Hey there! I've done some further patching fixing a bunch of issues that arose from the new Synergy system, so if you had problems with unplacable buildings or synergies breaking things, I hope it's been fixed now!
I also added a new visual representation to Charnushka's ability.
Thanks for your support and I'm now working on the new map, a snow system, and drawing a lot of clothing! All the best, -Kainga Dev
Here's the change log:
Version 0.5.10
Bugfixes and Changes:
- Thinker’s starting passive now affects synergies - Bonfire festival now also gives Karma - Fixed a bug that blocked more than one movement inspiration from appearing - Hearth attachments can now be placed again - Fixed the Fertilized Crops tech so it works as intended - Fixed passive synergies like E-fish-ency and Hermitage - Also fixed a crash with passive synergy upgrades like Plank Axes - Synergy UI will now show the right 2 techs when chosen backwards - Lamba house now shows protections - Farms can be placed at the top of the Towers islands - Fixed an issue with synergy techs being unplaceable - Houses that spawn double now spawn +1 with an attachment - You can now place, rotate and cancel buildings while paused - Boats will forget enemies more easily when moving away - Selection decal should not persist when hopping on to transports - Units should face the direction of travel when in transports - Fishing tower can now not be placed slightly below ground-level, making it unusable - Added an additional check to ensure Thinker appears as the game opens - Fixed a bug where UI would flicker after closed - Esc should now properly bring up the menu after closing UI - Fixed a ramp on the Edges that was needlessly unpathable - Added a visual representation to Charnushka’s production boost - Units should no longer be able to attack themselves - Fixed an issue where the hotbar buttons would get out of order - Evaporated Ajowan Thinkers can now be properly rescued as intended - Cages should prefer the Thinker getting unlocked in the current quest - Fixed an issue with technologies not appearing in the Skyloft shop - Fixed prerequisite issues with some synergy technologies - Permanent festivals can be used again as intended - Added an Ante cost to the Boardgame Festival
Going Rogue: What Does it Mean to be a Roguelite Village-Builder?
Kainga: Seeds of Civilization is an unusual game, that's for sure, but it's not just the strange creatures, technology and lands that make it so. Kainga is a city-builder that takes advantage of roguelite mechanics.
How can the city-builder and roguelite genres even mix?
The more you think about it, the more at odds the two genres are. City-builders require you to plan ahead and make decisions that will influence your game later on while roguelites typically require you think on your feet and adapt with what you find along the way.
So how does it work? I designed Kainga so that your technology tree is out in the world for you to find. You send your "Thinker", the leader of your village, to sources of inspiration where they will come up with a few technologies for you to choose from.
Here's the catch, each source of inspiration has a specific category and will have a selection of those technologies within. This ensures that you can still plan ahead, choose what type of technology you need to get next, then adapt to the options available.
How is Kainga a roguelite?
In addition to procedurally generated maps, events and weather, a single game of Kainga will have you play with around 6-12 technologies from currently over 240+ possibilities! It's up to you to decide what best suits your playstyle, environment and current build.
But not all technologies are available at the start. Completing challenges or doing other actions like taming beasts and banishing other Thinkers will earn you Karma which carries over between runs and allows you to expand the possibilities of technologies available. Technologies will become more and more complex and unusual to continue to add spice into the game.
Is Kainga a survival game too?
Many consider Kainga to be a sort of survival game as the wildlife, weather events and neighbors can often destroy a fledgling town. It is your responsibility as the player to take care of your people's needs to ensure survival, however there is intentionally no hunger or happiness to manage and instead an Ante will slowly increase as you grow and claim land increasing the intensity of events pushing you to complete your challenge while you can.
Kainga is based around "challenges" which are specific festivals which must be held to complete a run. Challenges have 3 categories:
Population based "Arena" challenges which require you to grow a large town
Construction based "Landmarks" challenges which force you to expand far and wide
Combat based "Rescue" challenges where a trapped Thinker needs to be freed from a cage and sent off on an escape vehicle
Competing challenges of course earns you Karma while completing multiple challenges in a row can unlock more Thinkers, extra memory for them and new maps!
