Would you like to demolish your opponents fortress and collapse it with 2D PHYSICS? Would you enjoy building castles, traps and siege machines in MULTIPLAYER?
Recent Reviews:
Very Positive (32) - 84% of the 32 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,473) - 83% of the 2,473 user reviews for this game are positive.
Release Date:
Nov 5, 2013
Developer:
Publisher:

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Recent updates View all (93)

January 1

A Look Back at 2017, and The Year Ahead

Hey Folks!

2017 was quite a year! Pull up a chair (and a tall glass of nostalgia), I figure a retrospective is in order.



Community
As with any multiplayer game, the community is what sustains the project - without players, there's not much to play. But this year, the KAG community have gone far beyond simple participation and play. Much of what follows is partly or wholly community effort, and we can't overstate our gratitude for that.

I'd especially like to thank Furai, Asu, Jrgp, Galen, Mazey, FuzzyBlueBaron, MM, Cameron, Verra, Sophia, Norill, Diprog, Fuzzle, Panky, mcrifel, Ni, GoldenGuy, Tru, Terracraft, Makmoud, TFlippy, FunATuns, Monkey_Feats, 8x, the OKSA, Discord and Forum moderation teams, all the modders, and the community at large for the part they have played in the game this year!

Discord
Discord was perhaps the biggest community shift overall, both in the official and unofficial spaces. Discord has taken over the role that IRC used to play, but also much of the forum and development chatter. The official server has thrived, but there are also region-specific and clan-run Discord servers which cater to more niche audiences and help to sustain and engage those populations. In the official sphere, day to day development, testing, modding and announcements are all coordinated primarily or partly through Discord.

The official discord has also reached a thousand members and is holding a give away raffle to celebrate! It will start on the 3rd and end on the 5th of January - so if you're interested in a chance at a freebie, be sure to enter!

Github
The open github base repository got properly up and running this year. It has been a wonderful way for community members to contribute to the game in a volunteer capacity. We've had a few hundred community contributions across over fifty separate pull requests (!) - including translations, maps, balance tweaks, code clean ups, optimisations and more.

This has really let us fill out the changelogs of each build with things the community is very interested in, and has thankfully been mostly uncontroversial. We've endeavoured to merge in contributed work as soon as it's ready, and worked with each contributor to make that as easy as possible.

We are looking forward to working with you in 2018, and hope to gear up this side of development even further!

Internal Contributions
We've taken on some new internal contribution relationships, and rekindled some old ones as well. This has led to renewed development engine-side and the release of a few major features, fixes, and optimisations - including a new performance profiling system, faster water/fire/minimap, some significantly improved modding functionality, precache fixes, translation improvements and countless smaller fixes.

This has been a great way for people who want to contribute beyond script, texture, sound, config and map changes to really sink their teeth into helping build the game, and also helps spread the load of communicating with the community in the development and testing channels.

Translations
2017 saw translation efforts take off, with Russian and French translations for the majority of the game and menu texts, as well as increased translation support across the board. We hope this increases the usability of the game for those using the translation feature so far - we're looking to finalise support and increase the visibility of the feature soon, to help accommodate more non-english-speaking users.

We've had some expressions of interest for Spanish, Chinese and German translations as well, which can hopefully get underway in the new year.

Maps
Maps have been managed by a small group of community moderators with experience in map making and map criticism. They have been busily reviewing community-submitted maps on the forums and managing the mapcycle changes as appropriate, and have shown themselves to be good at communicating their process with the map makers and the community at large. This will no doubt continue to give both the novice and expert map maker a chance to bring fresh playable spaces to the game in 2018.

Sales
2017 was our first year of actively running more frequent large (50-75%) sales to draw fresh players on steam, and help ensure the game is affordable for everyone. We've minimised participation in bundles, as we see poor player activation rates from these, so we feel that they are likely bad for the community. We also did a charity sale which raised $1183 for unicef australia. We're happy with how this approach has gone so far, and are planning to continue with this as frequently as steam allows in the new year.

First DLC
The Flags of the World Cosmetic Head Pack DLC was released this year. It had a bit of a lukewarm reception, but overall we've had expressions of interest for both a non-steam purchase option, and further cosmetic DLC opportunities. Releasing DLC is a lot more work than it seems, but it may be an option to allow players to give extended support to development without resorting to things like gameplay content splits that either fracture the player base or sow "pay to win" discontent.

We've tossed around the idea of head packs, class skins, and emoticon packs; we'd be interested in trying each of these as development time and finances allow.

Looking Forward
2018 will be a year of further polish, more open contribution, and community empowerment. Walkthroughs for contributing, formalisation of some unwritten rules, and a more transparent dev cycle are all planned. We want to open game testing even more and continue to utilise discord for testing, development and modding coordination.

