Kingshunt cover
Kingshunt screenshot
Genre: Strategy, MOBA

Kingshunt

Free currency to all players and Hotfixes for the week of 11/7

We are humbled by all the awesome feedback we are getting and we implemented many changes requested by the community. We plan to keep add many more in the upcoming weeks, so please keep the suggestions coming! Kingshunt will evolve quickly with your help.

One of the main topics were the current progression and currency systems, so in order to temporarily mitigate these we increased the rate at which players receive XP and shards by about +100%. We also have given existing and future players 2000 shards and 60 crystals as a reward.

We are also would like to make it clear that repeated use of exploits and other abusive behavior won't be tolerated. We want everyone to have a good time and, on top of hot fixing issues as they get detected, we will take actions against players that will engage in these activities.

Hot Fixes

Quality of life

  • Added Bot matches so players can learn how to play with better tools
  • Added ability to replace leaver players with bots
  • Many fixes to Portuguese and Spanish localization
  • Floating text scale adjusted
  • Optimized HUD elements
  • Optimized textures and fx elements
  • Anticheat measurements improved


Heroes
Jatult

  • Q life steal 30% -> 25%
  • Q duration 8s -> 6s
  • RMB Weapon trail elements updated
  • Ultimate FX elements updated


Endora

  • Ultimate Casting Ability FX elements polished


Legena

  • Ultimate FX elements updated


Scarlet

  • Ultimate FX elements updated



Runes

  • Enrage Major Rune no longer gives attack speed
  • Unstable Major Rune now only deals the effect to players and minions, and not to towers or structures
  • Second Chance Major Rune now grants the intended amount of hp upon triggering


Summons

  • Fixed Breacher summon doing an unintended amount of damage
  • Breacher minion cost 150 -> 200
  • “Clear commands” now prevent summons from aggroing for 10 seconds (Does not apply if commanded again)


Bug Fixes

  • Leaderboards now show the correct values
  • The Party system now works correctly and players no longer have to disband and recreate their squad when returning to main menu from a match
  • Fixed multiple audio issues
  • Fixed multiple music issues
  • Fixed an issue that occasionally could get Järn stuck in mid-air while casting his ultimate
  • Fixed issues with players disconnecting from the game
  • Summon status now changes correctly in HUD
  • Crit chance now updating correctly in the stats menu
  • Fixed speed buff pickup being invisible in low-quality settings


Known Issues

  • Players can experience issues with the animations for Isac and Grozny’s Q abilities if they are moving backwards, sideways, or diagonally when beginning to cast the ability.
  • While casting Malakai’s ultimate, the players are unable to use basic attack for the duration of the cast. However, if players cast RMB immediately after the ultimate, then they will be able to use basic attacks during the ultimate.
  • While bots are summoning in the bot match an unnecessary “cancel” UI element is shown on player’s screen

Kingshunt is now available in Early Access!

We are thrilled to let you know that Kingshunt is now available in EARLY ACCESS!

We’re a small indie game studio based in Finland, and we've been working on this game for quite a while! This is just the first step in our journey, and there's much more to come! For now, we hope you enjoy our initial roster of heroes, minions, and runes in our very first game mode, Conquest!

Also, check our Early Access Release trailer below!



Join our Discord server to get first-hand news on patches, changes, and other improvements, as well as to connect with other players and find your team of 5v5! We invite you to share your thoughts and feedback so we can keep our work to make Kingshunt the best game it can be.

See you on the hunt!

A NEW character and a TON of improvements ahead of our Early Access release!

Our Early Access release is almost here! Our servers should go live on Thursday, 11/3, at 11 am EDT/8 am PDT! We hope to see you all there!

We are excited to share all the improvements we made to the game based on the community’s feedback from the Steam Next Fest demo!

We are also very happy to unveil the final name of the hero previously known as Knight: Laurelai! With her sword and shield, she is built like a tank and is ready to protect her team and lead it to victory! You will know more about her pretty soon!

