Hello Kaingans!
As a solo developer, it is often hard to choose what to do with the limited time I have, and a lot of that time has been dedicated to my new project, the cozy urban building game ShantyTown which has just launched a Demo (check it out!)
Every time I work on Kainga, I'm reminded of what makes this game so magical: The World. So I'm happy to finally release the next update which focuses on just that, the world of Kainga!
Introducing Kainga Update 1.2!

[previewyoutube=CsTI93yEq5E;full][/previewyoutube]
What's New in the Update?
Here's a brief list of just a few things introduced in the newest update, see the full in game patch notes to see the
hundreds of changes since patch 1.1.
This Update Adds:
- Added at least 12 Points of Interest including a witches hut, crenelations, new scrollkeeper variants, cemetery, etc.
- Added 3 new creatures
- Added 10 new house types to unlock
- Added a new secret unit
- Added rideable lily pads
- Grass and trees now blow in the wind
- Added tooltips to most progress bars
- Added a Rewatch Intro button in the settings
- Braves you have selected when placing a structure will go and build what you place
- Added collectable song tracks
- Added a small chance for all the Thinkers to jam out in the Skyloft
- Added new landscape generations
- Completely reimagined Ice Ridge with a new build algorithm and landscape pieces
- New map modifiers: Rising Tide, Hectic, Infested, Clearing, Pyramid, Mountain, Volcano, etc.
- Added new randomized cliff and sand textures to every map
- Added more Thinker-less towns with unique interactions (mercenaries and cannibals)
- Portuguese localization
- Added some secrets
Other Changes
There are a bunch of changes, but I thought I'd highlight a few that have been either highly requested or change the way certain things work
- Changed camera movement to right-click and hold (from middle mouse button)
- Sending braves to resources now defaults to them chopping (hold CTRL to just move them)
- Necromancer properly steals deaths
- Saved souls now only spawn at game start (not during festivals)
- Firejar passive only activates when braves are damaged by fire, instead of nearby fire
- Fire has been rebalanced spread slower in general, but faster in high winds
- Farms (including seaweed) now yeet resources directly at their worker
- AI now prioritizes combat over firefighting
- AI Thinkers no longer take inspirations until Ante 2
- The second Transport tech is more likely to spawn in reachable locations
- Dismantled ladders now give bamboo back
What's Next for Kainga?
I've been having a lot of fun jumping back into Kainga occasionally. I am aware that there are some foundational issues that still exist that are unfortunately so baked into the source they cannot be rooted out without re-creating Kainga itself...
which is not off the table! (Kainga 2?)
I've also been toying with the idea of a "Skies and Caves" DLC.
What do you think?
ShantyTown - The Cozy Urban Building Game
For now I'm dedicating my time to finish
ShantyTown which should launch later this year.
Please
check out the Demo and leave feedback if you can!
https://store.steampowered.com/app/3701340/ShantyTown_Demo/
On the Backs of Walkers... Again!
That's right! ShantyTown is set in the same universe as Kainga but a different timeline. This carries over to the language, foods and even creatures!
See the Devlog how
I added Walkers into ShantyTown!
[previewyoutube=8vKuZUvHD3U;full][/previewyoutube]
Join us on Discord for all things Kainga and ShantyTown!
That's all for now, enjoy the update!
-KaingaDev
[ 2025-06-08 13:39:40 CET ] [ Original post ]