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:
Mixed (10) - 60% of the 10 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,540) - 82% of the 2,540 user reviews for this game are positive.
Release Date:
Nov 5, 2013

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Recent updates View all (116)

November 6

Build 2760 - Balance Tweaks, Recognition, Maps and Modding

Hey Folks!

This build brings a wide host of changes! Many of them are the result of community development or community voting. If you'd like to be involved with either, please join the official discord server, and check the #democracy and #development channels!

The knight cursor now indicates your slash charge status, same as the archer cursor. This is a community voted and community developed feature paid for by our bounty program.

There was some discussion about exactly when the sprite should go away. It was decided that for now, the modified sprite should stay until you return to a "normal" state; as this gives more information to the player than the cursor returning to normal as soon as the attack starts. This is still up for discussion, and the alternative has been implemented in a ready-to-switch way.

Thanks to Andresian for implementing this change! You can see a preview from him on youtube here.

The in-game accolades system has been further extended!
There are now badges for tournaments, badges for community, github, and mapmaking contribution, and indication badges for how long a player has been playing, as well as a cake for their "KAG Birthday" each year.

As part of the accolades system, there are also 3 month (per-win) custom heads available to "significant" tournament winners. We hope that this drives some tournament participation. The community is more or less in charge of what "significant" means - if you want to be part of that discussion, jump on the discord and hit up the other community organisers.

Other important changes this build, in no particular order:
  • Extra 1 tile "no build" area at the top of the map as a result of a community vote. This means that saw jumping will be a serious problem again, and will probably have to have some alternative countermeasures proposed.
  • Four CTF maps have been removed, and some new ones will be added soon (they're currently being voted on).
  • Dinghy costs 150 wood, no coins (thanks Shy).
  • More useful timekeeping and rendering functions for modders
  • More guidance on github for making issues and pull requests
  • More russian translations and community visible templates for steam translators.

Special thanks to everyone from the community involved with proposing, discussing, deciding, developing, and testing the features in this build!

Have Fun!

Full Changelog:

Misc [added] knight cursor charge sprite (thanks Andresian!) [modified] extra no build 1 tile lower as result of #democracy vote [modified] dinghy cost (thanks Shy) [added] registration time to player delta, so it's accessible on both server and client (thanks Furai/MM for bouncing ideas) [added] Galen head (<3) [removed] leftover debug print in votecore (thanks Potatobird for the report) [added] chickens can be stored in inventory (thanks Blubahub) Accolades [added] accolade-alike badge rendering in scoreboard, based on registration time [added] new accolades (thanks bunnie) added blue_tiger head, updated homek head [added] notes for adding accolades to cfg file [fixed] a few inconsistencies in the accolade data file [added] new accolades badges [renamed] Medals_.png -> Badges.png Maps [modified] gamblersden map; smaller gambling area, less arrow-spam friendly [removed] 4 ctf maps (thanks potatobird) - monsterictf1 - monsterictf2 - punk123_cryingdemon - ej_bluesunset Modding [modified] contributing help docs, a little extra info/formatting [added] issues and pull request templates (thanks vik) [added] code of conduct (thanks vik) [added] scriptrender transform functions and backface cull functions [updated] scriptrenderexample with screenspace example and docs for transform functions [fixed] missing AK_EAT bind [modified] time functions take/give signed int now (avoids overflow surprises) [added] input-time versions of time_month/year/monthdate/yeardate Translations [added] steam store content file for translators (thanks Diprog for nagging) [updated] russian translation (thanks Diprog) Update steam_content_ru.txt Russian: translated Steam content. Russian: emotes, edits, removed duplicates.
4 comments Read more

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!

1 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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