If you like total freedom in the way you conquer the enemy this is the ultimate war game for you. Build freeform constructions as a medieval Builder, fight in sword duels as a Knight or snipe with your bow as an Archer.
User reviews: Very Positive (2,563 reviews)
Release Date: Nov 5, 2013

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"Build a gigantic fortress and smash people with boulders."

Recent updates View all (44)

August 28

[KAG] Build 1591 - Maps and Bombs!

Hey everyone!

Finally getting out this “mostly small fixes with some bigger stuff” build after testing has come back ok! Sorry for the delays!

(Weekly log covering TR progress likely coming on Monday when we can fully asses the situation, today was all about KAG)



Spamming bombs with abandon is less likely to bring you success this build.
Sorry Henry!

This build’s headline changes are:

  • Big CTF Map Changes!
    CTF maps have long been a cause of stalemates and frustration - even in capable hands sometimes flags are too well protected or frustrating to capture, or are woefully under-defended, and often it’s easier to get to the enemy tent before capping the flag. All in all it can be a war of attrition; this build’s map changes aim to fix that as much as possible. Flags are less scattered, fewer, and further from the tent. Base areas are prepared to actually have a base dropped down into them. Rush distances are often shorter. A few especially annoying areas have been reworked. We look forward to your feedback on the map changes and revisiting many maps from other modes.
  • News is back!
    The in-launcher news feed is back and will be brought up to date as soon as possible, so you can check for update info on the go!
  • Reverted Trap Blocks
    As frustrating as it is for us to revert changes, we’re happy to do it in this case until a “real” solution is agreed on forum-side. Get your thinking caps on and help us figure out how this should be approached - we’re well aware some of you will be happy to go back to sharking out of pits, but the rest of us would prefer the builder have a well rounded, mostly-idiot-proof set of tools at their disposal.
  • Bomb Explosion Radius Decreased
    We were surprised (and pleased!) at the support for this on the forums. We expected most knight-main players to be angrily oposed to the thought of reduced bomb spam, but the opposite proved to be true. Archers should have an easier time avoiding bomb explosions and the new explosion radius should reward aiming your bombs all the more. Cost and damage have not been touched. Keep in mind that this is an experimental change, but we’re happy to be able to move forward with it.
  • Engine Update
    There’s been quite a big engine update behind all of this that exposes a few more things to scripting and fixes a few more edge case bugs and crashes. Modders will be pleased to know you can now properly remove polygonal bodies from blobs (allowing dynamically reshaped polygon objects, if your heart desires).
  • General bug fixes
    “Weird” corpse collisions, missing match timers, drilling people through closed doors, water decaying blocks in hand, a few vote issues, and a few engine-side bugs have been fixed! Thanks to the community members involved in some of these fixes, and see the full changelog for details.
Changes for hosts Generally changes that wont affect most of you, but important for community server hosts to be aware of:
  • TCP RCON on Windows
    TCP RCON now works for windows dedicated servers (although they remain unsupported, this is very useful for locally testing some mods). The linux implementation has also been reworked completely.
  • “Safer” API Client
    The API Client code used for registering the server is now a little “safer” about how it works and should crash less often (fingers crossed). Hosts: let us know if you see improvements, regressions, or no change with regard to API-related crashes and server registration.
That’s it! Let us know what you think on the forums, facebook, twitter, and in-game!

Have Fun!
Max

Full Changelog:
[modified] LOTS of map changes - flags generally more exposed and further from tent to prevent stalemates and "base-raping"
[modified] arrow always hits burgers and fishies (and anything tagged food) - not hearts this time though (couldn't make it work cheaply)
[fixed] drill hitting through doors
[fixed] dead players taking gold with them to the afterlife (everyone drops everything on death)
[modified] water does not decay doors held in the hand (thanks Obione5256__)
[modified] corpse collisions - should be less snagging!
[added] synced-based rendering of time to end of match
[fixed] tiny chat font (still some tiny fonts to fix still!)
[modified] boulders take 50% damage from swords and arrows
[modified] reverted trap blocks changes - will need more real discussion about a solution or alternative block, hit the forums folks
[modified][experimental] reduced bomb radius by two tiles to reduce bomb spam and reward aiming with them
[updated] engine, polygonal bodies removeshape fix, tcpr re-implementation, API "maybe fix" from MM
[fixed] voting for surrender as spectator
[fixed] news not being read properly (now we use custom solution with json)

8 comments Read more

July 5

Build 1537 - Quality of Life

Hey guys, mostly a "quality-of-life" build this time but also brings some important balance changes and content.


Prepare to get creative!

Before we get started, there are a few minor issues that have bled through from TR development into KAG, the "big" one is that fonts are smaller in various places - including the "Respawn In" dialogue and the loading screens. The old fonts will be back as soon as we find out exactly where they should be changed back properly (rather than a band-aid fix). If you notice any other strangeness please let us know ASAP so we can fix it!