And if you didn’t have the opportunity to play Kingshunt before, there’s a new video that explains the basics of our first game mode, Conquest!



For those who played the game before, you can check all changes made for the Early Access release. We always listen to feedback, so don’t hesitate to join our Discord channel and share your thoughts! The game will be better with your help!

Known Issues:
Sometimes a player is unable to summon a new healer minion after it dies

Patch Notes

In-game Changes

  • The Knight is now Laurelai!
  • Many new skins added!
  • Added a promotional code activation feature for pre-purchase rewards and community programs.
  • Structure nav area modifiers are slightly larger to fix issues with minions getting stuck in barricades.
  • Malakai’s wall was tweaked to avoid issues of pushing players inside of it.
  • Fixed an issue with Frost tower’s special aim.
  • Fixed an issue with Cloth getting invisible after dashes.
  • Added 3D UI Mana bar to heroes.
  • The attack range decal is now hidden during the death cam.
  • Fixed an issue that could cause a fatal crash when closing the rune menu.
  • Multiple improvements to the pinging system.
  • Shadows adjustments to high and ultra-graphics settings.
  • Disabled heroes cannot be activated by random selection.
  • Leaderboards now track more details, and the stats menu received graphical improvements.
  • Added chat to hero pick screen.
  • Anticheat measurements improved to prevent unnecessary player kicks and bans.
  • Multiple fixes to the match info screens in the tutorial hero selection.
  • Fixed issues with character movement under Fear.
  • Fixed issues with the end-game leaderboards if players left early.
  • Evade ability distances adjusted.
  • Summon upgrades cannot be bought if the summon itself is not owned.
  • Fixed issues that caused the Lane Towers to take too little damage.
  • Fixed issues that caused minions to stay attacking dead targets.
  • Fixed an issue that caused displaying ‘no mana’ text while dead.
  • Improvements were made to Summon Warp so that it doesn’t block player movement.
  • Target highlight now has the same distance as the attack range.
  • Target highlighting received visual changes.
  • Fixes for a bug that prevented using summons under certain circumstances.
  • ‘Special ready’ text displaying even if summon special not owned fixed.
  • Fixed an issue with regenerating health and armor while dead.
  • Hero mesh rotation replication fixed.
  • Heavy blows and quiver rune fixed from executing from other than basic attacks.
  • Fixed bugs that caused Lane Towers to stop shooting under certain circumstances.
  • Lane Towers now deal bonus damage to players with each consecutive shot.
  • Matchmaking now tries to match players with similar skill levels.
  • The Main Menu music was adjusted.
  • Tower summon rules adjusted to allow building in more locations.
  • Improved AOE damage.
  • Damage text size and animation had adjustments.
  • Improvements made to the desktop notification system.
  • HUD Ultimate ready animation.
  • Added on hit reactions and death effects to Towers.
  • Multiple audio improvements.
  • Giant slayer and contempt runes fixed.
  • Announcer's voice changed.
  • Yeah, we said we had a TON of improvements. Keep going!
  • Code activation response window improvements.
  • Fixed issues that could cause fatal crashes while rejoining a match.
  • Main menu UI polished.
  • Summoned minions are now only visible in the minimap if the hero who summoned them is also visible.
  • Summon minions have rotation lock and collision disabled while spawning.
  • Summon UI animation polished.
  • Only unique summons allowed in loadout.
  • Added lock indicator to selected heroes in hero selection phase.
  • Added Back button shortcut to some of the main menu sections.
  • Max squad size increased to 5.
  • Leaderboards feature more stats.
  • Hero velocity on jump clamped only when doing basic attacks. This allows faster movement with some of the abilities when combined with jump.

Conquest Mode

  • Hero elimination rune xp gain 40 -> 50.
  • Hero elimination assist rune xp gain 20 -> 25.
  • Minion elimination rune xp gain 4-> 5.
  • Capture point rune xp gain from capture 20 -> 25.
  • Damage required for one second of ultimate cd reduction against players 100 -> 150.
  • Damage required for one second of ultimate cd reduction against minions 200 -> 300.
  • Healing to players required for one second of ultimate cd reduction 100 -> 150.

