likely to get one of each first
All siege engines have individual coin costs now
Added a tutorial for fate selection
The graveyard gets explained during the undead tutorial
The markers are a lot more noticable
Evolution building vanishes if the evolved unit is gone
Item Rejuvenation cannot be equipped by mana units
Added targeting mode for units that attack a fixed position
Curse requirement description a little more clear
Undead Hunter upgrade improved description
Humans reduced some star requirements
Thickets removed flowers so it looks even less like a bush
Removed the special job auto-disable thing
Paladin increased base damage
Bone Golems are slightly slower
Demon Spider reduced damage slightly
Dragon's fireball does not apply burning anymore
Dragon's fireball vanishes on his death now
Gyrocopters's bomb vanishes on his death now
Magister reduced damage very slightly
Phoenix comes 10m closer now
A lot of monster adjustments in the last week
Fixed Mort last quest step
Fixed negative faith maybe
Fixed pause menu corpse keyword
Fixed training grounds not clickable
Fixed experience scroll not clickable
Fixed flag mode button vanishing when hovering lumberyard or farm
Fixed Crossbowman not displaying pierce stat
Fixed Dryad applying water damage instead of plant damage
Fixed inactive swarms being hoverable
Fixed Humans geologist hut description
Fixed fate selection cards border
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.
Hey everyone 👑
here are the patch notes for yesterday's patch. Sorry for the delay this time.
The big change is that all deposits are explained in the pause menu glossary now. That should help with multiple questions that came up repeatedly, such as how to get more thickets and especially how the undead economy works. The mini-boss fight and the upgradable buildings in the world are also more clear now.
The balance finally seems to be becoming better as well. I see a lot more of you are having fun with the game now and are not as stuck anymore. That is more like the game was meant to be played. Of course, it's still not perfect and I'll keep working on it.
But the big focus of this patch was fixing bugs. I've tried to fix the ones with the most influence on your runs. When you get a relic and it does not work, that can potentially doom a run. So this should also help with balance of course.
Next patch is already in testing and should be released later today.
Feryaz
Added all deposits (trees, fields or rocks) to the pause menu dictionary in both kingdoms
Added another early super metal to both kingdoms
Added another shard chest to both kingdoms
Miniboss improved description to include the rules of the fight
Upgraded buildings in the world explain what they do
Undead increased natural spawn limit of bloats to 2 to support Big Daddy
Cadus increased speed
Bone Golem cannot be sacrificed anymore
Bloat Book cannot be sacrificed anymore
Bone Golem cannot be buried anymore
Bloat Book cannot be buried anymore
Scarecrow is categorized as Support now
Demon Spider reduced damage slightly
Dragon's fireball vanishes on combat end
Gyrocopters's bomb vanishes on combat end
Gyrocopter reduced speed slightly
Phoenix reduced self-heal
Monster Ghost reduced damage
Monster Devil reduced armor 33 -> 0
Monster Headless reduced speed slightly
Monster Qilin reduced speed slightly
Monster Rogue reduced speed slightly
Monster Shaman reduced damage slightly
Fixed workers refusing to stop working a job (mostly on the first day)
Fixed Humans geologists not working without flag
Fixed Humans cannot build kingdom buildings multiple times
Fixed Humans dialogue with Merchant missing actor
Fixed Undead upgrade buildings being clickable before reaching them
Fixed Undead pirates could be sent out before unlocking them, but never came back
Fixed Undead Mort task at hospital not working
Fixed training grounds wanting to train sacrificed units
Fixed hospital reviving sacrificed units
Fixed hospital reviving units in graveyard
Fixed unit sheet not displaying the right damage type
Fixed unit sheet hover damage of units without attacks
Fixed Amulet of the Dead not working at all
Fixed Banshee attack description not mentioning fear
Fixed Big Daddy only working if there are more than 13 rats
Fixed Brazier not applying the burn effect every time
Fixed Cadus one upgrade not stating what about minions gets buffed
Fixed Selene upgrade description not using passive form of freeze effect
Fixed Werewolf attack rank description being incorrect on rank 0
Fixed staying in the undead kingdom after resetting save data
Fixed quest progress being rounded up in some cases
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.
