Release 1.1.2
- Added a tutorial mode that can be accessed from the main menu.

Developer posts and news about this game.

- Added a tutorial mode that can be accessed from the main menu.

Today's 1.1 update brings a major overhaul to the enemy behaviour in the overworld: - Enemy players are now able to target and fight each other in the overworld. - Enemy player armies now explore around the overworld, outside of their own kingdoms. - Enemy players now prioritise

- Fixed some objects not being destroyed between tiles, resulting in wasted resources. - Settlers now correctly find other dwellings if their current one is destroyed. - Defending settlers now included in friendly unit count during defensive combats. - Enemy armies can no longer

Huge thank you to every who has provided feedback and support. It's been a long couple of years but as of now we have launched Kingdom Conquer! The demo has also been updated and will remain up for the foreseeable future, so share that with people you think might enjoy it too. I'

Please keep in mind new items and buildings are not in the demo but all other improvements are: Release 0.1.3 Added Market building where you can exchange resource and craft clothing. Added clothing which reduces the settler's food cost per turn by 1. Collect Pelts from Wolves to

Demo 1.4.2 - Added New Game settings menu. - Added hardcore mode. - Overworld maps are now only valid if there is a minimum amount of land. - Enemy player spawns are much more reliable and spread out on the overworld. - Fixed dropdowns scrolling very slowly. - Optimised save file

A lot of updates added in the 1.3 Demo has resulted in way too much cognitive strain to effectively manage your tiles. Demo 1.4 aims to streamline the moment to moment gameplay so that there is more room for larger and more macro decisions. Below are the first steps for this goal

Demo 1.3.11 - Added a large amount of missing SFX and some VFX. - Restored NPC alert behaviour. - Fixed game breaking bug when deleting a tent with a settler. - Can now respawn when in conquer phase. - Fixed audio sliders not saving.

It's been a while since I've posted the changes in Steam as they occur so frequently. Please see below for all the changes from Demo 1.3.0 until now. If you're a returning played or haven't tried the demo yet, now's an excellent time to get into it! Don't forget to join our Disco

These latest changes will better support the character progression that is coming soon: - Now able to climb vertical surfaces automatically using stamina. - Stopped sliding from occurring on uneven surfaces. - Removed mid-air jumping. - Replaced dashing with continuous sprinting.

Demo 1.3.1 - Fixed overworld combats from appearing when you have an army on any tile that isn't your own. - Removed Delete Stack function - Changed the resource bar to only show resources that are in the wagon. - Added aggressiveness rating to enemy clans. - Fixed empty enemy ti

Today we have the addition of players to the game with their own name, colour, personality and score that you must destroy, replacing the generic hostile units of the past edition. While there is still more customisation to the whole experience I am yet to add, I hope you find th

Massive thank you to everybody who has joined in during Next Fest and have played the Demo for the first time! We've had a great turn out so far so let's keep the momentum going. I wanted to give a quick overview at what the most immediate updates coming to the Demo will be to lo

The biggest change to come from this update is the removal of custom building blocks as an option. I've done this to sharpen the focus on resource generation, production, strategy and combat. Hacksilver has been added as a new resource and is only gained by slaying enemies. This

Demo 1.1 Changelog Introduced AI for the overworld enemies. Enemy armies on the overworld will now march towards their closest targeted army or camp. Enemies will now expand their territories and spawn further armies in the overworld. Removed the damage multiplier that NPCs had a

Thanks for everybody who took part in the initial playtest experience, that is now closed! With the release of the 1.0 Demo it's time to look ahead at what's left to be added by time of release. All the work so far has been poured into reaching this core, strong foundation and fr

It's been a long journey to get here but today marks the first time that the public can play Kingdom Conquer! There is still much to do, but for now you can start exploring and getting a sense of the building/settler mechanics. As always join the Discord to keep with the goss and