Characters

  • Ranged character movement speed reduction while holding LMB 20% -> 25%.
  • All characters' armor recharge delay 8s -> 7s.
  • All characters' armor recharge time 10s -> 9s.

Crowley

  • Visuals from Crowley's ultimate were heavily polished.

Endora

  • Endora’s Ultimate meteor cast time reduced by 0.2s.
  • Endora’s Q radius increased by 2.5 meters.
  • Endora’s Empower skill range decal fixed.

Alaida

  • Alaida can’t Soulroot stacks against structures.

Grozny

  • Grozny’s RMB no longer rotates after being cast. Reduced cast time which also forces stopped movement by 50% to compensate.
  • Grozny’s RMB manacost 25 -> 21.
  • Grozny’s Q mana cost 18 -> 20.
  • Grozny’s ultimate base damage 525 -> 480 (More in line with other similar abilities’ damage and scaling).
  • Grozny’s ultimate scaling 1.1 -> 1.2.
  • Grozny’s run start animation polish.
  • Grozny’s skinning polish.

Isac

  • Isac’s RMB cd 10 -> 12.
  • Isac’s Q cd 14 -> 15.
  • Isac’s Ultimate AOE range 1000 -> 700.
  • Isac’s Ultimate attack and movement speed increase 30% -> 20%.
  • Isac’s Ultimate magical power scaling 0.7 -> 0.5.
  • Fixed Isac activating stun with each pulse of ultimate: Surge.
  • Isac’s dash range was reduced since it was longer than the ranged characters’.
  • Isac’s effects polished.
  • Isac is impressed you've made it here. He appreciates all the love.
  • Isac’s foot rapid movement bug fixed.

Jatult

  • Jatult’s RMB rework. Works pretty much the same as before but now it doesn't cause dashing but instead gives 33 stamina with each use. Doesn't interrupt dash.
  • Jatult’s RMB scaling 1.0 -> 0.9.
  • Jatult’s RMB base damage 40 -> 30.
  • Jatult’s RMB AOE radius 2,8m -> 3,3m. Now it's the same as LMB range.
  • Jatult’s Q Rework. Applies same life steal but on top of that steals 10% of near enemy physical power and applies 10% slow to enemies in the area. It's an aura.
  • Removed Jatult’s Q’s animation lock. Felt unresponsive.
  • Jatult’s Q cooldown 10s -> 20s.
  • Removed physical power increase from Jatult’s ultimate.
  • Added decal to Jatult’s blood skill.

Malakai

  • Malakai’s RMB ability aiming improved.

Mara

  • Mara’s ultimate AOE range decreased by 10%
  • Mara’s Whiplash cooldown 12s -> 15s
  • Mara’s dash range reduction. Was longer than ranged characters

Mortan

  • Mortan’s tentacle strike rotation lock time adjusted.

Noxis

  • Noxis’ ultimate base damage 400 -> 450.
  • Noxis RMB scaling 0.9 -> 1.0.
  • Noxis’ ultimate scaling 1.1 -> 1.4.
  • Noxis’ RMB cooldown 12 -> 15.
  • Noxis’ RMB mana cost 21 -> 18.
  • Noxis’ Q cooldown 15 -> 16.

Laurelai

  • Laurelai’s RMB cd 8s -> 10s
  • Laurelai’s visual effects polished.

Legena

  • Legena’s ultimate mana cost 35 -> 31.
  • Legena’s Blinding Light mana cost 25 -> 23.
  • Blind FX effect polished to be more transparent.

Scarlet

  • Scarlet’s RMB scaling 1.2 -> 1.6.
  • Scarlet’s ultimate arrow short range 3000 -> 3300.
  • Scarlet’s ultimate arrow fly speed 6000 -> 6500.
  • Scarlet base att speed 120% -> 110%.
  • Added arrows mesh to Scarlet quiver.