Hey everyone 👑
here is the sixth update for Super Fantasy Kingdom!
The armory chances were reworked to reduce the chance for duplicate items, which did not work properly before. The game also does not revert your zoom level anymore, and the outposts that spawn items do so directly on the battlefield now.
Then we have a lot of changes aimed at making the experience better in the undead kingdom. Assigning workers and carriers should be clearer now, and their reliance on stone has been reduced.
The shard outpost is unlocked earlier now, giving you a bit more agency early to gain more shards. But that will not be enough. It seems like the ritual in the church is not clear and rewarding enough. So I would like to rework or replace the function. If you have any ideas for improving the shard balance, please share them below or in the forums.
Of course, the balance was also further improved, and a lot of bugs were fixed as well.
And thank you very much for the kind words under the last post. Waking up to so many supportive comments was a very pleasent surprise. Your support means the world to me.
Feryaz
Armory reduced chances for duplicates greatly
The game does not reset your zoom level daily
The tooltip when assigning workers differentiates between worker and carrier jobs
Outposts that spawn items do so directly onto the battlefield
The shard outpost gets unlocked much earlier
Added multiple checks before saving kingdom data to prevent data losses due to crashes in that moment
Geologist and Graverobber doubled the radius they work in
Undead Quarry upgrade costs ooze instead of blocks
Undead Blood Bank costs 7 coins to build instead of stone
Undead Blood Bank costs 5 faith to upgrade instead of stone
Undead Library has more storage capacity for books
Abomination increased base damage by 2
Boss Phoenix reduced health
Boss Phoenix reduced damage but it scales with time
Villain Vagabond reduced damage
Monsters reduced damage overall
Monster Leech stops more often
Monster Banshee is a bit slower
Monster Colossus reduced health
Monster Colossus removed armor 20 -> 0
Monster Minotaur reduced health
Fixed monster Crossbowman never appearing
Fixed keyword dictionary being visible in settings and unlocks
Fixed world upgrades tooltip showing too early
Fixed retry button in pause menu visual bug
Fixed witch tooltip error
Fixed hungry status color
Fixed pinned status color
Fixed Alarics trade quest requirement being too high
Fixed Undead dialogue with Gevald wrong order
Fixed Undead dialogue with Amaya missing actor
Fixed Bloat Book bleed keyword
Fixed Dark Pylon poison keyword
Fixed Druid radiance keyword
Fixed Cole displayed damage
Fixed Mort displayed damage
Fixed Qhe'la displayed damage
Fixed Thea displayed damage
Tried to improve behavior on application exit for some players
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.
Hey everyone 👑
Patch 5 is out and aims to solve some of the most reported problems and to clarify the most asked questions.
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.
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.
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.
And lastly, there is the balance.
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.
Added proper keyword dictionary to the pause screen
Task board removed damage type tasks from lower difficulties
Task board reworked scaling of many task requirements, especially later on
Task board reroll button is better visible
The training camp opens once you have more than one unit
Upgraded buildings in the world also display what they give on hover
Improved selection of building buttons on gamepad
Improved selection of relic cards on gamepad
Improved selection of unit cards on gamepad
Improved selection of fate cards on gamepad
Added a tooltip to the fate selection damage types
Fate selection improved description a bit
Fate selection displays if the boss still gives a star
Minibosses display a star until you first defeat them
Human quarry upgrade improved description
Item courage improved description
Bait improved spawning rule description
Nun improved description slightly
Forager improved description slightly
Fisherhut improved description slightly
Witches building disabled counter as it was confusing
Curse screen buttons are more visible
Building forge for the blacksmith is cheaper
Witch is slightly cheaper
Humans road builder is ~30% faster
Humans second village reduced star requirements by 1
Undead Library increased storage by 1
Paladin increased base damage by 1
Boss Magister is slightly slower
Bigger monster adjustments for days 18-21
Fixed selecting outposts with gamepad
Fixed evolution buildings only counting for one of that unit
Fixed relic Recycling not working
Fixed relic Archaeologist not working
Fixed Clown ability description wrong amount of bones
Fixed Djinn sometimes stops attacking
Fixed Djinn's passive costing mana
Fixed Dryads relic Magic Beans not being accessible
Fixed Paladin having range stat
Fixed Black Market when having 16 units
Fixed giving a unit a very long name breaks its sheet
Fixed wrong line in a dialogue with the scienstist
Fixed geologists not working without flag if there is no goldmine
Fixed exit button not being green without being hovered
Fixed tooltip of corruptions behaving weirdly
Fixed Humans kingdom level 25 road
Fixed icons in building names not supported on cards
Feryaz
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.
