Kingdom Wars 4 - our newest grand strategy game is now on an incredible sale during the Steams Summer Sale. From June 27th until July 11th, we are running our biggest 70% off discount - so if you were on the fence about getting our newest game - now is the perfect time.
Make sure to check out other great indie games on sale during the Summer Sale to add them to your collection.
This is your chance to complete your collection. This kind of deal only comes once a year! Bloody battles, political intrigue, and hours of entertainment await!
As always, thank you for supporting our small indie studio!
We're excited to announce another significant update today, along with some thrilling news:
Freedom Games/Resuming Updates
As you may have heard, we've recently partnered with Freedom Games. Freedom Games stands as one of the top indie publishers on Steam. This collaboration won't just rejuvenate Kingdom Wars 4; it will also provide us with the resources needed to continuously enhance and refine KW4. We're eager to unveil all the forthcoming updates, starting with today's 38th update.
Update 38
Today's substantial milestone update brings numerous gameplay improvements! We've focused on enhancing quality of life, addressing various balancing issues and bugs, and refining AI, pathfinding, and various other aspects.
Here's a closer look at what Update 38 has in store:
Resolved various pathfinding and unit behavioral issues during sieges.
Fixed a major issue with certain ranged units and siege auto-targeting citizens during town sieges.
Redesigned auto-resolve features on the world map.
Auto-resolve no longer removes zero-strength units.
Weak units like peasants, chickens, and siege now almost always survive if the player's army wins auto-resolve.
Fixed major issues with military units not leveling up in auto-resolve.
Balancing improvement to world map army/strength – support and some siege units no longer contribute to strength.
Enhanced visual effects on levels and the world map.
FX now appears immediately when loading a new instance of the world map or levels.
All cinematic text windows now have a proper background, making reading cinematic text easier.
The space key no longer pauses the campaign map, as it was confusing players in the video.
Major redesign of the RTS build-up and battle UI – it now displays all available units, buildings, and techs, but they are greyed out until researched.
The Marshall/Military window now shows the name of the town instead of the region for attacked player assets.
Palisade gatehouses in RTS are now clearly marked with flags for better visibility.
Starting and newly created armies now move away from their spawn point, making them easier to find and select.
Removed looted skull symbol from looted towns once they are no longer looted.
Significant improvements to campaign AI across the board.
Resolved all issues where players or AI couldn't invite armies into battle.
World map AI now spawns fewer armies, but they are stronger.
World Map AI – dual armies now consistently attack together.
World Map AI now spawns double armies closer to each other.
World Map AI will no longer deploy triple and quadruple armies.
Increased invite range for multiple armies for both players and AI.
Fixed numerous issues where armies or towns behaved oddly on the world map, such as towns and armies not correctly interacting.
Kingdom Wars 4 is part of Freedom Games Publisher Sale!
Hey Everyone,
Exciting news! We're delighted to announce our partnership with Freedom Games. Renowned as one of the top indie publishers on Steam, this collaboration is set to inject fresh energy into Kingdom Wars 4 while providing us with the resources to continuously enhance and refine KW4. With a significant update launching later today and another major one on the horizon, there's a lot to look forward to!
To mark the beginning of this partnership, Freedom is showcasing KW4 in one of our most significant promotions yet – an incredible sale event. So, if you've been contemplating picking up the game, seize the opportunity now.
Kingdom Wars 4 will be 70% off from April 15th through the 22nd!
Don't forget to explore the Freedom Games Publisher Sale page to discover some fantastic indie games at unbeatable prices. Whether you're a lone adventurer or enjoy gaming with friends, there's something special for everyone. We're incredibly proud to join the Freedom family, and having experienced most of their titles, I can confidently say they offer some true gaming treasures!
Thank you for your unwavering support over the years – we're eagerly looking forward to sharing these new updates with you!
Biggest Sale Ever on Kingdom Wars 4 is here!
Hey Everyone,
Kingdom Wars 4 - our newest grand strategy game is now on an incredible limited time sale. For the next week we are running the biggest 55% sale - so if you were on the fence about getting our newest game - now is the perfect timing.
This is your chance to complete your collection. This kind of deal only comes once a year! Bloody battles, political intrigue, and hours of entertainment await!
And best of all - we have amazing updates and new free DLCs out now, with full-time work continuing to expand and improve the game.
As always, thank you for supporting our small indie studio and absolutely bestest wishes for the Holiday season ahead!
Update 37 - Milestone Update & Renaissance KW
Hey Everyone,
We have another major update for you today and some exciting news:
Big updates on the horizon
As you might have heard - we have recently unveiled our newest game - Renaissance Kingdom Wars. Redesigned from the ground up it`s our biggest and most ambitious title, taking place in 16th - 17th centuries this game focuses on early gunpowder warfare and scalable gameplay - playing as a landless mercenary captain and scheming your way to the crown.