Tulikko

  • Tulikko’s RMB magical power scaling 0.8 -> 0.7.
  • Tulikko’s RMB physical power scaling 0.4 -> 0.5.
  • Tulikko’s RMB + Shift combo to be more responsive.
  • Tulikko’s Q magical power scaling 0.5 -> 0.45.
  • Tulikko’s Q white stance switch movement speed increased 20% -> 30%.
  • Tulikko’s Q cooldown 5s -> 4s.
  • Tulikko’s Q mana cost 10 -> 12.
  • Tulikko’s Ult magical power scaling 1.2 -> 1.1.
  • Tulikko’s Ult physical power scaling 0.5 -> 0.6.

Summons

  • Starting summon tokens 350 -> 300.
  • Reduced Frost Tower Attack speed reduction per stack from 5% -> 1%.
  • Healing Well armor recharge delay reduction 5s -> 4s.
  • Barricade health 1500 -> 1300.
  • Summoned minion summon cost 250 -> 300.

Runes

  • Increased Major Rune Finale bonus damage up to 30% -> 40%.
  • Increased Major Rune Proactive armor gain 50 -> 100.
  • Sorrow Major Rune attack speed reduction 25% -> 20%.
  • Buildup Major Rune magical power increase 1 -> 2.
  • Fortified Major Rune damage reduction per unit 1% -> 2% up to 10% -> 20%.
  • Deep Wounds Major Rune bleed duration 5s -> 2s.
  • Gamble Major Rune physical power loss from dying 20 -> 40.
  • Spell Gamble Major Rune magical power loss from dying 40 -> 80.
  • Quiver Major Rune attack speed up to 45% -> 30%.
  • Still here? We love you. Here, take a cookie.
  • Heavy Blows Rune damage based on enemy current health 5% -> 4%.
  • Attack speed minor rune 11% -> 10%.


Let's join the hunt tomorrow!

KINGSHUNT IS FREE TO PLAY!

We are happy to announce that when Kingshunt opens for Early Access on November 3rd, it will be free to play for all.

Among all the fantastic reactions from our Steam Next Fest demo, we focused our attention on two major takeaways:

The game is incredibly fun and engaging. Players who liked strategic and tactical decisions in Arena Brawlers gravitated toward the game and played for long hours.

  1. The game experience was best when players were paired with similar skill sets. To have accurate and positive player-skilled matchmaking, we need to have the maximum number of players possible.
  2. We believe the shift to free-to-play will remove barriers to entry for a larger population of players. The change will ensure low queue times and create a more balanced and fair match.

With that change, we are updating game features to match free-to-play industry standards so those changes can be ready at Early Access.

“But, Team Vaki, how will you pay your phenomenal developers and stunning community team?” Well, glad you asked!

We are actively implementing an in-game economy of both soft (earned through play) and hard (purchased) currencies that will keep players engaged but will not deviate from our core tenet of a fair experience. We believe in a skill-based ecosystem that can eventually be unlocked simply by playing.

The soft currency will be called Shards, and the hard currency will be called Crystals. The economy will behave as follows:

These items will be unlockable through either Shards or Crystals:

  • Heroes
  • Runes
  • Summons

These Items will be unlocked by Crystals only

  • Cosmetic Skins

At the beginning of Early Access, nine of our fifteen Summoners will be available to play for free. The six heroes available for purchase will be Laurelai, Grozny, Malakai, Mara, Tulikko, and Crowley.
Shortly after the Early Access release, we will offer a Battle Pass, which will offer a much better value than buying items a la carte, including cosmetics and other items. Those details will be forthcoming.

We are committed to supporting and improving Kingshunt to make it the best game experience. This includes new Summoners, game balance patches, summons, game modes, and regular updates. We invite you to help shape the direction of our game. Those of you who choose to join us on this Early Access journey will get to help shape the game's direction, and we can’t wait to start that process with you. We will continue to listen to you, our valued community, and work together to create something truly spectacular.