Hey everyone 👑
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.
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.
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.
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.
Siege engines getting destroyed does not count as a death anymore
Humans thickets are also brown to make them less likely to be confused with bushes
Items in the world are always visible now
Kingdom switcher is more obvious now
Give up description states that it is related to combat already having started
Exit button is green to display that you can click it without losing anything
Bone Golem reduced attack speed by 30%
Cadus increased base damage by 1
Clown increased base damage by 1, but reduced scaling slightly
Boss Magister reduced speed
Monster Leech reduced health by 1
Monster Leech does no damage anymore, just applies poison
Monster Arcanist reduced damage slightly
Monster Bard reduced damage
Monster Bee reduced damage
Monster Banshee reduced damage slightly
Monster Banshee reduced resistance 40 -> 30
Monster Battle Mage removed armor 30 -> 0
Monster Battle Mage increased resistance 15 -> 25
Monster Colossus reduced damage
Monster Cyclops reduced damage slightly
Monster Berserker removed armor 25 -> 0
Monster Dinosaur reduced damage
Monster Minotaur removed armor 30 -> 0
Monster Treant removed resistance 25 -> 0
Monster Shaman increased damage
Monster Paladin reduced health and damage
Fixed being able to call the Scientist before unlocking him
Fixed swapping tax mode after skipping a cutscene
Fixed Rickards damage being displayed wrongly in his sheet
Fixed item Rejuvenation icon
Fixed flag button wanting you to update mine
Thank you for your patience!
Feryaz
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.
Hey everyone 👑
After finally getting some rest, I’m excited to share the final update of the release weekend with you!
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.
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.
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!
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.
Reduced hero costs even further (sorry about no refund system)
You can only buy siege engines if you have enough place for them
Kingdom buildings can be built multiple times
Kingdom leveling is faster
The first curse level only requires 800 total glory
Building upgrade descriptions include that they cost a coin now
Builder description improved to explain that you need to build the blueprint you get
The item tutorial only comes up the first time clicking on an item
Paladin increased damage scaling greatly
Boss Giant reduced damage slightly
Boss Magister reduced damage slightly
Boss Phoenix reduced resistance 37 -> 24
Monster Arcanist reduced mana 87 -> 86
Monster Battlemage reduced mana 99 -> 97
Monster Berseker reduced health 91 -> 90
Monster Bee reduced health 72 -> 71
Monster Banshee reduced health 76 -> 75
Monster Colossus reduced health 126 -> 125
Monster Dinsaur reduced health 58 -> 57
Monster Leech removed armor 15 -> 0
Monster Leech reduced health 40 -> 38
Monster Lich reduced mana 48 -> 46
Monster Minotaur reduced health 120 -> 119
Monster Pixie reduced damage slightly
Monster Runescribe reduced damage slightly
Monster Shaman reduced mana 46 -> 45
Monster Storm Caller reduced damage slightly
Monster Storm Caller reduced health 85 -> 83
Monster Treant reduced health 116 -> 113
Monster Vampire reduced health 25 -> 24
Fixed game not loading when you entered tavern while still having to place a unit
Fixed entering tavern when wanting to deploy a nun at night
Fixed gamepad not being able to select anything after going back into a minimized card selection
Fixed game still ending with boss chest not collecting
Fixed drops not being auto-collected mid-flight when entering the tavern
Fixed default langauge being set to portuguese for players with turkish system lanuage
Fixed forager tutorial displaying image of fisher
Fixed wrong line in a boulder related dialogue
Fixed caravan visiting in the morning not arriving in their kingdoms style
Fixed error when hovering upgraded farm in some cases
Next try to fix that rare bug for one player mentioned last patch
Thank you :)
Feryaz
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.
https://steamcommunity.com/sharedfiles/filedetails/?id=3592251705
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.