There`s a lot of very exciting tech and improvements going into Renaissance Kingdom Wars, and over the coming months this also means that we`ll be copying some of these improvements into Kingdom Wars 4. So you can expect very meaningful monthly or even bi-weekly updates in the coming months and that should help bring KW4 more current - both with gameplay polish, ui improvements, performance and some visuals upgrades as well.
Some of the improvements included in today`s update are the first steps are bringing some of the new techs into Kingdom Wars 4.
If you want to check out some of the updates that`s coming to KW4 - you can check our updates we made to RKW over here on it`s page:
Today`s major milestone update includes some of the new engine updates and major scripting changes. From reworked combat, pathfinding, improvements to game light, to reduced loading time and so much.
With that said - let`s take a closer look at what this milestone update 37 brings:
Various polish to the main menu
Main menu buttons now have a mouse over and click animation
Changed the loading screen - so that dead rising loading screen is not shown anymore
Major improvement to tasking battalions
Greatly reduced input lag when tasking a lot of battalions in busy combat
Greatly reduced world map loading speed - in many cases it would take 5-6 seconds instead of 10-12 as before
Fixed major issue with world map where some towns would take additional minute to show up on the world map
Various optimization to loading levels
Fixed issues with world map gameplay during first minute of play having occasional issues interacting with towns
Final rework of the world map camera zoom - it`s not quick and smooth
Final improvement to the in-game camera zoom and controls
Major update of the in-game light scheme
Fixed major issue with it being hard to see units during rain, nighttime or winter
Reworked cavalry forces - they are a lot more effective now
Cavalry Trample ability is a lot more useful now with cavalry unit taking up to 30% less damage
Major redesign of melee combat
Instead of units just have a couple of melee attack animations they now have several attack animations
Fixed a major design flow in melee combat where units would drop shields and other weapons on the ground
Various other improvement to melee combat
Various cavalry troops now use different animations for attack - like mounted knight with lance, or chevalier with sword
Fixed last issues with stability when changing between battle and world map levels
Improved the colours of all nations and units in battalions - they are more radiant and easier to differentiate now
Improved how units are rendered on some enthronements - much easier to tell units apart
Balancing changes to various siege weapons
Full re-balance of mounted units in combat
Improvements to how world map AI trains melee and cavalry units
Some minor improvement to combat AIs use of cavalry units
Update 36 - Improvements
Hey Everyone,
We have a solid update 36 for you today, in which update we focused on various visual improvements as well as a usual set of fixes and polish.
In addition we have resolved a major issue that we unfortunately introduced into the game in our last 35th update.
With that said - let`s take a closer look at what update 36 has in store:
Fixed a major issue from last update where building constructed in RTS mode will not be recorded for the world map, and other way around
Fixed an issue from last update where building plots would not show any name or floating banner
Improvements to the visual rendering with updates to light processing
Reworked nighttime and rain time in-game light
It`s a lot easier to see units during darker light now
Major improvement to rainy and winter day/nighttime light and effects
Major visual improvements to large towns
Large towns buildings now light up windows during the night with radiant light
Town buildings now have fireplace smoke and other props and visual effects
Hamlet village houses also update some new visual effects
Some polish and updates to building plots
Building plots now show shorter name Plot instead of Building Plot string
Fixed major visual problem with major towns where scrolling around made building textures flicker
Improved texture rendering on various objects in large town
Reworked camera rotation and movement flow for RTS camera – it`s a lot smoother and cinematic now
Improvements to zoom speeds both on World Map and RTS camera
Fixes visual effects from various smaller objects showing floating health points bar random
Village houses and palisade walls segments will not longer show dozens of health point bars
Fixed a rare crash when entering large towns from the world map
Update 36 - Improvements & RKW Preview
Hey Everyone,
We have another major update for you and a really exciting announcement:
Introducing RKW
Later this month we are getting ready to unveil our newest game - Renaissance Kingdom Wars.
Redesigned from the ground up it`s our biggest and most ambitious title, taking place in 16th - 17th centuries this game focuses on early gunpowder warfare and scalable gameplay - starting as a landless mercenary captain and scheming and fighting your way to the crown.
We can`t wait to share everything with you later this month. For now as a preview - here`s the first in-game screenshot:
Update 36
There`s a lot of very exciting tech and improvements going into Renaissance Kingdom Wars, and over the coming months this also means that we`ll be copying some of these improvements into Kingdom Wars 4. So you can expect very meaningful monthly or even bi-weekly updates in the coming months.
