Kingdom Builders cover
Kingdom Builders screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Indie

Kingdom Builders

End of Development Announcement

Hi everyone,
For the past months since the Early Access release we have been trying to secure funding for the full development of the game. We launched the game early to get feedback from you players to be able to incorporate it and develop the game together with our community. However, for most publishers the early launch turned out to be a problem and they saw the development of the game as too risky since the game was already released. For this reason we were unable to get the team funded for a full launch. This means that we will have to shut down development as we are unable to pay the team.

This has been awfully disappointing for us. The last months have been quite difficult and we tried all we could to be able to make our dream game. By now we realize that the chances of this happening are diminishingly low.

We understand if this is frustrating and disappointing to you. Unfortunately, this is always a risk when doing Early Access development. We hope you still had fun with the game so far and I'm sorry that we will not be able to make it the great game we envisioned.

For the immediate future, development of Kingdom Builders has been halted and we will ask Steam to take down the game to avoid further people buying it while it is not being actively worked on anymore.

[0.20.0] Paths and Food Update

[0.20.0]


Added



  • Paths and Ground Tiles

    • we added paths and ground tiles which you can build to make your village look even better
    • there are different kinds of paths which can be selected in the build menu

      • the dirt or gravel path automatically connects adjacent path segments together to form a visually pleasant road or area
      • wood or stone slabs are randomly alternating between different tiles to build an organic looking path
      • wood or stone tiles come in different appearances and can be arbitrarily rotated and placed to design plazas with a specific look

    • for a smooth experience, the blueprint placement system was adapted to allow for repeated placement of the same tile without having to re-select it in the build menu
    • after each continuous placement session, the costs of each tile is aggregated into one single construction basket
    • filling this basket will build all tiles you have placed while in placement mode
    • the long-term goal is to make villagers walk slower or faster depending on what floor they are walking on, however, this is not implemented yet which makes the paths cosmetics only for the time being

  • Tabs/Categories in the Build Menu

    • since the number of building types has been growing we introduced building categories
    • these filter the list of buildings
    • to switch between categories we added tabs at the top of the build menu


Changed



  • Improved food consumption simulation

    • to simulate a more active and alive village we introduced a new way for villagers to get their food
    • instead of directly receiving and consuming their food from the global storage, villagers now have to walk to a nearby storage and pick up the food from there
    • this means that workers will also pause working while getting their food supply
    • if there is currently no food available, villagers will wait at the storage until there is
    • we made an exception for companions and farm workers which will still get their food directly

  • We reduced the amount of food consumed by an individual villager

    • the time it takes for villagers to become hungry was doubled
    • this accounts for the added time it takes them to leave their job and get food


Fixed



  • we fixed a bug where the start research button would not change color if disabled
  • we fixed a UI overlap issue on the pack mule

[0.19.1] Bug fixes

[0.19.1]


Added



  • Dutch and Turkish languages

Fixed



  • we fixed a bug where growing tree seedlings or stumps that were cut down were not properly destroyed and reappeared in
    weird states
  • we fixed a bug where companions were getting stuck while trying to walk between the blacksmith's building and anvil
  • we fixed ambient sound effect loops like on the blacksmith or berry farm continuing even while the game is paused
  • we fixed a bug in the UI that caused the packmule name to overlap with the interaction prompt