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!
Heroes from other kingdoms cost 5 shards less to unlock in the throne room
Special jobs get automatically deactivated once your coins are empty
Replaced the tutorial done sound effect
Humans Tavern can hold up to 32 berries so you can get another nun
Giant reduced health 2200 -> 2000
Goblin King removed armor 24 -> 0
Magister reduced movement speed slightly
Monster Arcanist reduced damage slightly-Monster Berserker reduced health 92 -> 91
Monster Bee reduced health 73 -> 72
Monster Colossus reduced health 127 -> 126
Monster Cyclops removed armor 30 -> 0
Monster Efreet reduced damage slightly
Monster Dancere removed armor 12 -> 0
Monster Dinosaur reduced health 59 -> 58
Monster Druid reduced damage slighlty
Monster Magus reduced mana 47 -> 46
Monster Ghoul is a little slower
Monster Halfling is a little slower
Monster Leech reduced health 41 -> 40
Monster Lich stops more often
Monster Marksman reduced damage slightly
Monster Pixie can be knocked back further
Monster Runescribe reduced damage slightly
Monster Satyr removed armor 15 -> 0
Monster Shaman reduced mana 48 -> 46
Monster Storm Caller reduced damage slightly
Monster Storm Caller removed armor 15 -> 0
Monster Vampire reduced health 26 -> 25
Fixed leaderboard "global" and "friends" not being localized before switching leaderboard mode
Fixed item Overshield being categorized as from Nature kingdom
Added error handling to prevent a unknown rare bug at the end of the run for one player
Again, thank you so much for all the support,
Feryaz
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.
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!
The day does not end until you opened the boss chest
Units on the bench are more faded out
Goblin King minion reduced health slightly
Magister reduced health 2140 -> 2000
Monster Bee reduced resistance 24 -> 20
Monster Bee reduced move speed
Monster Cyclops reduced health 83 -> 81
Monster Cyclops reduced damage slightly
Monster Dancer reduced armor 15 -> 12
Monster Dancer reduced damage slighly
Monster Dinosaur reduced health 60 -> 59
Monster Dinosaur stops for longer when walking
Monster Efreet reduced mana 33 -> 32
Monster Halfling reduced damage slightly
Monster Ghoul reduced health 48 -> 47
Monster Leech reduced health 43 -> 41
Monster Lich stops walking every 4s for a short time
Monster Magus reduced mana 48 -> 47
Monster Marksman reduced damage
Monster Pixie reduced damage
Monster Psion reduced damage slightly
Monster Runescribe stops for longer when walking
Monster Satyr reduced health 39 -> 38
Monster Shaman reduced damage
Monster Storm Caller reduced health 87 -> 85
Monster Vampire reduced damage slightly
Fixed monsters always appearing as new on their cards
Fixed assigning and unassigning workers default buttons being switched
Fixed Gideon appearing before you can even solve his quest
Fixed tutorial upgrade unit image
Fixed Gevald standing on tree in forest
Fixed unit sheet duplicate keywords
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,
Feryaz
Hey everyone! You read that right – we have an official release date. Super Fantasy Kingdom is set to launch into Early Access on October 24, 2025.
In just a few weeks, you’ll be able to begin rebuilding your kingdom and fending off the monstrous hordes that want to see your city fall.
I hope you all are as excited as I am! While you wait for launch day, be sure to check out our new release date trailer:
And if you haven’t already, join the official Super Fantasy Kingdom Discord so you can celebrate with your fellow rulers, and wishlist the game on Steam so you can pick it up the moment it launches into Early Access. Thank you for being part of the Super Fantasy Kingdom journey so far! I can’t wait to share the game with all of you soon.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Super Fantasy Kingdom, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Super Fantasy Kingdom statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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