See you in the hunt!

SNF Stream on Tuesday!

Hi All!

Next week is a jam-packed session full of suspense and dark fantasy action gracing your screens! We’re going live with our second stream on Tuesday!

We’ll also be having our devs on board so you can ask them any questions you’d like (keep it clean of course). Don’t miss out and join the hunt! It’s your chance to play as well - our Demo is Live starting on Monday Oct 3rd!

You can join the live on Twitch or on our Steam page!

SNF Streaming on Monday!

Hi Everyone!

It’s time for you to take a break, kick back and catch some hero brawler action during next week’s Steam Next Fest!

We’ll be coming at you live on Monday during the times below with our Dev team, answering any questions that you may have, highlighting key features and more!

Tune in to Twitch or our Steam page and Join the Hunt - our DEMO will be live next week as well.

Kingshunt Closed Beta Weekend - September 22-26, 2022

Welcome to the Kingshunt Closed Beta Weekend


The Kingshunt Closed Beta Weekend will begin on Friday, September 22nd at 4 PM (GMT). The servers will be open all throughout the weekend until Monday, September 26th at 6 AM (GMT).

There’s still time to request access to the Closed Beta weekend. Head over to our Steam Store page and press the Request Access button to get the Kingshunt Playtest launcher in your library. We will be granting access to new players at regular intervals throughout the Beta, so please be patient if your access request takes a while to go through.

If you already have the Kingshunt Playtest launcher in your library, then you won’t have to do anything to secure access. In fact, you can download the game right now and launch it to go check out your builds for runes and summons and try out the combat tutorial and training grounds levels while you wait for the servers to open.

If you are a content creator, we want your support, so please join our Discord server to share your channel, schedule, and clips. Creators there will get priority in our upcoming creator program!

Below you also find our first official patch notes of this new stage of Kingshunt development!

Close Beta Weekend - September 2022 Patch Notes



As we prepare to transition from our Alpha stage to our Early Access Beta and open up Kingshunt to the community, let’s recap our main feature and the biggest changes since Alpha playtests until this point.

Conquest Mode



Your goal in Conquest is to capture objectives and destroy the enemy team’s base.

To secure a victory, your team must obtain enough tickets to place your rivals in a faltering state. Then they can no longer respawn! If you eliminate your faltered enemies, your team is victorious.

Capturing objectives, and eliminating minions and towers, grants your team tickets and resources. When your team captures an objective, they will receive tickets. Those tickets are removed from the team if you lose the objective. 

When a capture point timer reaches zero, the team that owns the objective will receive tickets and resources.

Or reach and destroy the enemy team’s core for an alternative victory.


Conquest Mode changes




  • Main mode’s name changed to “Conquest” (from Elimination)
  • Conquest map optimization, with new placements, improved graphics, bug fixes, and other improvements.
  • Health Pickup locations have been changed since previous tests.
  • Health pickups now give the hero a percentage of their max HP and mana instead of a flat rate. Heroes receive 33% of their max HP and 25% of their max Mana.
  • Reduced the number of tickets gained from destroying lane towers by 50.
  • Reduced Tier 1 tower HP.
  • Increased Tier 2 tower HP.
  • Increased Core’s HP.


Rune system changes



  • Added an autopath system to rune builds.
  • Runes are automatically unlocked during the match according to a predetermined path.
  • The autopath is enabled by default but can be disabled from the game settings or rune menu.
  • You can now refund the last rune you purchased.
  • Reduced [Emergency Armor] armor gain to 50%.
  • [Aversion] rune has been temporarily removed from the game as it is undergoing a rework.


