A fast-paced, high skill Solo/Auto-Battler. Easy to learn, hard to master. Inspired by Chess and Dota.
发行日期:
2026 年 1 月
开发者:
发行商:
玩法展示 | Kings & Savages 1.8 Gameplay Demo
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注意:处于抢先体验的游戏内容尚不完整且也许会发生变化。如果您不是特别想玩当前这个状态下的游戏,那么您应该等待一段时间来观察游戏的开发进度。了解更多

开发者的话:

为何要采用抢先体验这种模式?

“As a solo developer, Early Access will allow me to grow the game slowly, as I don't have the man-power to manage a big release. It will also allow me to understand and resolve all server issues that will arise throughout the process.

Also throughout Early Access, I will be releasing content as I create it, for the following reasons:
1. I want to play with the new units/items/maps too :)
2. Gives me the easiest path to balancing.”

这款游戏的抢先体验状态大约持续多久?

“The game will be in Early Access for 1 year.”

计划中的完整版本和抢先体验版本到底有多少不同?

“The full version will contain all the content. Which is: 12 Heroes, 24 Savages, 24 Items, 6 Rare Items and at least 4 maps.
Ability to add friends in game.
More game modes (tactical, wild and duo's!)

Will also be looking to add an in-game weekly tournament after full release.

Once the PC version is in a complete state. I will be porting the game over to mobile with cross-play enabled.

抢先体验版本的现状如何?

“The game play will be the same in Early Access as release. But there will only be about 30% of the content to begin with.

Although, if you join early access 11 months into it for example, the content will be 90%+ of the full game.”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“The price will remain the same when the game leaves Early Access.”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“The community may join me in Discord to chat about bugs, changes or suggestions for the game.
I will be readily available to the community.”
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计划发行日期: 2026 年 1 月

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关于此游戏

Welcome to Kings & Savages!

UPDATE 2 SEPTEMBER 2025

1.9 - Map fixes

Fixed issue with units getting stuck at the base of ramps.

Improved issues with units falling through the ground when flicked up in the air. (still happens very occasionally. usually when a lot of units are clumped up)

Improved Line of Sight code for ranged units.

Resolved issue with units being flicked on top of another. The unit will now attack below and the unit below, will attack above.

Units can no longer be flicked on top of the thin walls. But also, the units cannot be flicked over the walls either. This solved many navigation issues. Range units can still fire over thin walls.

Wanted to get these issues out the way, so I may concentrate on multiplayer :)

Known issues

Still researching to improve the pathfinding code, so units won't get stuck behind allies when trying to reach the enemy.
==================================

UPDATE 21 AUGUST 2025

1.8 has arrived!

The first map has landed. The first of many...

It may not look it, but the map is symmetrical.

Range units need line of sight to be able to attack.

Units cannot be flicked off the map anymore.

Effects have been added, such as Skeleton max range arrow and Swordsman dodge etc.

Only missing the hurricane talisman rush effect.

Lots of bug fixes and tweaks. Too many to list :)

Known issues:

Units getting occasionally stuck on the map. Still tweaking with the Godot Navigation.

Units can get flicked on top of another unit, causing some funny behaviour. Still deciding how to handle this.

Units can very occasionally fall through the ground when flicked up in the air.

Roadmap:

Next up will be Multiplayer!!

I will be adding a new Hero (Ranger) and Unit (Wizard) to go along with the Multiplayer update.

And possibly another map depending on time constraints.

I will also improve the pathfinding code, so units will be smarter and not get stuck behind each other.

You may request access to the Closed Beta on the Steam Page. (If button isn't there yet, check in a day or two)

Expect to get access end of October.

We are getting there :)
==================================

NEWS UPDATE  1ST AUG 2025

The new map is ready! While I was hoping to update the game by now, there's still some work to do. I'm currently finishing off the new pathfinding/targeting system to work with ramps and elevated areas.

I've also added in visual effects, so it's clear when units abilities are in effect (such as Skeleton max range damage increase and Swordsman dodge)

The plan is to update the game in the next 2-3 weeks.

Once the update is live, I will open up Closed Beta Registration!

