In addition to the next update "Wildlife", I've been focusing my efforts on improving and sanding down rough edges on what's already in Kainga! Let's see what's improved:
I won't go into any new content that's being added in just yet, only changes to gameplay you can expect!
New Synergy System
I've been listening to feedback and the synergy system, or "unique" technologies as they're known in game, weren't clear and didn't allow for customization.
Originally, if you had multiple techs that could synergize, it would pick one at random and grant it immediately. Many players didn't even realize the synergy had taken place, sometimes it caused problems and resource problems.
Now, when a synergy is available, it will be granted similarly to other technologies, in a Thinker's ideas. This way you have the freedom to pick which synergy you'd prefer, or deny them all! With over ** synergy technologies, it was a shame to see players not realize this was a part of Kainga!
Memory System
Late game players will know, that the memory system was a bit broken.
Originally, with all memories unlocked, you could start with 3 free techs in addition to the 3 starting nearby inspirations meant you were at 2 festivals almost immediately. This also made the search of technologies obsolete as it was often not even necessary to leave the campfire.
Now, memories are guaranteed to appear in that tech's category once! This ensures that you still are able to get the techs that you saved in memory, but don't have to.
Beast Improvements
Many beasts now have different ways that they spawn, reproduce and can be killed. They also now have cloth banners when tamed to indicate which team they're on.
Other improvements
In addition to the above, a lot of fixes have been made including to rarer techs like the Gosanke Harborhouse, a much needed improved system to get units out of boats, the ability to deconstruct and reconstruct all structures, improved town AI structure placements, claimed areas are now cylinders instead of spheres, and many, many bugfixes.
The goal here is to improve how Kainga feels to plan and make it a better experience overall. Keep your eyes open the next post on the next update! -Kainga Dev
Kainga Patch 0.6.15
Hello! Just making some final fixes before starting on some larger changes. Hopefully ladders will be much more reliable now! I really think I got it this time. Also, there was an invincible tree bug which was annoying me.
The Skyloft has been updated to make it so there's a better sense of progression for new players.
Enjoy! -Kainga Dev
Changelog 0.6.15
Changes: - Climbing Poles are more picky about placement - Climbing Poles can now be placed horizontally - Improved pathing on ladders - Added an even taller version of the ladder - Removed the attack notification when Jeera takes 0 acid damage - Units now flee from Trudgers - Fixed an issue of invincible trees - Fixed the Lamba house to place correctly - Fixed the Rotunda’s special ability - Fixed the UI elements and resource requirement of Silk Outfits
The Last 6 Months in the World of Kainga!
With the newest update, "Clothing and Stone" now out, I wanted to look back at how far we've come!
But first! Here's a new mini-trailer for the most recent update!
It’s now been just over 6 months since Kainga’s Early Access release in November of 2021, and I’d like to take a moment to see what’s been accomplished since.
Looking through the changes I’m absolutely SHOCKED at how much has been added and improved over such a relatively short amount of time.
The “Trade and Travel” update brought multiple trade systems between towns and wandering traders, relationships and improved neighboring towns' AI.
The “Inventions” update included a bunch of new technologies like cloudcatchers, balloons and the synergy system, allowing technologies to be paired to make unique combinations.
Finally, last week “Clothing and Stone” brought new weather, clothing and and resources to Kainga.
These major updates also added 3 new mapsThe Edges, The Towers, and Ice Ridge as well as 3 new Thinkers, as well as an entirely new quest system has been added to keep track of your progress and rewards.
In total, the number of available technologies have nearly doubled from 115 to 223 techs including new houses, festivals, beast attachments, transportation methods and 40 synergy technologies.
There are now 13 different unit types, up from 5 at launch such as priests and grenadiers, greatly adding to complexity and possible interactions.
3 new beast types have been added for a total of 10 massive beasts that wander the lands and can be tamed, built on or fought.
