- Devlog #12: Prequel - 5 September 2025
Hello everyone! This devlog will be more about the plans for Kingso and the achievements of indie development in general.It has been about 100 days since the release of the largest Kingso update. During this time, I started working on a new project — CaveVox, a prequel to Kingso. It is a 3D voxel roguelike set in a fantasy medieval dungeon. Unlike Kingso, where you explored the continent of Avelir in 2D, now you will be able to descend into the depths of one of the equally detailed dungeons in 3D.What awaits you in CaveVox?Unique dungeon generation — each dungeon level has its own style but is always unique. This applies to appearance, objects, interactions, and monsters.Spatial sound and a living dungeon atmosphere — you can hear the sounds of monsters and the environment.Combat system and diverse monster behavior — monsters have different behaviors, can form groups or attack alone, an…
- Devlog #11: Progress Update - 31 May 2025
Introduction Hello, adventurers! In this devlog, we’re sharing a general development progress report. Much has changed in Kingso since the last devlog - systems became deeper, visuals more expressive, and the world more dynamic. What’s New Biomes: Water movement, animated environments, and more immersive ambiance across regions. Domains: Around 30 nations and 200 territories now shape the continent’s political and cultural landscape. Creatures: At this stage, only slimes are implemented - various types adapted to different environments. Despite their simplicity, they already feature distinct habitats, behaviors, and stats. This lays the foundation for a richer creature ecosystem in future updates. Dialogues: Visual elements such as character portraits, background art, and dynamic text flow are now fully implemented. Choices affect interaction outcomes. Quests: The Adventurer’s Guild is…
- Devlog #10: Game World - 28 April 2025
Introduction Hello everyone, today we're going to talk about the story of Kingso. The game itself offers different playstyles, and the story is more of an additional element that describes the world of the continent of Avelir. You'll be able to choose your own path in the game, and this is what makes the story unconventional in the traditional sense: there is no predefined "correct" ending. Story Avelir, once a prosperous continent, experienced the greatest catastrophe in its history. A magical cataclysm destroyed the old great kingdoms, disrupted the balance of power, and freed ancient forces that are once again interfering with the fate of mankind. By the time of the game, Avelir is: Fragmented lands where dozens of kingdoms, factions, and orders vie for power; Pirates, shadowy alliances, thieves, and mercenaries weaving their own intrigues; Ruthless lands: from the snow-covered north…
- Devlog #9: Battles and Squads - 18 April 2025
Introduction Hello everyone! In this devlog, we’ll talk about battles in Kingso. In the previous devlog, we already mentioned that the game map is quite vast. Exploring the entire map will take a significant amount of in-game time. The idea is that each biome and nation will differ not only visually but also in terms of gameplay. Over time, the game will become increasingly diverse. Squads Battles in Kingso are a feature that was previously missing and much needed. After all, what kind of fantasy world would it be without enemies? As you journey through the uncharted fantasy continent of Avelir, you may encounter friendly, neutral, or hostile entities. These could be other travelers, caravans, lords, or monster-infested zones. Ordinary beings will develop city economies, wage wars, and defend their territories. Monsters, however, are a separate gameplay mechanic. The idea is that player…
- Devlog #8: Continent and Biomes - 9 April 2025
Introduction Hello everyone! Previous articles mostly covered the general development of the game. Now, with a major update on the horizon - and going forward in general - devlogs will be published across multiple platforms to keep you informed about what's changing in Kingso. In the last article, I talked about the game engine and how Kingso evolved into its current form. Today, we’re continuing that topic — this time focusing on the central arena of all in-game activity: the world map. Map Structure Kingso is built on a tile-based map system. When the game ran on a custom engine, everything was managed directly with minimal abstraction. However, after transitioning to Godot and integrating through the TileMapLayer, our approach became more modular and flexible. This opened up new possibilities, but also introduced a set of unique challenges. There aren’t many games in the industry tha…
- New biomes, improved graphics, animation and interfaces - 12 November 2024
We continue to develop the game and are happy to share the latest changes. New biomes Unique biomes have been added to the game, each of which has its own atmosphere and style. Now the world will become even more diverse and interesting to explore. In the future, each type of biome will be increasingly emphasized in the gameplay. Improved graphics The graphic design has received a significant update. We've chosen the final graphics style, reworked textures, and added more details to make the gameplay more immersive. Animation of static objects To create a living and realistic world, we added animation to previously static objects. This makes the gameplay more dynamic and rich. Guild, squad and inventory interfaces Work has begun on the guild, squad management, and inventory systems. These elements will provide players with a convenient way to interact with allies and equipment. Combat s…
- Getting Back on Track - 27 September 2024
Dear Steam Gaming Community! We want to sincerely apologize for the long absence of updates and news about our game. It was difficult for us to make a decision to review our approach to supporting the game, but we are convinced that this is a necessary step towards future success. With great joy, we inform you that now we are fully focused on updating the game! To achieve this, we have switched to the new Godot 4.3 engine. For a long time, we were developing our own engine, but over time, we realized that Godot is just as good, and even better. During the migration process, almost all existing content, graphics, and functions from old game versions were transferred. Work is being carried out intensively, and we are very hopeful that you will see the results of our efforts. We will inform you about updates and progress as they are achieved, so that you are always kept informed. Thank you…
- About developing Kingso and porting to our new engine - 6 April 2023
Hello friends! We are excited to share with you some news about what we've been up to lately. As always, we strive to be as productive as possible and never stop at what we've already achieved. Over the past period, we've dedicated a lot of attention to developing several of our projects. We aim to create games that are exciting and interesting for our users. To achieve this goal, we're constantly improving our technological base, enhancing graphics and sound, and adding new features and functionalities. We can't reveal all the details about our projects, but we can confidently say that our games will be worthy of your time and attention. In total, we're working on about seven projects of varying complexity, including games of different genres and directions. We're sure that you'll enjoy them and will keep coming back to them again and again. Currently, two projects are being actively d…
- About the development of Kingso and future updates - 11 July 2022
Greetings. Quite a lot of time has passed since the release of the game, almost half a year without public updates for Kingso. For many, like us, a question pops up like: "When can we expect updates? Is the game being developed at all?" I will try to answer this question in more detail now, in order to clarify the situation around the game. First of all, you should remember that the project is being developed from scratch and with full enthusiasm. Many things could not just be taken and done without knowledge in specific areas. This entails creating most of the toolkit and studying the documentation. So back in 2019, the game was a graphic demonstration in the 2d style. Initially, it was strongly associated with c++ code, libraries, which does not allow the project to develop quickly. It is technically impossible for one programmer to keep track of tons of code. And even when the game e…