Kingdom Inc. combines factory automation with adventurer management, asking you to design production chains that fuel expeditions into hostile territory. Harvest resources, craft equipment, and outfit parties to tackle increasingly dangerous missions while uncovering the conspiracy threatening your realm. It's ideal for players who enjoy the systematic puzzle of logistics wrapped around a narrative hook.
About this game
A minimalist factory / city builder. Design your workflow by harvesting resources, building equipment, outfitting your adventurers, and sending them on dangerous missions. Recover lost territory and unravel the plot that threatens to destroy your kingdom!
One final patch before Next Fest starts tomorrow, with the last few things I wanted to add and a few more suggestions and requested changes. Thanks to everyone who played so far!Added:You can now press \ while dragging a container or performing an area-move to deconstruct all selected objects.New combat attack animations in the War Effort for conscripts equipped with bows or staves.Fixed:Using the middle mouse button to move your viewpoint will no longer attempt to duplicate a Container located under the mouse while moving.Changed:Outfitter description now explicitly states that it can only equip a single piece of equipment.Tech Tree background replaced with a "blueprint" to make it easier to distinguish from the regular game background.Build Menu search function is more flexible and can also search in node description text.Prevent duplicate status messages from showing up during War Effort stage changes.Renamed "Current demand" to "Global demand" to make it more obvious that it's the item demand for all currently active crafting.Item I/O mini tooltip now cycles through accepted item types if multiple are allowed (Outfitter / Engraver).Item I/O mini tooltip now shows a "1" if a single item is present (and not just at "2" and up)
Hi all,I'm slowly getting the demo ready for Steam Next Fest in June. It's looking good so far! Here's another patch focused on implementing some of your suggestions for improvements, as well as other quality-of-life changes. The content of the demo remains unchanged, but hopefully these changes will make the game easier to understand if you're not familiar with Widget Inc., or other automation games!Added:Recipe tooltip now shows the projected sell value of the crafted item.Recipe tooltip now shows the required time to complete a craft.Recipe tooltips in the Tech Tree now show the entire recipe details, not just the text description.Hovering over the icon of an Item Shop now shows a list of recently sold items.Resource node tooltips now have a "Production speed" stat listed to make it more obvious that they are throughput-limited.Collector, distributor and manifold can now be collapsed back to a smaller input/output count (after upgrading to 4).Fixed:Equipping a shield now properly shows that an Off Hand is equipped (in case you haven't equipped a Main Hand weapon yet).Changed:Reworked the Tech Tree UI a bit, to make it more clear that you can click through on the large nodes to find more upgrades for that node.An empty weapon slot on a conscript's tooltip is now shown in dark red.Conscripts no longer earn fewer medals if no armor is equipped.Conscripts now take extra damage in war if no armor is equipped.Conscript item tooltip now warns the player that they shouldn't go to war unarmed.Inspecting a conscript while in the War Effort details will warn about the negative effects of not having weapons or armor equipped.
It's just a small update for now! A few reported bugs have been squashed, as well as some changes that mostly focus on quality-of-life upgrades.Added:Added hovering arrow to the Decorations menu button when it is unlocked for the first time.Added a hint tooltip to the Buy Menu button after unlocking a new node type.Resources that cost currency to produce (like Conscripts) show a popup number when that currency is being spent.Fixed:Fixed the tooltip of Forest crew not updating when you hire new crew members.Fixed the Collector / Distributor getting stuck waiting on unconnected inputs and outputs, significantly reducing throughput.Changed:When the input of a collector or output of a distributor is skipped due to time-out, it blinks orange instead of red (to distinguish from an actual deadlocked connection).Control-click no longer locks containers in place (conflicted with some other control-click behavior).Added a tiny bit of blue to the Tech Tree background to make it easier to distinguish from the actual game at a glance.
Posts come from Steam's official announcements feed.