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!
Super Fantasy Kingdom can now be played in [b]English[/b], [b]German[/b], [b]Italian[/b], [b]Russian[/b], [b]Polish[/b] and [b]Brazilian Portuguese[/b]!!! I was hoping to maybe get there for release, but you wanted to help so much I just had to work on translatability. I am so very [b]thankful[/b] to all the community members that helped to make this possible.
[url=https://discord.gg/bdjvSJJwCX][b]Join the community on Discord![/b][/url]
Unfortunately I've been sick for a few days now. I probably need a bit of rest after all. So sadly not much creative progress on the game itself this week.
[h2]Questions[/h2]
With the new influx of players a few questions come up very often:
[h3]When? How much?[/h3]
[b]I don't know![/b] I'll gather all your feedback and make a plan. I will definitely not rush it.
[h3]Who is the developer?[/h3]
I am a solo developer. Feryaz Beer, 31 from Germany. This is my first gaming related project.
[h3]Why this?[/h3]
I worked as software dev in the tourism industry, but that came to an end with corona. Then I played the genius game [url=https://store.steampowered.com/app/813630/Supraland/]Supraland[/url] and it just sparked me.
[h3]What was the idea?[/h3]
One key memory is Dwarf Fortress. I had the whole base producing heavy stuff and loading it into mine-carts. Those were propelled and then derailed to crash into incoming enemies, spilling all the goods to hopefully incapacitate the whole wave. Stupid, but it was so fun to see how far you could take it by optimizing the base.
So I thought about all these elements that really captivated me. And I realized that they could reinforce each other.
[h3]How was development?[/h3]
Started almost exactly one year before demo release. I had no big plan, but a very clear vision. Since then there was not a single negative day - only forwards. I think ~1% was cut. I followed my gut instincts and it somehow worked out. No idea how.
[h3]And the demo release?[/h3]
I received the news of getting featured at TactiCon one month prior. But I was still at designing. So I decided to crunch to make it possible. Spend two weeks only on visuals for the trailer. A week for the tutorial, feedback and polish. Then followed a craze between marketing and finishing the game. The relics you get from the boss, a very important part of the loop, were added two days before release. And then I had just one day left for balancing. So this is really not a carefully crafted demo, but just what I could realize on that random day. A [b]tasting[/b]. That's why its so rough.
[h3]Relation to Hero's Hour?[/h3]
[b]None[/b]. We just bought the same art by the very talented [url=https://iknowkingrabbit.itch.io/]Aleksandr Makarov[/url]. I have also never played Hero's Hour. ThingOnItsOwn is a really great guy and was very welcoming to me and this project.
[h3]Inspirations?[/h3]
So many. Dwarf Fortress, Settlers, Loop Hero, They Are Billions, Hades, HoMM, Stronghold, and a lot of TD games. While it now seems like Vampire Survivors was a big inspiration that only came in pretty late in development.
[h3]How to unlock jester?[/h3]
Be funny.
[b]If you have any other questions post them in the comments![/b]
[h2]Changelog[/h2]
[b]Demo Build #20[/b]
- Graveyard revives the unit after combat
- One additional job can be assigned to the Windmill
- Improved starter resources UI
- Increased weight of mini-bosses
- Increased scaling health of bosses
- Fixed shield (and health) resetting when moving a unit
- Fixed elementals staying dead
- Fixed sacrificed units going into tavern
- Fixed Griffin not attacking
- Fixed Amaya being called Cartographer in dialogues
[b]Demo Build #21[/b]
- King stays longer at buildings and only visits lumberyard, quarry, farm and mine
- Metal arrow applies to Gremlin
- Reduced Gremlin base damage and knockback
- Reduced Runescribe range
- Fixed shield bar flickering
- Fixed Shaman damaging minion
[b]Demo Build #22[/b]
- Veins have priority over deposits in the world
- Cannot invite the same guest multiple times anymore
- Changed world event wheat sprite
- Increased amount of treasure from bosses
- Increased Dinosaur base and scaling health
- Increased Shaman doe scaling health
- Fixed Bonfire invite building (allowing curse 6)
- Fixed hero upgrade shield buff reset on moving units
- Fixed hero upgrade shield buff applying multiple times
- Fixed upgrading and leveling units reset their shield and health value
- Fixed graveyard not reviving unit
- Fixed Runescribe hitting the same target more than once
- Fixed Ghost achievement
- Fixed Skeleton buff ability
- Fixed default magnet range
- Fixed display of health and shield values below 1
- Fixed Shield relic description
[b]Demo Build #23[/b]
- Added the languages German, Italian, Russian and Spanish!
- Whole game (but attacks and rank descriptions) translatable
- Elemental received is influenced by the weather
- Hunter also has a red sign when not enough animals for assigned jobs
- Fixed a hero upgrade crashing the game
- Fixed jailer achievement
[b]Demo Build #24[/b]
- Added Polish language!
- Portal and stables are instant now
- Geologist chance for gold a bit higher
- Fixed portal offering no units
- Siege engines and elementals do not go to the tavern anymore
- Fixed some common relics upgrades
[b]Demo Build #25[/b]
- Added Brazilian Portuguese (WIP)
- Made multiple missed spots translatable
- Fixed all unit cards having green checkmark
- Fixed ticking status effects triggering multiple times at once
[b]Demo Build #26[/b]
- Story also available in Brazilian Portuguese!
- Minor fixes