What do YOU think?
With procedural generation, meta-progression and adaptation while planning to build a thriving town, do you think Kainga lives up to the name "roguelite village-builder?" Let me know! -Kainga Dev
Kainga Patch 0.5.07
Thanks to the community who continues to help me find issues, big and small, with Kainga, I've been working through to get some fixes out.
Some of the biggest issues, like not being able to place escape boats or move water transports properly have been addressed along with a great number of other issues. You can now also de-activate the AI attempting the challenges in the settings!
Thanks for continuing to make this game better every day!
When things look stable I'll begin working on the next major update in the roadmap: Clothing and Stone and the Ice Ridge map! All the best, -Kainga Dev
Version 0.5.06 - 0.5.07
Patch Notes:
Technology Fixes:
Fixed the Raised Reeds synergy to grow the correct crop
Fixed the floating resources on raised beds
Storage now shows and is built by the correct resources
Fixed Sturdy Shovels to actually work as intended
Changed the way unit synergies work to stop overlapping technologies
Barracks now change to their synergy even after built
Elevators and Drawbridges can be built as normal
Fixed Elevator and Drawbridge synergies
Drawbridges can be placed at water level
Fixed Elevator placements in walls
Drawbridge can actually be walked across
Storage towers will stop eating 4 of your stored resources
Storage tower no longer uses destroyed market stalls for storage
Houses now show their wall resource changes after the Canvas Press has been constructed in the hotbar
Added cliff placement icon to the balloon dock’s tooltip
Attachments can no longer be placed when you saved them and chose huts
Lumberjack and Climbing Pole no longer require Sharpened Axes
Hotbar buttons are more intelligent in blocking you from placing un-buildable structures
Combat buildings built when saved after house type can be placed
Bridges cannot be placed at angles more than 30 degrees
Fishmonger should now properly appear with fish technologies
Efficient Clay Pit now works
Ladders and stilts should be getting built automatically now
Combat attachments won’t produce while overpopulated
Production buildings should be operated when overpopulated
Gameplay Fixes:
Fixed the placement issues with escape boats and other water structures
Menhirs no longer destroy banners
Grenadiers now attack structures with grenades instead of melee
Flathead dens now only move to reachable locations
Flathead dens will now move with Edges landmasses
Flathead dens disappear after some time when Flatheads are removed
Stopped flying snail eggs at game start
Festival banners now properly attach to Edges landmasses
Dock platforms are now properly attached to the Dock
Longbows actually shoot now
Fixed the screaming after fire has gone
Reduced block chance for Warriors and increased it for Shield Bearers
Fixed Axe Warriors' attack damage and removed block
Landbarges will not be so wonky on ledges or off cliffs
Passarolla balloons now properly float high above the ground between cliffs
Fixed some visual glitches in the Archive
You can no longer win a quest by doing the last challenge first
Caged Thinkers can no longer jump from the cage to the escape vehicle
Umbrella trees re-grow at the desired slower rate
Umbrella trees on structure placements can be properly removed
Boats should move correctly again in the Pebbles
Icebreaker can now have a larger loop
Increased the damage braves do to each other during the Arena
Removed the chance of multiple inspirations at the same spot (hopefully)
Town AI Fixes:
Added a settings checkbox to disable AIs pursuing challenge objectives
AI towns complete Arenas slower and only with and Ante over 4
AI towns only place buildings in completed banners
AI towns won't build flotsam arenas on land
AI towns will not do the Menhir challenge for now
You will no longer win when the AI finishes the Landmarks challenge
Join us for the New update broadcast! 17:00 UTC / 12:00 EST
Hello,
We hope you are as excited we are about the inventions update, to celebrate the new update and Kainga being at PAX we will be doing a live stream at 17:00 UTC / 18:00 CET / 12:00 EST!
