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 (16) - 93% of the 16 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,496) - 83% of the 2,496 user reviews for this game are positive.
Release Date:
Nov 5, 2013

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Recent updates View all (103)

May 14

Build 2584 - Script Rendering, New Maps, Optimisation, Fixes Galore

Hey Folks,

This build contains several optimisations, a lot of modder quality-of-life changes, and some exciting new script rendering possibilities. There's also new map changes for TDM. We're getting this build out ahead of the github bounty system landing next month - we may get another build out between now and then as well, but this one has definitely waited long enough.

Script Rendering:

There is now a script mesh rendering API, which can render in both world and screen space. This makes it possible to render custom geometry for things like tilemaps, fluid layers, ropes, line-of-sight/visibility, complex multi-part objects, "cheap" entities, and more. We'll be working with modders to see where this may benefit their mods, and the API has a straightforward "get off the ground" example provided.

GoldenGuy in particular has already been tinkering with it; you can see his prototype of directional visibility in action here.

I'm working on an example of "dynamic water", which not only provides an in-depth example of the rendering code, but also a good jumping-off point for modders' own custom fluids. Lava has been an oft-requested mod! I've intentionally kept the water model simple (no pressure, no velocity flow) to provide space for modders to extend and improve the system. Still, it's a lot more dynamic than the built in KAG water, and may be fun for some sandbox servers!

(gfycat preview here!)

The script rendering changes have also brought around some optimisation to a few of the primitive type arrays (numbers, vectors, colours and vertices), in order to allow much faster handling of meshes and index buffers. This has the nice side effect of optimising any code using those types of arrays.

TDM Maps:

Thanks again to the map mods for reviewing, iterating on and integrating so many maps to help keep the gamemodes fresh!


The kag-base github repo has been getting a good amount of attention since the contributor bounties and voting system were announced! If you haven't already, go give the pitches and bugs a moment of your time and vote on what you'd like to see sponsored.

Thanks to everyone who's engaged with the system so far!

As always, discord is where the majority of discussion is happening. Shout outs to the mods and administrators who keep the lights on over there!

All the rest:

There's a lot of miscellaneous features in this one. A lot of them are sourced from github reports. Some are player or modder requests. A few of them were just spur of the moment things. See the changelog for full details.

Among them are better "tap" pickup handling to cut down on the amount of bad-priority pickups mid-fight, some tweaks to how TTH games start and end, and a long standing audio fix on linux/mac.

Have Fun!

Full Changelog: Script Rendering [added] script rendering interface (see ScriptRenderExample.as in Base/Scripts/Examples for details) [added] Vertex type for fast script rendering Maps - TDM [added] 3 Maps - FG_Enclosure, Niiiiii_Elewater, Niiiiii_GetisArena [modified] 1 Map - Niiiiii_Watery Miscellaneous [modified] TTH game start/end logic (requires a hall cap to start, game doesn't end on a tie) [modified] ignore item aim when tapping pickup [modified] saving logs in binary mode, which should interfere less with encoding [added] utf-8 logging everywhere [fixed] unicode logging on linux/mac [added] color log support [removed] "New player joined the game" message, only leaving "*player* connected" [fixed] linux/mac channel mismatch and stereo sound origin glitch [modified] readme + server setup info a little since someone got misled by them [fixed] discord invite link (now permanent) + added guidelines link in readme on github [added] "forceful" physics disable when in inventory (we'll see if it fixes tflippy's lag) Modding [added] Better trace printing for exceptions, etc. [added] printTrace(), getCallStack(), getScriptStack() debugging aids [added] g_timeoutscripts to abort long-running scripts [added] nested hook call detection [modified] matcher returns empty string if there's no matches (assumption seems to be made everywhere) [added] hasScript to all components, rules, map and blob - fixes #78 on github [added] CSprite::getZ() [added] global isServer and isClient functions as shorthand for the equivalent CNet functions. Fixes #85 on github [added] CBlob::getOldPosition() - fixes #86 on github [added] allow_suicide gamemode.cfg bool - removes the menu option for suicide for gamemodes where that option is unsuitable [modified] engine (esc menu) suicide uses hitters.as suicide hitter [fixed] missing default constructor for Random [added] specialised array implementation for some types (bool, u8, s8, u16, s16, u32, s32, f32, Vec2f, SColor, Vertex); faster performance [fixed] error preventing loading in Texture::dataFromSprite and Texture::dataFromSpriteLayer [added] CMixer uses matched filename
6 comments Read more

May 6

Contributor Bounties Coming in June

Hey Folks,

Next month, we are going to trial a contribution bounty system!

