模拟建造类的策略奇幻游戏 — 将小小的殖民地建设和培育成自己的王国!
全部评测:
褒贬不一 (128) - 此游戏的 128 篇用户评测中有 67% 为好评。
发行日期:
2021 年 11 月 24 日

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抢先体验游戏

立刻获取体验权限然后开始游戏,并随着游戏的发展参与其中。

注意:该抢先体验的游戏内容尚不完整且也许会发生变化。如果您目前不是特别想玩这款游戏,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?

King under the Mountain is very well-suited to Early Access as the game is already in a fun and playable state, but each feature added improves the overall experience and can be layered over time. We believe that you'll be satisfied with the state of the game already on Steam Early Access and it will only improve over time. Most importantly, Early Access enables us to take on feedback from the community to help shape the game into the best possible version of itself.”

这款游戏的抢先体验状态大约持续多久?

“The game will most likely spend a few years in Early Access, which is quite normal for this genre.”

计划中的完整版本和抢先体验版本到底有多少不同?

“It's worth pointing out that this feature roadmap can and probably will change over the course of development, but here's the current set of features that are planned to be added over the Early Access period:

  • Historical records and engravings: Relive and refer to historic events in your settlement's past as your stone masons carve out grand tapestries in stone!
  • Jobs: Runecrafting: One of the more "end-game" gameplay features is the ability of dwarven runesmiths to imbue weapons and equipment with magical abilities via the mystical art of runecrafting. Training a runecrafter is a very slow and intensive process, but attracting them as an immigrant requires your settlement to have a lot of prestige, which is a game mechanic to give an actual use for:
  • Nobles and their demands: As your settlement increases in prestige, you'll start to attract the attention of members of the (initially dwarven) nobility. These dwarves don't work and make sometimes unreasonable demands of the rest of your population, but have the bonus of increasing your prestige by inhabiting your settlement.
  • Traps and advanced mechanisms: Building on the basics of mechanisms, more advanced traps and mechanical features.
  • Other races and civilisations: The world of King under the Mountain is home to a lot more than just dwarves, orcs, elves and humans. This update will look to flesh out the other inhabitants of the world and their impact on your society.
  • Hostile invasions: Up to now the worst you've had to deal with is aggressive creatures and monsters. The increasing wealth of your settlement will start to attract small bands of bandits and marauders, right up to whole armies from other civilisations attempting to take over your turf! Balance it out a bit by being able to build fortifications and defenses.
  • Capturing prisoners: Whether for ransom or otherwise, coming under attack means you'll have the means and opportunity to take prisoners of war. Do with them what you will, but be aware of the consequences!
  • Law and justice: Not every settler is happy to contribute to the community fairly. Your military also doubles as a police force for the occasional law-breaker, who have their own methods of dealing out justice.
  • Food spoilage: No longer will your harvested crops last forever, you'll have to plan more for the seasons, particularly the winter frost. Salting or smoking meat is an alternative! This will also include harvested crops rotting faster if they're left unpackaged, compared to keeping them in a crate or sack which will have to be produced separately.
  • Raising cattle: Rather than always hunting for meat, you can raise farm animals too, though they'll need to be supplied with their own food and water.
  • UI Redesign: When the basic necessities are in place, the very placeholder programmer UI will be replaced with something a bit nicer.
  • Other biomes: New and interesting locations to found your settlement rather than faux-European woodland.
  • Play as orcs: Differing wildly from a dwarven settlement, players can take control of an orcish tribe which has its own mechanics and gameplay concepts. Orcs are always on the lookout for a good fight, and if they haven't attacked anything for a while, are liable to turn on each other! This can be mitigated by building combat arenas to pit combatants against each other which orcs love to watch and cheer on. Even better if it involves some captured prisoners!
  • Play as humans: Whereas in most fantasy settings humans are the default or "average" race, in King under the Mountain they are ruthlessly capitalist narcissists, who will only work on a job if they're being paid to do it. Unlike the comparatively socialist dwarven communities, managing a human settlement involves actually paying for jobs and time, in a manner a little like the Majesty series of games.
  • Endgame progression: While this isn't well defined at this point, we definitely want to add a bunch of gameplay features and "soft goals" for players to aim towards without compromising the sandbox style experience of the game.
  • Noble progression: As your settlement amasses greater and greater prestige, you'll attract increasingly powerful nobles, from counts and dukes all the way up to the king of your civilisation, truly letting you become "King under the Mountain".
  • Bards and musicians: Sometimes a travelling minstrel may stop at your settlement and play some songs for their keep, or perhaps one of your residents will take up an instrument (possibly a noble) and play to entertain your other settlers. All in all, it's a glimmer of rest and relaxation in a world of work and danger, boosting the morale and happiness of your population.
  • Kickstarter animal choice fulfilment: One of the backer rewards from the Kickstarter campaign allows backers to pick a real-world animal which will be implemented into the game, and by this stage we want to get them all in-game!
  • Nemesis System: Inspired by Shadow of Mordor, your settlement may be terrorised by a recurring villain character who will be a constant thorn in your side until you deal with them permanently, which may be trickier than it sounds.