Some of the improvements included in today`s update are the first steps are bringing some of the new techs into Kingdom Wars 4. And so with our 36th update we focused on various visual improvements as well as a usual set of fixes and polish.
In addition we have resolved a major issue that we unfortunately introduced into the game in our last 35th update.
With that said - let`s take a closer look at what update 36 has in store:
Fixed a major issue from last update where building constructed in RTS mode will not be recorded for the world map, and other way around
Fixed an issue from last update where building plots would not show any name or floating banner
Improvements to the visual rendering with updates to light processing
Reworked nighttime and rain time in-game light
It`s a lot easier to see units during darker light now
Major improvement to rainy and winter day/nighttime light and effects
Major visual improvements to large towns
Large towns buildings now light up windows during the night with radiant light
Town buildings now have fireplace smoke and other props and visual effects
Hamlet village houses also update some new visual effects
Some polish and updates to building plots
Building plots now show shorter name Plot instead of Building Plot string
Fixed major visual problem with major towns where scrolling around made building textures flicker
Improved texture rendering on various objects in large town
Reworked camera rotation and movement flow for RTS camera – it`s a lot smoother and cinematic now
Improvements to zoom speeds both on World Map and RTS camera
Fixes visual effects from various smaller objects showing floating health points bar random
Village houses and palisade walls segments will not longer show dozens of health point bars
Fixed a rare crash when entering large towns from the world map
Major Sale on Kingdom Wars 4 is here!
Hey Everyone,
Kingdom Wars 4 - our newest grand strategy game is now on an incredible limited time sale. For the next week we are running a major 40% sale - so if you were on the fence about getting our newest game - now is the perfect timing.
This is your chance to complete your collection. This kind of deal only comes once a year! Bloody battles, political intrigue, and hours of entertainment await!
And best of all - we have amazing updates and new free DLCs out now, with full-time work continuing to expand and improve the game.
Thanks for your continuous support, and we hope to see you in-game.
Update 35 - Major Improvements
Hey Everyone,
We have a new great update for you today, as we work on getting KW4 in the best shape possible in time for the Holiday season ahead. With this big update we focused on areas that most of our players ask us to improve things - camera controls AI, balancing and everyone favorite unit - Royal Guard. In addition we have started on a big project of fine-tuning and balancing combat, as well as included some world map AI improvements.
Also we have some exciting news that we are looking forward to sharing with you in about two weeks - new Kingdom Wars title is coming your way later this year! Can`t wait to announce the project and share all the details with you - it`s the most ambitious and refined Kingdom War game we ever worked on.
Now lets take a closer look at what today`s update 35 has in store:
Royal guard now has a Flag
Fixes to some of the Royal Guard nations shields not showing
Rebalanced Royal Guard stats
Some main main update includes new buttons
Rebalanced Ranged units stats
Combat is rebalanced away from favoring just super heavy armoured units
Rebalanced some of the buildings stats – income and upkeep on the world map
Some hamlets that were positioned on a big mountain have been reworked to be on a hill instead
Fixed issue with some hamlets not being playable due to camera problems with mountains
World map AI improvements when sending multiple armies
Multiple AI armies will now attack together in most situations
Reworked how mouse wheel zoom works both on world map in skirmish
Mouse wheel zoom now has several stages instead of just one and can be better controlled
Fixed some issues with citizens in towns and hamlets stopping armies from advancing
Update 34 - World Map Improvements
Hey Everyone,
Today we are happy to bring you a solid update 34 that greatly improves gameplay experience on the world map, as well as brings improvements to most areas of the game.
Game`s difficulty and overall flow has been greatly reworked - to make startup a lot easier, but then to quickly crank up difficulty, with world map AI being a lot more aggressive and intelligent.
We`ve also reworked how personal time is used to enter RTS mode, it`s now capped, but a lot more powerful.
In addition we have various world map GUI improvements as well. And finally - we have resolved couple of issues where world map AI was cheating to keep up with the player. New realistic approach makes AI have weak spots, but it makes up for it in other ways now.
Hope you`ll enjoy the new and improved gameplay flow and experience. With that said - lets take a closer look at what update 34 has in store:
Major improvements to world map AI sending armies to attack the player
Kingdoms located far away on the world map will also attack the player now
Various improvements to logic behind world map AI
Personal time used to enter towns is now capped at 20 minutes
Fixed various exploits related to persona time
Decreased the cost of basic buildings like lumber camp
Greatly increased starting resources for new campaigns
Removed the extreme grind from early game
Reworked mechanics of world map AI town capture
When AI captures a town it sets a realistically small garrison and not a full stack as before
Improvements to world map town GUI
When selecting towns on the world map camera will no longer auto-center
Tax rate on towns GUI now increased and decreased in increments of 10 – saving a lot of clicks