From just 5 boat types originally, there are now 16 different transportation types, not including escape vehicles.
But what I’m really impressed with is all the “minor” changes and those that are behind the scenes between then and now. All the fixes and QoL improvements that greatly enhance the experience of the every-day player. Clarifications, tooltips and pathfinding additions, AI and pacing improvements, sound and music implementations, and overall gameplay enhancements have made the game shockingly different from the version 6 months ago.
(This is actually the oldest footage I have of Kainga, way back from 2020!)
What I’m most proud of is the community of helpful, creative and kind people that have gathered around Kainga in a way I never expected. These people have seen the magic of Kainga grow from a dream to a reality over time and I couldn’t be happier to have such a wonderful community.
So I’d like to thank you as we’ve traveled this journey together to see Kainga: Seeds of Civilization to what it is now.
A million thanks, and here's to the future! -Erik
Kainga Patch 0.6.13
Hello! Thanks for all the positive feedback on the new Clothing and Stone update!
I spent some time fixing both the Ice Ridge and Towers maps, and recreated a lot of landscape pieces to make them more viable. Enjoy!
-Kainga Dev
Changelog 0.6.13
Changes: - Fixed all the ramps in the Towers map - Added a lot more ramps in the Ice Ridge map - Snow now fades from heat wave, lightning storm and over time - Re-drew all the Kala and Jeera sprites to be not so pixilated - Reduced the Firework population requirement to just 4 - Flatheads now drop meat - Trudger, Flatheads and fires now melt snow - Karma shop will now close if the scrollkeeper is killed - You can now hold ctrl to move the camera slowly (shift for quickly)
Bug Fixes: - Blastpowder boiler is operated automatically - Fixed Thinking Caps to actually appear - Ceramic and stone passives now correctly appear - Wind should appear on the Edges as intended - Fixed stilts on docks - Stilts now auto construct again - Beckoned snails can now be used in the Silk Harvester - Blessed Scaffolding will get destroyed if its attached structure gets destroyed - Fixed the bonfire fire location - Fixed the den demand UI - Plank axes will no longer make trees rain planks during a fire - Fixed the floating reeds on the Ice Ridge after a fire - Snails will once again attack fire - Fixed Kala’s end game locked memory slot
Kainga Update 0.6 - Clothing and Stone
What's new in 0.6?
Each major Kainga update in the roadmap is paired with a new playable map to introduce that update's mechanics. This update, "Clothing and Stone", is paired with the Ice Ridge map which brings with it a new snow system!
It took me a while to figure out how to make the snow deform properly, affect houses, water and your people as expected, but I'm really happy with how it turned out.
There are new snowy weather events that can occur in some of the other maps, but are focused around this new map. The Ice Ridge map is a multi-layered mountain where space and movement can be restrictive but logs, usually a rare resource, are in abundance.
With the addition of snow comes a new way to deal with weather, clothing!
I've drawn over 3000 new frames of animations and overlays to add visual flair to the new clothing and hat technologies, most of which upgrade the brave, but I also added new weapons to the synergized combat units.
Braves run around barefoot and don't have their arms covered, which isn't suited well for the snow, so I dressed them up in a new fur outfit. I also drew another outfit, made instead from silk, that doesn't protect from the cold but grants other benefits.
On top of the outfits, I drew new hats including a thinking cap, a fez with pangolin back-armor and an enchanted headband that protects the brave's mind.
Unique synergy units also got visual updates too! The shield bearer now has a copper tower shield, and the axewarrior and longbow use their correct weapons. Bee bombers wear an ancient beekeeper's mask and poofy clothing that would be useful against bees, acid bombers would have handled a lot of acid and thus have wrappings covering their burns, and firebombers wear a helmet based on the firewarriors of Populous: the Beginning.
Finally, there's also a new Thinker, this time a Thinker-pair: Kala and Jeera.
