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?
All Reviews:
Very Positive (2,533) - 82% of the 2,533 user reviews for this game are positive.
Release Date:
Nov 5, 2013

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Recent updates View all (115)

October 14

Bounties for October - Quality of Life Tweaks

Hi Folks!

The Contributor Bounties for October have been voted on - a little later than usual! These are two straightforward changes that community members voted would be a good fit. They shouldn't take too much implementation effort, making them appealing to bounty hunters.

  • Add back charging cursor for Knight slashes - $30

    "(...) Make learning Knight (especially fast slashes) easier for new players - (...) bring back charging cursor from Classic."

    More info here

  • Make trampolines support multiple objects bouncing at once - $30

    "Trampolines behave very strangely since they have a cooldown for bouncing something. For example, if you and a teammate both attempt to bounce on a trampoline at the same time, only one person will bounce. This is very frustrating in TDM."

    More info here

As always, if you're intending on undertaking a bounty, it's good form to let people know on github and ask folks in #development about any implementation details or possible variations!

3 other proposals were voted on but did not garner enough support to warrant bounties. We've decided to treat both these bounties as "medium" and reallocate remaining $40 funds to be paid out for the development of the new community accolades system, to share the love.

We'd like to see more proposals that both the team and the community can get behind - huge proposals are hard for the team to justify because they require far too much work for even the largest bounty to cover, and super niche proposals are hard for the community to justify because they only service a small number of players. This is a hard thing to get right, but we had to "overrule" a proposal that would have been at least multiple months of work.

Also: there is a good amount of github contribution going on - but not enough input on the github pitch+voting side of things. Even if you're not interested in code, but you are interested in the future direction of the game, please spend some time each week or so going through and voting support for ideas that you like, and maybe even pitching ideas that you think would improve the game. It really makes a difference in the quality of the pitches that make it through, we'd love to see more participation there!

There will be a writeup coming to ease confusion about the system soon - but the tl;dr version is:
  • Pitches happen on github as described here.
  • Preliminary votes with +1 reacts on github.
  • Then a further voting round on discord to get a wider population sample.

Have fun!

0 comments Read more

October 7

Build 2731 - Maps, Bounties, Democracy, and Accolades - Something for Everyone!

Hey Folks!

This build has been a couple of months coming due to some finicky engine changes and a few of the bounties running long, but it should be worth it. Lets get stuck into the changes! :kag_yes:


There is now an accolades system in-game for recognising player contributions.

This system not only recognises tournament wins, but also community contribution through github, moderation work, map making, or organisation. We're still working on getting these all displayed (only tournament wins are displayed currently), but we look forward to giving a little emblem to show off to everyone who has helped out in some way.

The accolade badges currently appear in the scoreboard - the appearance of each is subject to change.

The accolades system is also used for assigning the newly introduced tournament-won custom heads. They will still take some integration work, but this system may also be used for assigning other supporter rewards as well, so it's well worth having.

Huge thanks to Rayne and Shy who were instrumental in implementing this system, and Bunnie for spearheading the competitive organisation and performing the data entry for each accolade!

Dev Updates:

This build has two months of bounties in it, as well as a lot of other community development. This includes paid bounties such as the In-Game Report system, Holidays fix, Anti-anti-grief, and item momentum on death. The bounties are pitched, voted for, and developed by the community, but funded by THD. Other community development is on a volunteer basis and very much appreciated.

A lot of these are simple quality of life changes that should improve your experience. The Report system will be getting hooked up to discord at some point in the next month or so as well. There are a lot of minor/miscellaneous changes; check the changelog for the details and credits!

Thanks to all the contributors!


We've been running intermittent voting through the discord channel. If you would like to vote for bounties, help make decisions about controversial balance or map changes, and take place in other polls, then please jump on the discord and check the #democracy channel for any active votes.

We'll be writing up a primer on the whole system soon, now that it is relatively stable.

Map Changes:

Some TDM Map Changes were voted on in Discord.
  • Vertigo was removed
  • Spelunca and Corruptio were added
  • GamblersDen was kept

New Internal Contributor:

We'd also like to publicly welcome our latest internal contributor, Vik. He will be able to help out with minor engine-side changes after developing a good track record of public contribution through github. Be sure to bother him if you need anything on discord :kag_wink:


That's it for this time, Have Fun!


Full Changelog: Bounties [fixed] fixed holiday.as not removing the scripts properly (thanks makmoud98) [added] held items now have momentum when dropped as you die (thanks makmoud98) [added] in-game moderator report system (thanks Vik) - say "!report USERNAME" in chat to report a user - you can use tab-completion to save typing - todo: translation friendly report notification in chat [modified] removed various "grief protection" measures that were annoying players (thanks Shy) - explosions can destroy friendly structures - fire still lights near friendly structures - platform background walls are no longer destroyed by explosions - backwalls are no longer destroyed when a door or trap block is on top of them Maps [modified] applied tdm map vote results from discord (thanks Ni + map authors + everyone who voted!) [removed] ferre_vertigo [added] vans_spelunca [added] vans_corruptio Accolades [added] accolades system for recognising player contributions in-game (thanks Rayne and Shy) [modified] refactored + optimised accolades system and integrated custom head information to config (see accolade_data.cfg) [added] new accolade data (thanks Bunnie + Mazey) Misc [added] totally script-side emote menu (work in progress for emote bounty) (thanks Asu) [modified] Autopickup to player before crate if possible (thanks Potatobird) [added] list of spectators now shows usernames (thanks Vik) [added] random exit velocity to crates + boats + players (thanks Shy) [modified] randomexitvelocity uses random object and floats instead of XORRandom and ints (smoother output) Engine Side [fixed] Time_DaysSince for negative days (changed datatype to int from u32) [modified] map/rules actually remove script filename on script removal (prevents new clients getting removed scripts, eg for holidays.as) [removed] call logging for script functions, which was basically never used [modified] optimized hasTag (thanks Asu) [modified] improved water performance when there is no water or when the client is too far from water (thanks Asu) [modified] batched map border draw calls for performance (thanks Asu) [added] batching for HUD panes (optimisation) (thanks Asu) [modified] optimized profiler globally, significantly reduced overhead at idle (thanks Asu) [added] profiler probes for console and text rendering (thanks Asu) [fixed] items fly out of inventory with a previously set "ghost" velocity (thanks Asu) [fixed] missing ping on linux/mac (thanks Asu) [fixed] crash issue (thanks Asu)

Edit: small fix pushed for linux/mac crashes on some gamemodes - thanks for your patience :kag_yes:
4 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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