Summon changes



  • All summons now have a unique special ability that can be activated during the game. Special abilities need to be unlocked from the main menu before they can be used in-game. Activating summon special abilities does not cost any utility resources, but they do have a cooldown. 
  • Increased summoned minion’s movement speed.
  • Improvements made to the summon's AI.
  • Increased Orc minion attack damage.
  • Increased Mage minion attack damage.
  • Reworked the special abilities for Orc, Breacher, and Barricade based on feedback received during the Technical Test.
  • Updated model for Healing Well.
  • Adjusted summon resource costs.


Hero changes


All

  • Balanced all heroes starting stats to fit their roles better.
  • Double-jump abilities now use up the entire stamina pool.
  • New alternative character skins.


Alaida

  • Changed name (previously known as Olette).
  • [Fairydust] ability reworked.
  • [Fairydust]’s slow amount reduced based on feedback received after the Technical Test.


Crowley

  • Added double-jump, which can be activated using the spacebar.
  • FX elements polished.


Grozny

  • Reduced all abilities' mana cost.


Isac

  • [Surge] reworked.
  • Reduced [Surge]’s total trigger amount by 1 based on feedback received during the Technical Test.


Jatult


  • Fixed the bug that allowed players to spam the [Chain Dash] ability more than intended.


Knight
(Note: the Knight character model is placeholder as we work on the final model.)

  • [Impenetrable Shield] ability reworked.
  • [Leap Strike] ability reworked.


Legena

  • Adjusted the healing ability to connect more reliably.


Mara

  • Reduced the range of the [Whiplash] ability.
  • Increased [Whiplash] stun duration by 0.2s.


Mortan

  • Added the dash to the shift key and moved float to the spacebar.
  • Made aiming of [Writhe] ability more consistent.
  • Reduced the [Overflow] ability base damage.
  • Increased the stamina cost of floating by 25%.


Noxis

  • Fixed [True Colours] ability’s targeting.
  • Fixed Noxis getting stuck when phasing with the [Hidden Blade] ability.


Scarlet

  • Changed name (previously known as Claret).
  • Added the dash to the shift key and double jump to the spacebar.
  • Reduced [Scarlet Rain] ability airtime but increased the damage per arrow.


Tulikko

  • [Stance Switch] ability reworked.
  • Made slow movement possible while casting the [Blade of Dawn] ability.
  • Balance changes to all abilities.


Endora

  • Reduced ability [Shooting Star]’s AOE blast radius.
  • Reduced ability [Shooting Star]’s damage scaling.
  • Reduced Ultimate [End of Days] damage scaling.


User Interface



  • Main menu reworked with an improved flow, new text descriptions, keyboard shortcuts, a new hero selection screen, and much more.
  • Adjusted ability descriptions for better readability during a match.
  • In-depth end-of-match stat screen showing damage and healing values.
  • Death recap to see damage sources after being eliminated.


Kingshunt comes to Early Access on November 3, 2022!

We are super excited to share that Kingshunt will move into Early Access on November 3rd, 2022!


This is part of our continued effort to work with our community and fans to make the best game possible. In order to stay transparent and provide as much information as possible, we created this FAQ that will be placed on the store page when the game is out -- you can have a sneak peek here.

Why Early Access?

We are a small development team from Finland and massive fans of competitive Battle Arena games. Over time, it became clear that Early Access was the best way to keep working on the game while collaborating with and growing our Community.

How is the full version planned to differ from the Early Access version?

We are starting Early access with the core game experience in place, including all 15 heroes at once, with no pay-to-win mechanics. We are looking for feedback in almost every area, especially in the primary game mode, currently called 'Conquest.'

We believe the full game will feature a much more extensive roster of heroes, new game modes/maps, cosmetic skins, robust organized play features such as lobbies, and player spectator features. We will continue to adapt our roadmap as player feedback comes in.  

What is the current state of the Early Access version?

The game currently features the primary game mode, a short tutorial, a proving ground for testing characters, the initial 15 heroes, minions, towers, and the rune system. Very soon after the Kingshunt early access launch, we will ask for your input on our upcoming maps and game mode(s), which we are very excited to share. Further, there will be new heroes coming.

 Will the game be priced differently during and after Early Access?

