Face reveal for 5000

Super Fantasy Kingdom

Rebuild your kingdom and explore a vibrant fantasy world in this roguelite city builder. Defeat hordes of monsters with a unique team of defenders as you harvest, build, mine, cook, brew, and grow. But if your defenses should fail, be prepared to watch it all burn!

[b]5000 Discord members![/b] That number is unbelievable on its own. A milestone. To have so many people interested in the game is crazy. But what I'm even more surprised is the general atmosphere. I see so much [b]respect[/b], [b]good discussion[/b] and [b]fun[/b]. Nobody spoils or trolls, but so many are [b]helpful[/b]. It just feels like we all have the common goal to see a good game. That is so very [b]motivating [/b]for me. And it already had a big impact on the game in just a few weeks. So again, [b]thanks[/b]! [url=https://discord.gg/bdjvSJJwCX]Join the discord community![/url] I wanted to just forget about this interview, but well gotta give something back ;) [previewyoutube=2e3bzzVQ3zs;full][/previewyoutube] [h2]Changelog[/h2] [b]Demo Build #33[/b] - Merchants offer can be rerolled now - Tavern marker showing who eats goes up and down instead of flickering - Reworked Crossbowman - Reduced Satyr and Dinosaur knockback by ~20% - Reduced Gremlin scaling damage by 30% - Reduced Lizard cooldown by .25s - Reduced Jester cooldown by .5s - Increased Fighter base shield by 1 - Increased Ghost base and scaling damage by 25% - Increased Whraith cooldown by .25s - Fixed level up screen stats being wrong - Fixed directional attacking units not alternating when placed on gate - Fixed Monk rank 3 description [b]Demo Build #34[/b] - World events and guest offers are predefined now - Geologist chance increases when they find a sign, but it resets when they find anything else - Knight does not follow targets endlessly anymore - Crossbowman does less damage the more often he hits the same enemy - Reduced Crossbow scaling damage by 50% - Reduced Crossbow's bolts movement speed by 15% - Increased Crossbow's base damage from 2 to 4 - Clear tooltip before going into tavern [b]Demo Build #35[/b] - Saves have backups now in case of crashes during saving or accidental resets - Geologist findings are predefined now - Moving a unit resets its cooldown - Day does not end while there is no tavern - Changed thickets flower color so it does not get mistaken as bush - Linked Wiki in main menu - Lich is Mage now - Jester is Ranged now - Shaman's Doe getting hit does not count as breach anymore - Shaman's Doe spawns directly in front of the first unlocked unit spot in the column - Reduced Crossbowman damage scaling by 25% - Reduced Lightning Elemental damage scaling by 25% - Increased Sharpshooters cooldown from 0.5s to 0.75s - Improved Deathpriests hitbox - Fixed total statistics only counting the last two days - Fixed Jailer achievement (untested) - Fixed exit animation when skipping Merchant or Witch - Fixed an error when Shaman's Doe gets spawned [b]Demo Build #36[/b] - Tavern summary screen! - All monsters have a bit less health - Fixed bug in worker path finding that prevented some routes - Fixed unit buildings displaying unscaled stats [b]Demo Build #37[/b] - Improved knockback to feel a bit more natural - Improved timing on skipping tavern summary - Added experience amount to tavern summary - Level always visbile in tavern summary - Reduced cost of Demolisher from 5 to 2 ingots - Reduced Ghost passive buff for dark damage from 50%/100% to 20%/40% - Reduced Treant passive buff to health from 5/10/20/50 to 3/6/12/24 - Reduced Lich's damage scaling by 50% - Reduced Archlich's range by 40% - Increased Pixie damage scaling by 15% - Increased Monk damage scaling by 5% - Halfling's shot have a little knockback - Fixed some items only applying their effect after a unit gets moved - Fixed triggering attacks or passives by moving units - Fixed a few stats not resetting properly - Fixed no icon in tavern summary when units get nothing to eat - Fixed Treant rank descriptions [b]Demo Build #38[/b] - Reworked animal spawns - Each morning one new animal spawns, but only when there are less than three animals in total - Whenever a thicket gets destroyed (by the demolisher) one additional animal spawns - Units health value gets displayed when hovering over its button - Improved performance of damage numbers and status effects greatly by reusing them - Reduced Marksman damage scaling by 30% - Reduced Marksman health scaling by 50% - Fixed Armor's upgrades [b]Demo Build #39[/b] - Damage against shield is always displayed in blue damage numbers - Added support for crits to blue damage numbers - Boss chest can be rerolled - Boss chests use predefined randomness - Spawned animals use predefined randomness - Resources in the world use predefined randomness - Breaches do not affect glory anymore (temporary test) - Fixed dead units getting experience - Fixed heal status using burning fx - Fixed moving a unit after it started an attack could lead to problems - Fixed Shaman spawning doe at the wrong position - Fixed the game trying to spawn animals on exit - Fixed empty line in UI after banning [b]Demo Build #40[/b] - Added effect dictionary system that displays explanations next to unit sheets and item cards - Marksman increased range by 20% - Djinn increased damage scaling by 25% - Cyclops reduced cooldown from 3.5s to 3.4s - Skeleton reduced buff for dead units by 50% - Reduced Jailer achievement requirement to 89 - Fixed Knight's ability Inspire - Fixed bleeding status having the adverse effect [b]Demo Build #41[/b] - Separated curse from hero powerups - Curse levels get unlocked by beating the demo instead - New selection for curse level once unlocked - Removed hero powerups revival, curse and magnet - Doubled price of hero powerup Banish