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Hello everyone! You may have noticed a pause in updates over the last few weeks. After the Early Access release, I needed to take a breather. The Early Access launch was intense and exhausting, and I needed to take this short break. That said, development didn't come to a complete standstill. I took the opportunity to do a major refactoring of the code, to lay a more solid foundation for future updates. This fundamental work was essential to be able to integrate new functionalities more efficiently in the weeks to come. From now on, I'll be updating on a regular basis: you can expect an update every week, or every two weeks for larger features. Thanks again for your support and patience!
Small fix for a bug that caused room types to be reset when loading a game
That's it, ladies and gentlemen, I've finally clicked the button: the game is officially published, along with a demo for those curious enough to check it out! Today marks a key milestone for me: the game is going into Early Access, and I can't wait to get your feedback so I can continue to enrich it with all the content I've got in mind. (and I have a lot) I hope you'll enjoy playing it. And if you're not sure, that's what the demo is for!
Hello :) 1 month since the last DevLog, that's a scandal! I must say that I spend my days with my head in the code, preparing everything to make the next release as smooth as possible... so I may have forgotten to post a bit, and I didn't have much to say either, except that I'm fixing bugs and rewriting code :p But for the news, I'm currently working with a few testers, the aim being to detect as many problems as possible and fix them before the release of early access! I'm not going to detail everything I've done since last time, but I can tell you that the list is long!
Hello :) Here's the news for today, I'm not developing any new features at the moment (which is why I'm a bit behind on the DevLog), but I wanted to post a little announcement to keep you up to date with what's going on!
Hello ! Here's the DevLog for last week, happy reading :)
Hello everyone, and happy new year :) With the vacations over, it's time to get back to the rhythm of one DevLog a week! Happy reading.
Hello everyone! Just a quick message to let you know that I'm taking a break for the end-of-year vacations, resuming work next week after the new year! Happy holidays to all :)
Hello :) I've only been working on the implementation of a new pathfinding algorithm (HPA*), more efficient than the old one (simple A*). I still have some work to do before it's 100% operational, but as it stands, the performance gain is already quite impressive. With the old one, on a 200/200 map with hundreds of enemies, FPS simply dropped to zero. Too many calculations. Characters had to constantly recalculate paths, and the impact on performance was enormous. With the new implementation, under the same conditions, the impact on performance is minimal. Here's a short video demonstration for those interested! [previewyoutube=RDXKNPT50QI;full][/previewyoutube]
Hello :) Here's this week's Devlog, and what I'll be working on next week, as there's a big job in progress!
Hello! Like every weekend, here's a non-exhaustive list of development progress :) (I'm going to call this a DevLog from now on, because that's exactly what it is!)
Hello everyone! I'll be able to resume the schedule I'd set myself at the start, i.e. one news per week presenting the progress of development. Over the last few days, I've been busy working on the game's sound design, which is now complete :) So here's an overview of what's new since last time, enjoy your reading.
Hello! It's been 2 weeks since I posted any news, as I'm currently working on the game's Sound Design, in collaboration with a composer/musician. So no new features to report at the moment! I think next week there'll be some new stuff. Thanks, kisses
Hello everyone! Like every Friday until the game's release (soon), here's the (non-exhaustive) list of things I've been working on this week, from new features to redesigns/improvements of existing ones.
Skill system is almost done !
Hello everyone and welcome :) I'm happy to finally be able to publish the first announcement in the Features of the week series! The aim of this series is to bring you weekly updates on development progress, be it new features, tweaks or anything else. Happy reading ;)
King's Keeper is a colony simulation and base-building game set in a medieval fantasy world.
In a world where night is permanent, your King and his “workers” will have to survive, fight and build what may be the foundations of a new Kingdom.
Procedural generation: The map is randomly generated with each new game.
Job system: miner, woodcutter, farmer, blacksmith, craftsman, clothier and more. Configure each profession on each character using a priority system.
Raids: Enemies such as Goblins, Cyclops and the dreaded Night Walkers will regularly attack you.
Tower Defense: Build powerful towers to repel raids.
Base building: Building a dormitory or bedrooms would be a good start...
Needs and sanity: Take care of the needs of your “workers” and your King to prevent their sanity from plummeting.
Game Over: If your King dies, the game ends.
Craft: Harvest and craft resources for your base and equipment for your workers.
Skills: Each task performed by a “worker” will earn him XP in the associated skill, and he will become more efficient over time.
Light/Dark: A worker will prefer to sleep in the dark, and work with light. Some enemies will be invisible in the dark...
And many more :)
Reproduction: Short of manpower? Select your 2 best workers and have them reproduce.
Trade: Export surplus production and import all kinds of goods
Prestige: Increase your prestige by upgrading your base, which you can use to unlock technologies or improvements, which may also attract attention...
Quests: Your King will have demands. He's the King, after all.
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