We want to improve player retention through a better singleplayer and newbie experience, and we want to get the official modded servers updated and stable again. We hope to get the compilers that we use updated which will enable many optimisations, modernisation of some of the code, and some libraries to be updated or replaced, fixing some age-old bugs. We hope to get the finances behind the game into a more sustainable place and to be more open about the state of affairs there. We want to build some fresh new vanilla content to rekindle the spark for older players, and to further enable modders to realise their dreams.

We know this sounds fairly ambitious, but after 2017 has gone so well, I think it's a good chance to grab the bull by the horns. We hope you'll stick around for an exciting year!

Happy New Year to You All!
From everyone at THD
13 comments Read more

November 27, 2017

Build 2416 - Many Fixes, Improved Performance, New Emotes Can be Bound

A small "rolling" release on last build, fixing a few regressions and a small collection of fairly long-standing minor bugs. Nothing huge, but should set us up with a more clean slate for the next build.


The hero on their way to save the princess thinking about which of these bandits to shoot first

Added:
  • Entities that are inside an inventory no longer have the option to collide, which should improve performance on maps (and modded servers) with lots of blobs lying idle in storages. We feel that this is the expected behaviour anyway, but any modders affected by this please get in touch ASAP.
  • New emotes work from the emote bindings config file, and emotes can be input there by name instead of by number (check EmotesCommon.as for the names). The emoticons have also been slightly reworked based on community feedback, though there's still a bit more work to do there! Note: they are not yet added to the emote menu because of an unresolved issue with the menu growing too large with so many emotes. We'll be looking at a few options soon.

Fixed:
  • TDM map loading issues introduced by the map loading optimisations last build - no more missing chests or spikes, sorry about that folks!
  • Unreliable crash on exceptionally small maps with minimaps turned on.
  • Forever-broken emote menu if it was left open upon nextmap. This one had been in game since at least classic days, possibly as long as the emote menu has been around. Good to see it laid to rest.
  • Map borders on "cave" TDM maps was incorrectly semi-transparent, which led to a strange seam at the top of the map. The semi-transparent border is still there for open-topped maps.

There are also a few under-the-hood networking optimisations, and we'll be investigating more soon.

Have Fun!
Max

Full changelog:
[added] blobs inside an inventory skip their scripted doesCollideWithBlob checks and don't collide [fixed] leak in minimap code + optimised minimap update on nextmap [fixed] crash with small maps with the minimap on [fixed] broken emoticon menu on nextmap if it was open [added] g_forceresolution to deal with bad resolution detection (thanks asu) [fixed] fade area above map on "closed"/"cave" maps was incorrectly transparent [fixed] chests and spikes stopped loading from maps (thanks asu) [added] emote names for custom bindings + new emotes "work" [modified] some mote emote changes based on feedback - still work to do though!
9 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

.

2D Physics + Class/Team-Based Multiplayer + Medieval War/Building game


A few things you can do in King Arthur's Gold:

  • DESTROY the enemy castles with physics and explosives
  • BUILD Defenses With Freeform Building
  • Use the environment to BURN or drown enemies
  • DRIVE siege machines with your teammates
  • Freedom to run, board ships, DIG tunnels or fly in the air
  • Interact with a LIVING animal and plant world
  • FIGHT with 32 unpredictable humans in multiplayer
  • Singleplayer, cooperative and competitive game MODES
  • CUSTOMIZE with 60+ unique heads
  • CREATE your own adventure with community created mods & scripts



King Arthur's Gold 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.

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
    • Storage: 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
    • Storage: 1 GB available space
    Minimum:
    • OS: OS X Mavericks
    • Processor: Intel Core 2 Duo 2.1GHz
    • Memory: 1 GB RAM
    • Graphics: 64MB Integrated
    • Network: Broadband Internet connection
    • Storage: 256 MB available space
    Recommended:
    • OS: OS X Yosemite
    • Processor: Intel Core i5 2.1GHz
    • Memory: 2 GB RAM
    • Graphics: 512MB Dedicated
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    Minimum:
    • OS: Ubuntu 12.04 or later
    • Processor: 1.5 Ghz
    • Memory: 1 GB RAM
    • Graphics: 64MB Integrated
    • Network: Broadband Internet connection
    • Storage: 256 MB available space
    Recommended:
    • OS: Ubuntu 14 or later
    • Processor: Intel Core i5 2.1GHz
    • Memory: 2 GB RAM
    • Graphics: 512MB Dedicated
    • Network: Broadband Internet connection
    • Storage: 1 GB available space

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