We want to help support and encourage community contribution in the game, both for code savvy folks, and for anyone who'd like a say on the future of the game. We'd also like the make development a little more democratic.

Starting next month, the top 3 contributor-applicable issues on github will be tagged with monetary bounties, paid upon integration of an applicable pull request. The wait should give some time for votes to accumulate, and ensure a set list of bounties. Issues will be ranked by the number of +1 reactions they have received from the community.

The bounties will be scaled according to popularity, with the #1 issue receiving a $50 bounty, the #2 issue receiving a $30 bounty, and the #3 issue receiving a $20 bounty, for a total of $100 over the month. Amounts are in USD.

We're starting out small, as we're not sure of the reception this will get. We are open to increasing the number and size of the bounties over time, and will look at crowdfunding options, should it prove popular. We hope that this will encourage contribution on other (non-bounty) issues in the meantime, and help get people involved with the repository and the game's development.

For Anyone:

  • Get on github if you haven't already! No programming experience required, interacting with the issues section is much like an online forum.
  • Be sure to star the kag-base repo to help increase our visibility within the wider open-source ecosystem.
  • Anyone can vote on issues - react with "+1" (the thumbs up) on issues you'd like to see fixed.

Pitching Features:

  • Anyone can pitch.
  • Pitch proposals under the issues section on the repository.
  • Start your issue title with "Feature Pitch: ", so folks know that it's a pitch.
  • Be as descriptive as possible
    • If you're not going to be the one implementing it, you don't want someone to be working off a vague spec.
    • If you're planning on implementing it, you want people to be clear what they're voting on.
  • Keep scope limited for this round - it's got to be able to be completed in a month by contributors who are often hobbyists, and the payments aren't huge.
  • Spread the word to players you think would like to see your feature implemented to secure votes!

For contributors:

  • Be sure to read the guidelines!
  • Consider pitching something you'd be confident to work on.
  • Join the discord and drop into the #development channel for support.
  • Wait until the bounties are posted - consider working on other issues in the meantime!
  • Post your intent to pursue a bounty on any of the bounty issues
  • Multiple bounties can be claimed, but please only work on one at a time.
  • Complete the required work to fulfill the bounty
  • Submit a Pull Request suitable for integration
  • Work with the developers to resolve any concerns prior to integration
  • Get paid!

Notes/Fine Print:

  • One pitch per person per month.
  • "Contributor-applicable" means "able to be addressed directly through the kag-base repository". This basically means "no engine changes".
  • Votes aren't restricted to feature pitches. Contributor-applicable bugs are also suitable, and votes will be counted and bounties paid if there are popular bugs. Bug issues are not restricted to the one pitch per month restriction.
  • Bounties will be paid through PayPal, so contributors looking to claim a bounty should ensure they have a suitable account to ensure prompt payment.
  • Bounties will only be paid for suitable contributions. We do merge optimistically, but the work must be in line with community expectations and suitable for .
  • Be careful if multiple people are interested; the bounty will only be paid out once, to the first suitable pull request (ordered by submission time if multiple suitable submissions are made)
  • Probably don't pursue a bounty on something a past contributor has pitched without consulting them; that's bad form.
  • We reserve the right to "veto" features that we feel are against the spirit or design of the game, but are going to take as open a mind as possible. We want to build a collaborative environment, not a competitive one. We want the community to be able to self-direct as much as possible.
  • We'll formalise this somehow in the repository going forward, and likely revise the contribution guidelines should this prove popular.

We're anxious to hear your thoughts, and looking forward to seeing how this goes.

It'll probably work best if most pitches come from contributors with an idea of the scope they're capable of taking on in a month, and if there is as much voting activity as possible to ensure representative voting. We're quietly optimistic.

Have fun!
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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