  • Family, friends and rivalries: The basis for relationships between settlers and the impact that may have on their thoughts and behaviour.
  • Speech and thought bubbles: Help bring your settlers more to life by visualising their thoughts and conversations.
  • Clans and politics: Greatly fleshing out the relationships between characters in a settlement, your population will belong to one of several clans which may have their own goals and desires differing from each other. Poor management could live to a civil war!
  • Hidden cults: Along the same lines, your settlers may be subverted to a secret cult which needs to be rooted out and exposed before it endangers the whole population. Might end up also including religion as a wider feature.
  • Diseases and contagions: It's all fun and games until someone loses an eye (to a horrible wasting disease)
    Alchemy and potions: While dwarves tend not to dabble in alchemy, humans and some orcs have been known to brew potions with varying results.
  • Magic system: Also where dwarves don't use magic, humans and orcs both do, and having a magic user in your settlement can bring both powerful benefits and dangerous risks. You can read about the in-world design of the magic system here.
  • Demonic invasion: The biggest risk of magic is that continued use attracts demons who can invade reality from their own plane of existence. As some of the most dangerous creatures in the world this risk is not to be underestimated!
  • Legendary weapons and items: Also covering some part of Kickstarter backer fulfilment, sometimes crafters will be inspired to create a legendary item of immense worth which may have its own special abilities and/or backstory.
  • Books and knowledge: Finally a use for nobles - authoring books and recording knowledge. Of particular importance to wizards and other magic users who can greatly increase their power by learning from the experiments of a more experienced caster.
  • Spellcrafting: Following on from amassing magical knowledge, actually building that knowledge comes through spellcrafting - experimenting and trying out new spells to see what works and what doesn't, possibly with comical unintended effects.
  • Mythical beasts: In the forgotten corners of the world there are still mythical beasts and monsters, ready to be discovered by an unsuspecting miner, or for them to come across the settlement by themselves!
  • Guild masters and detailed job assignment: Rather than your settlers being able to figure out what jobs need doing by magic telepathy, they'll have to report to a guild master for their specific profession (in a larger settlement) who will be keeping the records of which jobs need doing where.
  • Bear and horse cavalry: While humans may ride horses into battle, dwarves and orcs prefer specially-bred bear cavalry.
  • Kickstarter design a race backer fulfilment: One of the highest tiers of the Kickstarter campaign allows backers to design a non-playable race to inhabit the world of King under the Mountain, and by this point in time we should have them all in-game.
  • Asynchronous multiplayer adventures: The flagship feature that we're building towards is not just being limited to your own settlement, but potentially all those of other players too! In gameplay terms, this will mean putting together a small team of adventurers, usually the best and most distinguished of your military, to be sent off on an "adventure" to another location. What we're working towards is that these other locations will be a copy of another player's settlement, probably belonging to a different race (e.g. sending a band of orcs to raid a dwarven fortress), with the goal of taking loot and resources from the enemy settlement. The player of that settlement won't actually lose anything - this is just a copy stored on a central server to act as a piece of player-driven content to provide much more varied and interesting locations than could be created through procedural generation techniques. It's best described as something like a dungeon crawl with a party of heroes from an RPG, but with the characters that you've built and nurtured from your own settlement.
  • Turn-based combat system: While simple exploration of other player's creations is all well and good, to really bring things to life most adventures will involve combat with the defending guards and other characters, playing out in a turn-based tactical battle inspired by XCOM, Fire Emblem and even Blood Bowl. The size and shape of rooms and corridors will have different tactical considerations - a narrow corridor may only allow for one or two characters to progress at a time, while a large, open hall will mean relative positioning in a battle becomes a focus. The hope is that these considerations will make designing and building your own settlement even more interesting as you plan for how it might best be defended from other players.
  • Reclaim a settlement: Lost a settlement to invasion (demonic or otherwise)? Itching for another chance at the same map, if only you'd done things just a little differently? With this feature, you can reclaim a settlement you've lost by sending a hardy band of adventurers to clear out the hostile invaders and bring it back under your control (going from a turn-based combat adventure back into normal play).
  • New game plus: Accomplished everything you set out to do with your current settlement and looking for a new challenge? Rather than starting again fresh with the normal starting set of characters and resources, send a section of your current population along with caravans loaded with goods and supplies to found a new city in style. There's a whole world out there to explore!
  • Conquer your enemies: Not content with starting a new settlement from scratch again? Put together the largest, meanest military you can and take over that enemy settlement that's been attacking you. Then, have the option of switching to your new location permanently with a group of optimistic emigrants.

抢先体验版本的现状如何?