Closed Beta will include a new hero (Ranger) and new unit (Wizard)

Stay tuned :)

UPDATE 11 JUNE 2025

1.7 is here

Just a small one

New Menu Music - Simple for now. Will expand on it later

Fixed double impale bug

Fixed lifesteal bug

Currently working on a new map. Stay tuned :)

==================================

UPDATE 1 JUNE 2025

Alpha Version 1.6 now live! - Download the demo to play

Changes:

Upgraded Game Engine to Godot 4.4 (from 4.2)

Warrior Impale Skill

Damage Numbers

Battle Statistics

Sound Engine Update (more reponsive, less loading during battles)

Physics Engine Update (Added gravity)

Improved Skeleton Arrow Code

Skill and Item Keybinds in Settings

Hurricane Activate now fixed

Right-Clicking off map now fixed

Moved Enemy Info Screen to Shop

General Bug Fixes and Optimizations

Road Map:

Updated Menu Music (coming really soon! - Will patch it in within a week) - Update 8 June - Slight delay. Will be ready in a couple of days

New Map

Multiplayer

Adding the rest of the Heroes/Savages

==================================

UPDATE FEB 27 2025

New mode now available to play, Commander! Where you choose which unit to control at placement time. While you can still play the game in Auto Battle mode, Commander mode is now called a Solo Battler.

==================================

My name is Marco José Pereira, the solo developer of this game.

Please note, this is early in development and most of what you see will be improved upon.

Inspiration for this game comes from a couple of my favourites, Chess and Dota.

But I wanted a game that doesn't require the time commitment of Dota nor have the huge learning curve.

And I also wanted a game that leans towards the fast pace, intuitive side of chess rather than the slow, heavy calculation side.

Key game mechanics:

  • A game lasts roughly a minute

  • No decisive RNG gameplay (% critical chance replaced with critical hit after 4 attacks)

  • RNG determines which Hero/Savage/Items choices are available

  • Both players start at the same time. No first player advantage

  • High degree of opponent information to allow for counterplay

  • Non-grid placement to enable complete freedom of movement

  • Win/Loss and Draws are possible

  • All AoE (Area of Effect) damage affects allies

  • All projectiles can damage allies

  • Final projectile from last dead unit can still cause a draw

I welcome everyone to join me on discord to discuss anything about the game.

Meet the Heroes

There are currently 12 heroes planned for release. Here are 3 of them.

Heroes will be able to reach level 3 with 2 available skill choices on each level and can also carry 3 items.

Meet the Savages

There are currently 24 savages planned for release. Here are the 6 that will be available for the closed beta. Each has their own unique strength

Game Modes

Tactical

  • Hero, Savage and Item choices presented will be the same for both players

Wild

  • Hero, Savage and Item choices presented will be different for both players

  • But If there is a rare item roll, both players will be presented with rare items

These modes will be 2 and 4 player. 

The 4 player mode will be in a mini-tournament format. If a draw happens in the first round, there will be sudden death! (I will keep some surprises :)) Once you win the first round, you will loot your opponent's items. In the final game, both players will have a level 1, 2 and 3 heroes with 5 items. Draws possible on the final round.

Road Map

Closed beta planned for last quarter of 2025.

Early access release planned for January 2026.

Transparent Development Journey

Join me every step of the way! I'm always working and chilling on my discord. I plan to release often as I can.

Being a solo developer brings flexibility. So I'm always open to suggestions, I'm not afraid to change the game in a big way if it brings more fun.

At the end of the day, this is a game I am building for myself to play as well as the public. I believe this mindset will bring out the best. If developers focused on creating games they want to play, the gaming world would return to the glory days!

And after release? Still more planned! Tournament Mode and more maps at the very least.

FAQ

Will there be microtransactions after release?

There are currently no plans for it. The only way I would like it, is if the community created it. And creators will receive the lions share of the revenue.

AI 生成内容披露

开发者对其游戏如何使用 AI 生成内容的描述如下:

I'm using Stable Diffusion Fooocus to help create the images for Kings & Savages.
Final touches done with GIMP photo editor.
3D models were generated at 3d.csm.ai then given the final touches in Blender. The animations are mine.
I would like to slowly update the art and 3D models when the time/budget allows for it.

系统需求

    最低配置:
    • 操作系统: Windows 10
    • 处理器: Dual Core 2 GHz
    • 内存: 4 GB RAM
    • 显卡: GTX 1060 3GB
    • 存储空间: 需要 200 MB 可用空间
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