Major Changes:

  • Mechanisms in Sandbox:
    That's right, mechanisms are finally available for building in sandbox and mods; along with a fancy "paged" building menu. There'll be a guide coming in future about how the mechanisms system works with examples, but for now they're there to play with and can be saved into custom image maps with the usual /savemap setup - this works for loading (for example) an unpopulated TDM map and adding in traps to the design. Be sure if you do later editing of the image that you use an image that can handle transparency - no MSPaint for mechanisms maps I'm afraid!
  • Surrender Vote:
    There are some games that end up very one-sided - rather than having 5 players yelling "please cap, please" and the entire enemy team destroying your base for twenty minutes before they finally realise theres a flag to take, you can now "gg" out of the game with a vote. We'll be monitoring abuse of this currently experimental feature but we earnestly hope it'll help ease the frustration of a stomp.
  • Vehicle Conversion:
    There's a new GUI and better mechanics for vehicle conversion, based on live players within a generous radius - this allows capping siege engines from a little further away, but also allows defending them; the time to convert is also a bit longer. We'll address the issues with spawning on contested engines soon.
  • Trap Block Behaviour:
    Trap blocks now can be opened by same-team players, much like doors, which prevents them from team-trapping people and limits the amount of damage a new builder can do in building their "genius trap".
    There is also a simple way to disable the new trap block functionality, which it utilised in TDM because some map designs rely on the old functionality.
  • Materials Back from Many Blocks:
    In particular, doors and trap blocks give a fair percentage of the materials used for construction back, which punishes misclicks less and allows counter-tunnellers to get rewarded for their trouble. Plaforms do not give material back at this point due to them already being ubiquitous and not being team-biased.
  • Wood doors decay Under Water:
    A suggested counter-tunneling mechanic that we're trying, stone doors and U-bends will have to be utilised more to defend against flooding in tunnels, rather than simply spamming cheap wood doors every few blocks.
Minor changes:
  • New Mechanisms:
    A motion sensor source block, directional wires for packing in dense designs, and a new appearance for the light component!
  • Cancel Building Button:
    Oddly this is one of the most-requested functionalities of new players coming to KAG from minecraft and the like; a way to put away any block. While it may not really affect you, a lot of players have a simple mental disagreement with it, so we've added a button to allow you to cancel building completely. Old players may or may not wish to use it.
  • Traders aren't in the way:
    Traders are now no longer able to block arrows, explosions etc at their posts.
  • Nicer TDM Scoreboard:
    More changes will inevitably follow, but we took the feedback recieved about the TDM Scoreboard to heart and made some changes; clan tags and usernames can now be seen, the spectators list renders correctly, and colours are back to indicate various user types.
Have Fun!

Geti/Max

Full Changelog:
[moved] traders into sprite layer rather than separate blob (thanks Verra)
[fixed] a few rules that were still using traders as blobs
[added] clantag/username support to the TDM scoreboard (partial thanks to verra)
[added] "admin colours" to TDM scoreboard (thanks Verra)
[modified] ctf_givespawnitems sets timers reliably at start of game
[added] water decays wooden doors quite quickly in CTF, Sandbox and TTH (not TDM to avoid breaking maps)
[updated] engine - fixed missing map edges, Maths::Clamp/Clamp01
[added] fire spreads on some blocks dying as well as over time
[added] materials back from some constructed blobs when destroyed as builder
[added] can move through trap-blocks like doors if they are like-team (prevents getting trapped in giant pits by "genius" teammates)
[added] old trap block behaviour to TDM (set with tag on rules "old trap blocks")
[added] Elbow and Tee Wires to BasePNGColors.as and BasePNGLoader.as
[added] elbow wire junction
[added] tee wire junction
[fixed] wire background layer
[modified] Wire.as to include functionality for elbow and tee wire junctions
[added] functionality in BlobPlacement.as for held blocks to ignore builder facing
[updated] Lamp component to be directional, and more visually distinct
[added] early opt tag checking for BuilderHittable.as, use "builder always hit"
[modified] CommonBuilderBlocks.as to add blocks based on gamemode
[MOD WARNING][removed] CTF_BuilderMenu.as, CommonBuilderBlocks.as inherited this scripts functionality
[MOD WARNING][removed] WAR_BuilderMenu.as, CommonBuilderBlocks.as inherited this scripts functionality
[added] Mechanisms to Sandbox
[updated] engine with changes for snapping camera to pixels + changes to minimap
[added] GamblersDen map for TDM
[updated] BuilderInventory.as to use CInventory::getInventorySlots()
[added] arbitrary costs to CommonBuilderBlocks.as for Mechanisms
[added] new mechanism component, motion sensor
[added] another constructor to the Component class
[added] Mechanical click sounds for mechanisms, thanks Rayne!
[fixed] connecting to non-LAN hosts while server is running (caused all sorts of weird bugs, thanks makmoud98)
[fixed] unsigned issue with fire_time (could cause lock-ups of vehicles)
[added] new vehicle conversion HUD + fixed vehicle convert sync + made rules more "fair" to both sides (defenders dont hard-reset the timer, but attackers can win by majority - both are displayed)
[added] Stop Building button and functionality to BuilderInventory.as
[added] ClearCarriedBlock(CBlob@) to BuilderCommon.as
[modified] BuilderIcons.png to include the new stop building icon
[MOD INFO][modified] CommonBuilderBlocks.as to include documentation for adding your own pages
[updated] GenerateFromKAGGen.as, fixes tile map hooks not working
[updated] BasePNGLoader.as
[added] LoaderColors.as, replaces BasePNGColors.as
[added] LoaderUtilities.as, holds tile map hooks
[added] vote surrender - experimental