We really hope those of you who cannot be at PAX swing by to the live stream and check out all the amazing content in the new update! And anyone who is aty PAX do make sure you pop by and say hello!
Hotfix 0.5.05
Hello there!
I'd just like to fix a few issues:
- Fixed an issue where braves would run into the water and drown in the Pebbles
- Fixed the holes to the void on the Edges map when clay is removed
- Braves will no longer stand next to Clay Huts instead of inside
I'll be back to fix more issues after PAX East is complete where we're having a great show! Come by booth 22057 for a free Kainga T-shirt for Kainga fans!
All the best, -Kainga Dev
Kainga Update 0.5 - Inventions!
Another major update is here!
The "Inventions" update brings with it the most ambitious map yet, flying creatures explosive technologies and an expanded roster of vehicles for land, sea and air!
This new update brings quite a bit to the table expanding on what's already in Kainga with some really exciting additions:
The Towers Map
The most vertical map by far, with tall, narrow mountains of multiple elevations connected by ramps and arches. Lack of space and a surprising amount of interconnectivity can lead to some truly unusual games!
The Towers is a dream come true for me personally in gaming as I've always wanted to build in these extreme landscapes!
New Flying Creatures: The Firebird
Floating effortlessly around the maps with its 17 wings, it can also propel itself high into the sky with a rocket between its 5 feet!
Technology Expansion
In addition to more technologies, house types and vehicles (balloons, land-barges, and houseboats!) A new mechanic has been added that greatly expands the roster of technologies through the new synergy system which transforms known techs into something unique when a specific pair is acquired!
Charnushka and New Festivals
Strong and noble, this Thinker proves his worth by carrying a mighty relic from a long lost time on his back which boosts the production of nearby buildings!
Quality of Life Improvements
As always, I continue to tweak the balance of technologies, improve UI elements and feedback and adding basic QOL features like a randomize color button, tighter hitboxes for large house placements and also added cheat codes!
If you find issues or have suggestions, please feel free to reach out on Discord or Twitter!
Want to Watch the Dev Play?
I played 6 games of Kainga to show off some of the new features, maps and technologies and talk a little about my thoughts behind the scenes which you're more than welcome to watch here!
There's also a longer version, if you're interested, but it's the same set of games.
I plan to do more livestreams in the future, so I can explain my thoughts behind some design choices while playing Kainga. Also, if you're interested, perhaps a development livestream as well!
Please remember to write a review if you're enjoying Kainga as it really does help! Until next time, -Kainga Dev
Inventions and Conventions
Hello Kaingans!
I've been working hard on the upcoming "Inventions" update which will be arriving before the end of the month! Here's some news and information on what exciting new inventions are being worked on:
Conventions:
First the big news: I'll be taking Kainga to my first gaming convention! I'll be at PAX East in Boston between April 21st to April 24th! If you happen to be at the convention, swing by booth number 22057 and say hi!
Inventions:
The main focus of this update (hence the name "inventions") is expanding the list of unusual technologies in Kainga. This is everything from elevators, drawbridges, and grenadiers to more creative things like the skyhook cannon, sea-mines and new land, water and air-based vehicles!
I've added dozens of new technologies including an entire set of unique synergy technologies that only occur when two specific techs are selected. This will greatly increase the variety in your runs and I'm excited to hear feedback on this new system.
In addition to technology, I've been working on the new region to be revealed in this update is "The Towers" and it is personally my most anticipated region.
It's very extreme vertically and has an abundance of resources and fertility but a lack of space to expand. In comparison to the islands of "The Pebbles", bridges connecting the rocky craigs create a high amount of accessibility while maintaining a feeling of isolation.
It took a long time to get right, but I'm really happy with how it's turned out. I look forward to your responses on this new challenge!
As you can see in the gif above, there's also a new flying creature to be added in this upcoming update: the Firebird which is actually based off of a real creature that swims underwater!
In addition to all that is above, I've added a new Thinker and of course been working to improve the AI, pathfinding and gameplay quirks.
See you in the belowlands of Kainga!