We don’t know yet, but there's a chance the business model might change once we go into the final release, including the possibility of adding a Free-to-Play tier depending on our community’s feedback. Whatever the model will be, those who support us in Early Access will retain access to everything in the current release, akin to a 'founder's package.' 

 How are you planning on involving the Community in your development process?

We welcome all players to our Discord server where we will continue to collect feedback and discuss game features directly while participating in Community activities like trivia nights, friendly competitions, and much more. Our creator program will also be accessible there. Along with Discord, the Steam news page and forums will be our primary way to interact with our growing Community. Over the next few months, we are planning to begin regular update blogs, AMA's, and developer live streams.

 We thank you for your continued support and welcome any other questions, doing our best to answer them.

Kingshunt Closed Beta Change List

Change list for the Kingshunt Closed Beta Weekend



The Kingshunt Closed Beta Weekend will begin on Friday, August 5th at 3 PM (GMT). The servers will be open all throughout the weekend until Monday, August 8th at 6 AM (GMT).

To get access to the Kingshunt Closed Beta, you will need to claim a Beta key. These Beta keys are distributed by our partners at iGames.

If you have already received a CD-key to activate the Kingshunt launcher in one of our previous playtests then you will automatically have access to the Kingshunt Closed Beta and you won't need to claim a new key.

Content creation will be allowed during this Beta and we are really excited to see all the streams and videos of Kingshunt that will be popping up during this weekend!





Here are the most significant changes we've made to Kingshunt since our last playtest in June.

General changes



There is now a new stamina bar and we have added more specific descriptions for runes and summons.
We have also replaced the AMD Fidelity Super Resolution 1.0 with the new and improved FSR 2.0. Please keep in mind that the FSR 2.0 is only available on DX12.
There is now voice lines for all heroes! The implementation of these voice lines is still somewhat work-in-progress so there may be some inconsistencies with audio levels et cetera.
We have also added some new announcer voice lines to certain situations that occur during a match such as your tower or core being attacked by the enemy team.


Map





The map has gone through a substantial overhaul in terms of its terrain and visuals. There are now more health and speed pickups scattered around the map and these pickups are shown on the minimap with their own icons.


Combat



We have fine tuned the melee rework that was introduced in our previous playtest where melee heroes basic attacks deal 100% of their damage only to the front and the dealt damage dynamically decreases the further that enemies are to either side of the centre of the attack.
Other changes to combat include a slight penalty to "bunny hopping", new FX to ability icons to signify that they can be pressed again for additional effects, increased the accuracy of projectiles and made adjustments to movement acceleration and melee combat speed.


Summons



All summonable units such as minions, towers and structures are now generally referred to as "Summons".
All summons now grant unique passive effects to their owner while they are alive. Passive effects can be unlocked from the Tech Tree in the Collection tab of the main menu.
Minions can now be summoned anywhere on the map same way as towers and structures. When summoning a minion your hero will do a summoning animation for a few seconds which can leave you vulnerable to enemy attacks.
You can now have 2 similar type of summons in your loadout eg. a Frost Tower and a Fire Tower, whereas before players were limited to choosing only one type of tower, minion or structure as part of their summon loadout.
Towers can no longer hit moving targets quite as effectively as before. Frost Tower has had a significant rework and we have attempted to generally balance the values of each summon to make all of them viable.

Heroes





We have added two new heroes to the Verdant Realms roster, bringing the total number of heroes in Kingshunt to 15! The new heroes are Tulikko the Firefox, an agile hybrid fighter who excels in most situations even by himself and Crowley, a dark sorcerer whose soul is trapped inside the body of a chicken and excels best as a ranged controller mage.
All of the heroes have had their respective evading abilities such as dodges, double jumps or levitation bound to the Shift-key.
We have also adjusted the armor values for all heroes. Ranged heroes have a base armor rating of 200, melee DPS heroes 400 and tank heroes 600.