This Thinker became inseparable from their beast once he fashioned a shell for this shell-less snail. Since then they've been granted the status of "Thinker" and are known as Kala and Jeera. They focus on a defensive playstyle, using the new stone resource, and have ways of uncovering the mysteries buried below the soil!
I also added stone, termite nests and the fir tree for this update as well. Finally, due to popular demand, you can now build walls, which look fantastic too!
With this update comes a massive list of bugfixes, QoL improvements and visual and audio enhancements.
Bonfire now also grows crops and is cheaper to build
Now has festival Cliff Banners which now grows trees
Now has festival Skylamps which increase reputation
- Achiote
Now has festival Blessed Construction which grants resources of a specific structure
Now has festival Pyramid which grants bloodlust
- Ajowan
Water Bomb now also summons a boat
Now has festival Ceramic Tower which produces from production buildings
Now has the passive Ceramic Mandate
- Charnushka
Firework now spawns rain of fish
Now has festival Skypole which converts some braves into combat units
Additions: - New map: The Ice Ridge - New Thinker duo: Kala and Jeera - Added new snowy weather events - New resource added, bricks with ancient ruins to be harvested - New challenge: Monuments - Added 2 new starting islands on The Pebbles - Increased the size of the sandbar in The Pebbles - Added a new route for the Icebreaker in The Pebbles - Added status icons for speed boost, bloodlust and conversion - You can now toggle on and off resource replacement bonuses - Added animations to menus when you unlock new content - Changed combat units’ movement to NOT return to the campfire unless told to do so - Added smoke to Barracks - Added a healthbar to the Thinker cage - Fire no longer burns on sand
New Art: - Brave “Enchanted Headbands” - Brave “Thinking Caps” - Brave “Pangolin Armor” - Brave “Silk Clothing” - Brave “Snow Clothing” - New Acid, Bee and FireBomber art - Longbows, Axewarriors and Shield Bearer art
New Festivals: - Monuments - Stone Chariot - Beast Spirit House - Buried Ruins - Stone Pyramid - Blessed Scaffolding
New Synergy Techs: - Speedy Beast Incense Emitter - Covered Fishing Tower - Brick Pie Oven - Stone Arches
Plus hundreds of bugfixes and minor changes. That's it for now, enjoy! - Erik
Steam Summer Sale Announcement
Hi everyone!
I'm pleased to announce that Kainga is taking part in the Steam Summer Sale.
During the event, not only will Kainga be heavily discounted with 25% off, I'll also be releasing a new game update! There has never been a better time to pick up Kainga.
The next update will have the usual bug fixes and optimizations as well as a whole new map packed full of exciting new things to discover and explore.
There is also a secret addition to this update that I haven't shared just yet... more info on that next week. I plan to do a bit more testing and hope to release the next update some time week too.
That's not all, Kainga is also part of the City Builder Bundle, so you can get even more great games with a tasty discount too.
Whichever way you choose to support Kainga, I truly appreciate it. As a solo indie developer, even helping me spread the word by telling a friend means so much to me.
It's been a busy few weeks, with the biggest focus on bug fixing and optimisations. I did recently release a Hotfix, and you should expect more to be coming very soon.
I've also shared the latest 'Clothing & Stone' update with my amazing Kickstarter Backers! I'm sharing it quite early this time so we can work together to find issues and make changes.
This update will be available for all when I feel it's in a good place to be shared - my priority is getting things working the best it can be for everyone. Here's a little taster of the new map that will be included :)
I've teamed up with some other great indie developers to create a City Builder Bundle, offering you a discount on a collection of wonderful indie city builder games! Including a personal favorite of mine, Dream Engines: Nomad Cities by Suncrash Studio.
Kainga: Seeds of Civilization Kainga is an ancient village-builder set in an unusual land where your environment, technology and choices affect how your culture and people develop. Adapt to the pressures of the weather, tame and build on massive beasts and defend against other tribes while trying to complete challenges.
