Update: Version 1.3!

Mercenaries of the Kingdom: First Blood

Party-based rogue-lite RPG set in Earthial, a fantasy world. Hire various races of mercenaries, equip them, create battle formations, and grab the loot! Kill tens of thousands of enemies using steel and spells!

Hi, Captains of Fortune! If you like the game, I invite you to leave a [b]review[/b] on the store page and give me some [b]feedback[/b] in the Community Hub so that I can gradually improve the gameplay of MOTK:FB. [h3]CHANGES IN VERSION 1.3:[/h3] - I removed x3 speed from battles. Since I'm sure someone will be dissatisfied, here are the reasons for this choice: 1) It created a lot of bugs! Several users noticed that it generated problems with magical attacks and thrown weapons, but in reality, it generated other less visible but annoying problems, such as the incorrect calculation of damage received from status effects in the case of a large number of enemies involved. 2) The excessive speed of movement contrasted with the "medieval" setting of the game, as it is not intended to be a frenetic game but a tactical one (and perhaps even relaxing at low difficulties). 3) In Early Access, the maximum game speed was x2; I increased it to x3 and x5 for my own gameplay testing purposes. While the x5 was untenable for the real user, the x3 was a plausible choice but evidently not suitable for the final game. Finally, games similar to MOTK do not have this feature, so I think they are not a big loss, considering that the x2 speed still remains. - There is still some criticism about the mining difficulty in the early stages of the game, but it's understandable. To fix this, I increased the extraction time available before the portal closes by 60 seconds. - To help new players get started, I've lowered the difficulty of the game to level 2 instead of level 3. However, I remember that the game was developed for level 3. - I changed the attack system for thrown weapons and spells; this way, together with the reduction of the maximum gameplay speed, the problem of missing attacks should be gone or greatly reduced. Please let me know, thanks! - Since someone pointed out to me that some mercenaries were getting stuck in trees, I slightly changed the soldiers' navigation system, but I want to make two clarifications: 1) The mercenaries' navigation system is deliberately not complex so the game maintains good performance even with a very large number of soldiers. 2) You can solve this problem yourself, at any time, by pressing the button to open the Training mode; in this way, when exiting this mode, all the mercenaries will recreate themselves in your position. That's all for now; see you in the next update! [h3]FACE THE HORDE, GRAB THE LOOT, CROSS THE PORTAL.[/h3]