-Kainga Dev
Kainga Patch 0.4.22
I'm pushing out another patch which has a lot of fixes people have found and shared on Discord. Thanks for your help in making this game better!
I'm currently working on the new map, "The Towers", one which I'm really excited about. Take care all, and stay safe! -Kainga Dev
Here's the changelog for this version:
Version 0.4.22
Additions
Bridges now use physics finally!
Bridges now break when moved (ex: by earthquakes)
Moving boats to a dock will make disembark them
You can now move the camera at double speed using shift
Canals can no longer be placed where they don’t provide a benefit
Canals now occasionally have bridges
Improved the Chef’s Wok and Mighty Pie to no longer require food
Bugfixes
Dock UI now properly appears when boat is completed
Fixed an issue where Barracks wouldn’t take new people after the person being trained got distracted
Units should no longer vibrate when tasked while on transports
Fixed a bug where unit buttons would sometimes not work
You’ll properly get a demand during the tutorial
Fixed the double pause when choosing tech
UI now properly shows Ajowan’s camp after he’s been returned to the Alabastron
Ajowan now drops inspiration after his alabastron is Destroyed
Menhirs will get pulled across bridges less oddly
Fixed the Skypole’s recharge to match the hotbar button
You can no longer build multiple Skypoles after waiting a while
Market tower can be built only once and improved shop stall placement
Escape challenges can no longer be interrupted causing them not to finish
Fixed the hole Crustaceans would leave behind on the Edges
Crustaceans can now reach further with their legs
Fixed an issue where resources would float when Crustaceans buried
Fixed a ramp that wouldn’t reach the desert from the Terraces
Kainga Patch 0.4.21
Just making some minor changes to ensure all games are winnable and trying to fix an issue where people would fight in front of trade tables.
Thanks again for the community support, I'm excited for some of the new things I've also been working on that I'll keep a secret for now :)
Here's the full patch notes:
Version 0.4.21
Additions
Tried to make a time of peace while dealing with trades and demands
Player demands are now removed when successful
Trades are completed after 4 rounds of trading
Added crustaceans to the Edges
Bugfixes
Lotus farms will create new soil when destroyed
Hopefully fixed an issue where quests were marked as completed even when they weren’t
Selecting a quest that’s already in progress won’t wipe the progress
Towns with huts will no longer demand wood planks
Fixed an issue with picking up dye pots
You won’t be blamed for other Thinkers dying
Fixed an issue where not enough menhirs would spawn in the terraces
Snail Call festival can no longer be interrupted
Thinking distance is reduced to stop Thinkers moving away from inspiration on cliffs
Reduced the chance of trade tables being up in the air
Fixed some text misspellings (tell me if you find some!)
Arenas can now be hosted again if they fail to begin due to low population
Kainga Patch 0.4.20 (yoooo)
Just a small patch fixing a few issue the community has helped find on Discord.
I'm also playing with the idea that festivals can be interrupted as this will be necessary when the AI towns begin to pursue the goals of the challenge.
Stay safe everyone. Until next time!
-Kainga Dev
Version 0.4.20
Additions
AI Thinkers are now more active in bossing their people around
AI towns will now raid your totems and landmarks when near them
Festivals can now be interrupted
You can now place the wandering trader’s trade table
Trader cannot be traded with for a few minutes after a successful trade
Bugfixes
Fixed a quest completion bug where previously finished quests were available again
Fixed some visual bugs with resource pickups
Fixed a bug where the Trader would never leave
Some arrows will no longer float in the air forever
Fixed an issue where Ajowan’s smoke wouldn’t disappear after he was banished
Fixed a problem where when you save both a house and barracks to memory, the resources would be wrong
Moving to the Scroll Shop will move to the desk, not inside anymore
Fixed a pathing bug when building stilts
Fixed many stilts hitboxes and shift+spawning
Added water levels to the Walker Waterbombs
You can no longer declare war simply by clicking on an enemy structure
Priests now run and show an icon when pulling menhirs