Dream Engines: Nomad Cities A survival city-building game with flying cities. Build, automate, and defend a flying city to survive in a wacky, nightmare-infested, post-apocalyptic world full of strange science and dreams. I personally love the art style, and depth this game has. SEE MORE ON TWITTER
Sumerians Sumerians is a city building game set in ancient Mesopotamia. Attract new citizens and grow by expanding your irrigation system, building walls, palaces, temples and ziggurats. Research new technologies, manage your production, hire workers, and trade.
CountryBalls Heroes CountryBalls Heroes is a game where you get to play as your favorite Countryball. Become a legend by leading massive Countryball armies. Create your forces, build master-planned cities, gather powerful artifacts and prove that your Countryball is the most powerful.
Hotfix 0.5.13
I've had to make this hotfix as there was a critical bug where inspirations would not always give technology options, but lo and behold, it's been fixed!
Here's the full changelog:
Fixed a bug where new players couldn’t get technologies
Added some effects for completing quests
Fixed the Barracks queue
Demands no longer show desired resources
Braves will no longer lose their minds when a resource becomes unavailable
Trades of food for food will no longer be made
You can send your Thinker to any part of an inspiration’s light beam
Riflemen no longer hit allies right next to or in front of them
You can now click on resources and structures under flooded water
Fixed Dock missing material textures
Kainga Patch 0.5.12
I've been doing some major fixes to Kainga to get things up to speed for the next update!
A lot of changes have been including the ability to hop OFF of tamed beasts!
Here's the full list of changes below
Also, please remember to write a review for Kainga!
All the best, -Erik
Version 0.5.12
General Bugfixes:
Fixed a pathing issue where braves get caught on the corners of bridges and storage
Everyone will not start with hats anymore
Coconuts should be automatically harvested when in banner radius
Icebreakers shouldn’t path through the land any more and the notification has been fixed
Fixed an issue with disappearing soil tiles
Re-did how the game handles resolution sizes in the settings
Raised the maximum tech limit from 24 to 42 (3 rows of 14)
All stilt types are now free
AI should no longer ask for “walls” in trades
Fixed an issue where the trade table would ask for an impossible resource
Added a platform under demands and trade tables
Made a patch of land by the flatlands pond accessible
AI Thinkers won’t wander too far from their campfire
You can now click on resources and structures under flooded water
Unit Fixes:
Corpses are again visible
Warriors can no longer block fire damage
Riflemen no longer shoot each other when bunched up
Braves now prefer closer resources to further
Braves will now not automatically attack at relationship “cautious”
During the boardgame festival, the Thinker now sits and plays with villagers
Braves will no longer get stuck under steps forever
Synergy units are now correctly spawned from their production buildings
Technology Fixes:
Bracer no longer makes Arenas unwinnable
Fixed the Water Tap placement and colors
Plank bridge is now walkable
Fixed the House Extension models
Fixed an issue where unknown techs wouldn’t appear in the shop
Bridges shouldn’t be frozen in time after being destroyed
Fixed placement issues and water visuals with canals
You can no longer be locked by having an idea with no technology
Unlocking of the secret house type works properly
Made beast technologies rarer in normal tech categories
Synergies will not appear in the world by chance any longer
Fixed a graphical glitch in the shop with unique blueprints
Increased the cost of synergies in the shop
Transport and Beast Fixes:
Fixed Firebird’s attachments, taming, notifications, attacking and commanding
Beasts and transports are now counted on the mouse cursor
Fixed notifications when taming beasts
Fixed an issue with disappearing tiles on snail’s nests
Fixed Karamana placement and stacking bug
Gokstad Corsairs no longer spawn units into the sea
Gokstads, Passarolla balloons and Walker Platforms now have and spawn on to seats
Beast pilots can now hop off of beasts
Fixed the lingering construction material on beast attachments
Transports and beast attachments now show carried resources in their UI