“Here's a description of the features currently implemented:
  • Random map generation, although this is only for a single type of biome and more will be added in the future
  • A new player tutorial and hints that crop up over time
  • You can found a new settlement and begin the game with a set of initial characters and resources - these will be more configurable through an "Embark" option during Early Access
  • The majority of the basic settler actions such as collecting resources and working on jobs are fully implemented. More specialised jobs and resources are still to be added.
  • Settlers have their own needs (hunger, thirst, sleep) which need to be fulfilled, and happiness to take care of. The basics of this are in place but happiness in particular will be made more in-depth with family and friend relationships.
  • The basic set of rooms to set up production chains to produce resources and craft items are in the game but more will be added over time.
  • Management screens for settlers, resources and crafting. More to be added over time.
  • Daily and annual weather cycles and seasonal effects
  • Fire as a hazard for the player to deal with
  • Job prioritisation
  • Twitch integration
  • Mod support
  • Particle effects
  • Saving and loading multiple games

    You can refer to "How is the full version planned to differ from the Early Access version?" for more details on what is due to be added during Early Access. The largest features missing currently are endgame content and off-map dungeon crawling adventures which are due to be a major focus in later development.

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“There may be a slight price increase when the game leaves Early Access and promotes to full release.”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“The best way to get involved with the community is to jump into the discord server at https://discord.gg/M57GrFp.”
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注意: King under the Mountain 已在 Steam 停售。
 
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关于这款游戏

请注意,游戏处于抢先体验阶段,你所期待的内容会在后续陆续推出(详见路线图),同时也会遇到各种错误。游戏的开发仍需要较长的时间,如果目前的内容已经能让你感到满意,欢迎购买。我们会根据你们的反馈塑造游戏的开发方向(欢迎加入我们的Discord频道,也欢迎通过评论留下你们的意见和建议)。

游戏的主要特色如下:

模拟世界 — 游戏中的系统环环相扣,营造了一个生动的世界。当昼夜变换时,日照和降雨会影响树木和植物的生长。不同的环境和季节的变更也会影响本土的动植物群落。你的居民及其他角色拥有各自的心理和生理需求,而你需要满足要求让他们开心(至少不能让他们精神崩溃,陷入疯狂!)

程序生成 — 每张地图都从初始种子(大量)随机生成,因此只要不选择相同的地图种子,就不会出现相同的地图!游戏中的美术资源都通过这种方式创造,从而获得接近无限的颜色。每棵树、每株植物和每个角色都会拥有独特的颜色和外观组合。

和平扩张 — 让玩家不与其他阵营发生武装冲突是非常重要的设计理念。武器和战斗固然是游戏的重要元素,但我们希望玩家能够和平地建造自己的小镇,然后心满意足、悠然自如地欣赏它的运转,达成“艺术农场”的游玩风格。

多种游玩方式 — 除了殖民地不同的搭建和养成方式(专注采矿?农耕?制作?经商?),你还能尝试不同的种族和阵营,体验独特的游戏元素。你可以在深山中建造矮人要塞,在河畔建造人类城镇,或者用兽人部落狩猎和掠夺。除了种族外,我们还想引入新颖的阵营增添游玩风格,比如孤独的魔法师操纵魔像建造秘密巢穴,邪恶的亡灵法师召唤亡者大军,在巨大洞窟内囤积财宝的巨龙,或者甚至侵袭世界的恶魔。请注意,在当前版本中,仅可使用矮人族。

玩家驱动 — 花了数小时在游戏中建造的奇思妙想最后只能自己欣赏?你是否遇到过这样的情况呢?在King under the Mountain中,玩家可自行选择是否自动上传殖民地供其他玩家拜访。这驱动了冒险模式的核心,从殖民地集结强大的小队,然后前往别人创造的世界探险。此模式采用回合策略战斗,既可以挑战其他玩家的城堡,也可以获得其他途径难以获得的珍稀资源,无须担心,在这种模式下,双方都不会遭受损失,你“攻击”的只是其他玩家殖民地的复刻品,因而其实双方都能从中获益。请注意,冒险模式尚未实装,会随着开发陆续推出。

适合MOD — 你在游戏中所有看到的内容(包括其背后的变量)都可以进行修改。事实上,基础游戏的开发旨在打造成自带MOD的引擎(这样MOD制作者就能一目了然的查看其原理)。

系统需求

Windows
macOS
SteamOS + Linux
    最低配置:
    • 需要 64 位处理器和操作系统
    • 操作系统 *: Windows 7 64-bit
    • 处理器: Intel Core2 Duo 2.4Ghz or Higher
    • 内存: 8 GB RAM
    • 显卡: Intel HD Graphics 3000
    • 存储空间: 需要 1 GB 可用空间
    推荐配置:
    • 需要 64 位处理器和操作系统
    • 操作系统: Windows 10 64-bit
    • 内存: 16 GB RAM
* 2024 年 1 月 1 日(PT)起,Steam 客户端将仅支持 Windows 10 及更新版本。
    最低配置:
    • 操作系统: OSX 10.5
    • 处理器: Intel Core2 Duo 2.4Ghz or Higher
    • 内存: 8 GB RAM
    • 显卡: Intel HD Graphics 3000
    • 存储空间: 需要 1 GB 可用空间
    推荐配置:
    * 2024 年 2 月 15 日(PT)起,Steam 客户端将不再支持 32 位游戏及 macOS 10.14 或更低版本。
      最低配置:
      • 处理器: Intel Core2 Duo 2.4Ghz or Higher
      • 内存: 8 GB RAM
      • 显卡: Intel HD Graphics 3000
      • 存储空间: 需要 1 GB 可用空间
      推荐配置:

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