Legena



Adjusted her Blinding Light ability to be easier to dodge, reduced duration from 4 seconds to 3 seconds and increased damage from 100 to 130. We are keeping an eye out for how these changes impact Legena's performance in battle. And yes, pun intended.

Knight



Reduced the cooldowns for Knight's Ultimate ability and shield ability.

Isac



Reduced cooldowns for all of Isac's abilities.

Noxis



Made adjustments to Noxis' animations and FX. The Hidden Blade skill now visibly shows where the throwing dagger has struck.

Malakai



Reduced cooldowns for all of Malakai's abilities.

Jatult



Made the Chain Dash ability much more intuitive and fun to use by increasing the reactivation time and decreasing the forced stop movement time.

Mortan



Made adjustments to Mortans animations and FX. The tentacle is ability is more intuitive and easier to use now that the ability no longer locks your rotation in place.

Olette



We have made some adjustments to Olette's animations and also decreased the range on her Sever ability. We've also fixed a bug with Olette's Sever ability where the projectile would get stuck on near terrain especially when shooting downhill or uphill.

Järn



Järn made his debut in our previous playtest with the placeholder name "Viking" and boy, was he OP! We have made our best effort to balance his values to make him a little less powerful than he was before. Mana costs for his abilities are now higher, but the range on his Fire Fang ability has been increased. Järn is also looking more fearsome with an updated character model as well as improved animations and FX.


Claim your Beta key HERE and come try out Kingshunt on Friday, August 5th!
See you there!

Kingshunt Community Playtest Change List

Change list for the Kingshunt Community Playtest



The Kingshunt Community Playtest will be held on Friday, June 10, and in preparation for the playtest, we wanted to share some details about what’s changed since the last playtest in April.





Removed sprint



We have opted to take out the ability to sprint in Kingshunt and instead increased the basic movement speed by 30% and added more speed boosts around the map so that players can still cover ground at a decent pace.

This is a really big change to Kingshunt’s gameplay and one that we have been wanting to experiment with for a while. Our internal testing has shown us that it has been a mostly positive change, but we will of course want to hear the community's feedback on the removal of sprint and try to find a balance that the majority of our players are satisfied with.


New runes



We have added 25 new runes to Kingshunt and also modified a lot of the runes that were already in the game in our last playtest so be sure to have a look at your rune loadouts before jumping into the action. You can unlock runes and customize your rune loadouts in the main menu under the tab Collection → Runes.


Match rejoin system



You can now rejoin matches that you left or got disconnected from. You will automatically get the match rejoin prompt when you are in the main menu.


Minion pathfinding rework



Minions will now follow the player more closely and will teleport next to the players if they get left too far behind or have to respawn. If the minion is engaged in combat, then it won’t be able to teleport to its owner.


Melee hit angle rework


We have reworked the amount of damage that melee characters do to targets that are not directly in front of them.
In the past, melee characters would swing their weapons and do full damage to every target in a 180 degree radius in front of them, but now melee characters only do full damage to targets that are in a 40 degree radius directly in front of them. All targets to either side of that 40 degree radius will receive less damage with a linear drop off depending on how far away the target is from the center.


Backdoor protection to the Nexus



You can no longer sneak into the opposing team’s spawn and try to take down their Nexus to end the game as easily. The Nexus can only be damaged once it has been reached by your team's lane minions. Essentially this means that you have to destroy at least 2 out of 3 enemy lane towers to clear a path for your lane minions.


A new hero and a new minion



We have added a new hero and a new minion into Kingshunt. We won’t give too much away in this post, you’ll have to load up the Kingshunt Playtest to see them for yourself.

An important thing we have to point out is that both of them are still somewhat work in progress. Early feedback from the community will be key in our process of polishing and balancing these new additions to our game.


Improvements to the combat tutorial



We have made some quality-of-life improvements to the combat tutorial. Please try it out and let us know what you think.





Come try out Kingshunt on Friday, June 10! Servers will be open 2 pm - 8 pm GMT.