13 comments Read more

Reviews

“No other game allows you to build a castle, actively fight off invaders, and then jump onto a catapult to be flung over the walls of your rival’s castle to claim its inner sanctum as your own.”
4.5/5 – http://indiegamereviewer.com/review-king-arthurs-gold-build-destroy-and-storm-the-castle/

About This Game

If you like total freedom in the way you conquer the enemy this is the ultimate war game for you. Build freeform constructions as a medieval Builder, fight in sword duels as a Knight or snipe with your bow as an Archer. KAG blends the cooperative aspects of Lost Vikings, mashes them with the full destructibility of Worms and the visual style and action of Metal Slug, brought to you by the creators of Soldat.

  • Build Defenses With Freeform Building
  • Destroy the enemy castles with physics and explosives
  • Freedom to move by land, water, dig tunnels or fly in the air
  • Use the environment to burn or drown enemies
  • Interact with a living animal and plant world
  • Drive siege machines with your teammates
  • Fight with 32 unpredictable humans in multiplayer
  • Freely change to one of 3 distinct classes
  • Singleplayer, cooperative and competitive game modes
  • Customize with 60+ unique heads
  • Create your own adventure with community created mods & scripts

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP
    • Processor: 1.5 Ghz
    • Memory: 1 GB RAM
    • Graphics: 64MB Integrated
    • Network: Broadband Internet connection
    • Hard Drive: 256 MB available space
    Recommended:
    • OS: Windows 7
    • Processor: Intel Core i5 2.1GHz
    • Memory: 2 GB RAM
    • Graphics: 512MB Dedicated
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
    Minimum:
    • OS: OS X Leopard
    • Processor: Intel Core 2 Duo 2.1GHz
    • Memory: 1 GB RAM
    • Graphics: 64MB Integrated
    • Network: Broadband Internet connection
    • Hard Drive: 256 MB available space
    Recommended:
    • OS: OS X Lion
    • Processor: Intel Core i5 2.1GHz
    • Memory: 2 GB RAM
    • Graphics: 512MB Dedicated
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
    Minimum:
    • Processor: 1.5 Ghz
    • Memory: 1 GB RAM
    • Graphics: 64MB Integrated
    • Network: Broadband Internet connection
    • Hard Drive: 256 MB available space
    Recommended:
    • Processor: Intel Core i5 2.1GHz
    • Memory: 2 GB RAM
    • Graphics: 512MB Dedicated
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
Helpful customer reviews
154 of 172 people (90%) found this review helpful
1 person found this review funny
250.7 hrs on record
Posted: June 2
If you're the kind of kid who drew little people fighting each other while your apathetic teacher regurgitated his syllabus, you're going to love this game.
Was this review helpful? Yes No Funny
38 of 43 people (88%) found this review helpful
1 person found this review funny
28.2 hrs on record
Posted: June 13
The only game where trying stupid things like surfing on your shield actualy works.
Was this review helpful? Yes No Funny
35 of 42 people (83%) found this review helpful
1 person found this review funny
21.1 hrs on record
Posted: June 17
Spend an hour building a giant wooden fort.
Archer uses one fire arrow and burns down the whole fort.
11/10 would build again.
Was this review helpful? Yes No Funny
31 of 37 people (84%) found this review helpful
25.6 hrs on record
Posted: May 20
This game is the definition of underrated.
Was this review helpful? Yes No Funny
14 of 16 people (88%) found this review helpful
576.3 hrs on record
Posted: June 12
This game can be hard to get into. The small playerbase means skill levels vary wildly from player to player, so in each game there will be seasoned veterans fighting with and against the freshest of newbies. And in such a skill-oriented game, it can be hard to get anything done. So if you're frustrated by stuff like that, you might have some trouble at first.

...But KAG is one of a kind. I've played it for countless hours on both Steam and the standalone client. I could play this game forever. I can't even adequately describe how much and why I love this game. I think the fact that you can look at these reviews and see a bunch of people with hundreds to thousands of hours on a $10 indie game really says something.

It's also got a bunch of cool mods, and people actually do play in the modded servers quite a bit, if that's what you're into :)
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