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 (18) - 83% of the 18 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,481) - 83% of the 2,481 user reviews for this game are positive.
Release Date:
Nov 5, 2013

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Recent updates View all (97)

February 28

Build 2509 - "60FPS Build" - Unlimited Render Framerate, Optimisations, New Maps and More

Hey folks - it's been a bit of a wait on this one, I know, but hopefully the payload makes up for it!


It's finally here! Asu has gotten serious work done on this feature and after ironing out some issues in testing, it should be ready for public consumption. There might still be issues with it, so it's not on by default - yet. If all goes smoothly in production, we will enable this by default - so if you haven't already, now is the time to give it a look and report any issues.

If you enable Uncapped Framerate (in the video settings), the game will now render "in-between" frames. The game logic still runs at 30 ticks per second, but the rendering is now decoupled from that limit. This makes the game's motion a lot smoother in the eyes of most people, without increasing the game's processing cost proportionally. You can keep the framerate capped if you prefer 30fps for whatever reason.

We recommend you keep vsync on (as it is by default) to prevent wasted processing on frames that aren't displayed. For most players, this leads to a smooth rendered framerate of 60fps, though those with higher frequency monitors or graphics cards the support "special" vsync modes (freesync, gsync etc) will of see higher framerates.

This feature works with most mods out of the box (including TC, pictured above), but if they do any tricky custom rendering, camera updating or similar, then they will need to use a few new functions to smooth out their motion. It's probably best to ask about it on a case-by-case basis in #modding on Discord, but we'll look at doing a forum writeup to help you understand the changes as well.

New Maps

The maps team have continued to review and integrate new community map content, to help keep the mapcycles fresh. We hope you enjoy what they've come up with this time around.

Both CTF and TDM have new maps in the rotation this build.
CTF changes: Added/Modified: highlands, princesscity, gloryhill2, lech_walesa Removed: kaggen, antqueen, snitchmerk, passfest, paradox TDM changes: Added: watery, reaver, neringa, cursedwell, virgo Removed: peanut

More Translations

The translation contributors have continued to provide, with the Russian translation being extended to support the server browser and the Polish translation being upgraded from a placeholder to parity with the Russian team. Please let us know if you have any feedback, and you can always contribute modifications or corrections on github! French will catch up soon, Asu has had enough on his plate with this release!

Community News

The Official Discord has continued to flourish since the giveaway around new years, to celebrate hitting a thousand members - we hope this continues through 2018! Congrats and thanks to Mazey, Galen, and the rest of the discord crew.

Github has slowed down a little over the New Year, but we'll be updating the repository with contributor guidelines soon - watch that space if you're looking to get your feet wet with KAG dev! A chinese translation may also be in the works, and the Russian, French and Polish translators are waiting on some further extensions to the translation system. Terracraft also contributed optimised image files to the space taken by the game on disk.

Eluded released his KAGLadder site for ranked 1v1. I believe discussion should be directed here.

The official servers have experimentally had the chat filter enabled serverside. We don't expect that this will have much of an effect on gameplay or on the majority of chat, but it will hopefully send a message that we want to encourage a more friendly atmosphere on the official servers. You can discuss this in more detail here - we're open to feedback, including suggestions for different filtering criteria or behaviour.

There was also a disruption to several THD web servers as a result of issues with some planned maintenance - the game was unable to be played online for a few hours as a result. Joe, our main sysadmin, is looking into options for redundency or failover to prevent a single point of failure from taking out the API, which is used for the server list and logins. More news on that as things develop.

We hope you enjoy the build!


Full Changelog: 60FPS Related [added] uncapped framerate interpolates frames, allowing >30fps (thanks and congrats Asu) [modified] graphics flash updated on render, changed logic and new time param [added] interpolation support to many rendered objects [fixed] various script issues with >30fps [added] fps diagnostic graph for inspecting render deltatimes /v_deltatime_diag Modding Related [added] getInterpolationFactor, getRenderDeltaTime, getRenderSmoothDeltaTime, getRenderExactDeltaTime, getRenderApproximateCorrectionFactor functions for enhanced >30fps support in scripts. [added] CCamera::getInterpolationOffset() bind (for fixing edge-case flickery world->screenspace conversions) [added] anim_timer to CParticle (thanks Vamist and Mazey for being insistent) [added] console print with color (thanks Asu and Eluded) [removed] tile noise variable (watch out tilemap modders) Hosting Related [added] config variable for customising ban length if a player leaves while frozen (default 30, no ban if set to 0) [added] disable file sending logs by default, can be changed with g_verbosefilesending [added] nolauncher option to the dedicatedserver.bat for windows [modified] some hosting-related properties (port, slots, etc) are now constant at runtime and must be set in the config or command line arguments, to prevent abuse/price tier escalation at shared hosting. Localisation related [added] changes required for server browser translation Optimisation [modified] significantly improved client performance with a lot of blobs [modified] <cmap:update> subtasks are more accurate [modified] optimized lighting code [modified] inlined cmap stuff for performance [modified] optimised flood layers (fire, water) [modified] optimised image files (thanks Terracraft) Other [fixed] soft-crash when disabling smooth shader [fixed] tcpr calling hooks before connection authentication [removed] many of the Engine namespace functions (thanks for the reminder TFlippy) [fixed] gramatically incorrect noswears correction (thanks for the reminder Paralogia) [fixed] irc button goes to thd channel (discord is majority now though) [modified] bombs in inventory don't kill non-player objects (eg war boats, storages) [modified] updated TDM, CTF mapcycle.cfg (thanks Panky, Ni, Map Team, Map Authors) [removed] longboat challenge that caused crashes
29 comments Read more

February 25

Public 60FPS Test Build

Hey Folks,

Asu has done great work and we're very close to releasing the 60FPS build - but during testing we've had a few hard-to-reproduce issues! To avoid potentially marring this very important update, we've decided to release a separate, public-access test build.

If you're interested in helping out, check out the build here - otherwise stay tuned for the update ASAP!

16 comments Read more


“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

Mac OS X
SteamOS + Linux
    • OS: Windows XP
    • Processor: 1.5 Ghz
    • Memory: 1 GB RAM
    • Graphics: 64MB Integrated
    • Network: Broadband Internet connection
    • Storage: 256 MB available space
    • 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
    • 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
    • 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
    • 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
    • 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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