2026-05-29
Super Fantasy Kingdom News Roundup at the Hooded Horse May Publisher Sale
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Hey everyone! Recently, Super Fantasy Kingdom saw the launch of its largest update ever! With Patch #15, solo developer Feryaz almost completely overhauled the game. Such a large undertaking took over 50 beta patches and tons of feedback from the community to balance, test, and refine. Patch #16 followed up on this patch to continue the vision and respond to all the player feedback from the previous patch. A lot has changed with Super Fantasy Kingdom, so check out the full roundup below! Super Fantasy Kingdom is also part of the Hooded Horse May Publisher Sale at 50% off. Check it out, and the other games on sale during the Hooded Horse May Publisher sale. Hooded Horse May Publisher Sale {STEAM_CLAN_IMAGE}/44238280/93a3b7f6c23db6bd25fee769d327544e93d2c25f.png Super Fantasy Kingdom News Roundup Patch #15 was by far the largest patch Super Fantasy Kingdom has received so far, and it focused on a ton of different areas of the game -- adding new content, new mechanics, QOL improvements, and reworking many systems in response to player feedback. The main goal of this patch was to improve variety, meaning, and agency for players. Let's get into the headline changes! Spells have been
스팀 공지2026-04-25
Patch #16: Upgrading Units and a new Spell!
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Hey everyone 👑,I have studied all the feedback from the last update. Some loved all the changes, but especially the change to how upgrading the units works seemed to be very divisive. The update was so big and tried to address a lot of problems at once, so I was never thinking it would be the final solution. But especially as a solo developer, I need to try out what works and what does not, and most importantly why. So, after taking a step back and considering all of that, here is a small but important update to finalize that vision:Units can be upgraded for resources againThis idea came from a player, and while it seems like a going backwards at first, combining it with the nightly promotions for coins could be the real solution.The intention of this whole change was to make the game less stale and allow more freedom in build crafting. But removing the resource-based upgrades also meant losing some control and a lot of the deeper resource related decisions. It had less charm and was also a bit boring maybe.So now we have both: The more puzzly way of upgrading for resources and the more roguelite approach of just using coins to upgrade a unit in the night.I hope this approach will
스팀 공지2026-04-09
Patch #15: Spells, Promotions, Traits and Monster catching
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Hey everyone 👑,It is finally time to release the biggest update yet to the public!We have thoroughly tested and refined it in the beta in over 50 patches. The update feels balanced now, and I'm eager to hear more broad feedback on where to take the game next. If you’ve been enjoying the game, please consider leaving a Steam review. Even a short one helps a lot. It was a lot of fun to finally work together with the community in public on this update. Thank you to everyone who helped in making this update possible!There is a lot of new stuff, but also reworks to tackle the deeper problems you reported. It's really a new take on how the game works. The goals of this update were to improve variety, meaning, and agency:PromotionsThe most impactful change is how upgrading units works. Instead of using certain fixed resources, upgrades are done in a promotion ceremony in the tavern and cost coins now. That makes the game a bit less puzzly, and it gives you much more freedom in build-crafting and improves the flow of the game. In our tests, builds are far more varied, and players do not always take and upgrade the same units anymore. It also feels more roguelite and makes runs le
스팀 공지2026-03-18
Patch #15 (Beta): Spells, Traits and Monster catching
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Hey everyone 👑The last month has been crazy! Thanks to you, I've had such an enormous amount of feedback to work through, and it really helped a ton. As did taking a break. The creative energy was finally flowing again, which I really missed. One thing led to another, I couldn't stop, and here we are:Update #15 will be the biggest update yet, by far. We have a lot of new stuff, but also reworks to tackle the deeper problems you reported. It's really a new take on how the game works. And it is so big, in fact, that I decided not to just release it like I normally would, but instead, I want to continue working on it and improving it together with the community.Here is just a short summary of the biggest change:Added a new spell system to give you more agency, like for targeting or manually hauling a resource you are desperately waiting forAdded kingdom traits to give you a reason to take on a more diverse teamThe final day is an endless challenge to test the capabilities of your build, while getting shards and super metals the longer you survive!To unlock new units, you catch monsters in traps now, making that a real part of the gameplay loopAdded more progression and
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