I’m excited to announce the release of the official early access development roadmap for my game, outlining plans from late 2025 through early 2027.
The roadmap highlights upcoming content updates, new gameplay features, and long-term improvements that will shape the next phase of the project.
Your feedback and support is essential - and while this roadmap outlines the current plan, it will continue to evolve based on the community’s wishes.
Your thoughts and ideas truly shape the game’s direction, so feedback is always welcome - whether on Steam or in our Discord!

Enjoy mining!
The Oct 24th update was rather wide and a few important bugs shipped along with it. Fortunately all of the critical bugs have been resolved in a few hotfixes since then!
This build should be the final hotfix. I am still aware of a few other, non critical bugs, which I will get to, but I wanted to make sure that no one's experience is ruined by the more important ones :)
Full changelog here:
- fix: Issue where players turn would be fully skipped.
- fix: rift from spawning portals on top of players
- fix: pistol scales damage with quantity
- fix: Pistol granting mana for passing through dead bodies
Thanks Scry
- fix: Crash on upgrade "Statue"
- fix: Can only skip upgrades when no rerolls have occured
- fix: Add max upgrade count to Rift
Thanks Orthoros
- balance: Curse Eater increases damage instead of health
- balance: Shotgun only works within cast range now
- balance: Lower SP reward for skipping cards
- balance: Change Dash and Nuk to go to last target
Our priority is always in ensuring everybody has a smooth experiencing with our games. As such, the team was diligently addressing critical bugs reported by you since release. We have now released two hotfixes and will be keeping an eye out for more issues. We will likely have at least one more hotfix patch before we focus our attention on larger updates and eventual DLC content.
Thank you to everyone that reported bugs and provided feedback!
v1.0.2 Hotfix 2
\[Tech]
Fixed an issue where building windows were capped at a smaller height than intended.
Fixed an issue where villagers with tools would be miscounted, resulting in incorrect low tools warnings.
Fixed an issue where settings windows in the main menu would improperly resize, which also caused them to not fit on ultrawide resolutions.
Fixed an issue where opening the crop field window could cause a brief performance hitch.
Fixed an issue where raider banners could fail to display on the minimap if the banner holder would spawn inside of battering rams.
Fixed an issue where a critical laborers warning would appear excessively.
\[Game]
Increased Health of Palisade and Stone Walls and the Health and Armor of Palisade and Stone Gates.
v1.0.1 Hotfix 1
\[Tech]
Fixed an issue that could cause the game to crash on load. If you are still experiencing crashes during loading, please reach out to https://support@crateentertainment.com with details of your issue.
Fixed an issue where the game could crash when engaging in combat with raiders. Like above, if you are still experiencing this issue, please reach out to us so we can help debug it further with you.
Fixed an issue where the Early Access data migration message would display for new players starting up the game for the first time. This was a result of Steam Cloud erroneously generating the old directory at startup, which has now been pwned.
Fixed an issue with the Custom Game options window not fitting on screen at ultrawide resolutions.
Fixed an issue with tooltips not scaling in the Tech Tree when changing resolutions and/or UI Scale in the game options.
Fixed an issue with minimap icons sometimes not displaying correctly when toggling their visibility.
Fixed an issue where villagers would sometimes seek water on opposite sides of lakes.
Fixed an issue where Compost Yards could become stuck with the Vermicast tech active, particulaly if there is 1 point invested in it out of 2.
\[Game]
Reduced % chance of fire spread and made fires easier to put out without the Civic Inspections tech.
Reverted change that increased Hay season duration, which prevented putting Field Maintenance in the same rotation.
Increased chance of Traveling Merchants selling Tomes of Knowledge and reduced their base price.
Hey everyone 👑
here is the sixth update for Super Fantasy Kingdom!
The armory chances were reworked to reduce the chance for duplicate items, which did not work properly before. The game also does not revert your zoom level anymore, and the outposts that spawn items do so directly on the battlefield now.
Then we have a lot of changes aimed at making the experience better in the undead kingdom. Assigning workers and carriers should be clearer now, and their reliance on stone has been reduced.
The shard outpost is unlocked earlier now, giving you a bit more agency early to gain more shards. But that will not be enough. It seems like the ritual in the church is not clear and rewarding enough. So I would like to rework or replace the function. If you have any ideas for improving the shard balance, please share them below or in the forums.
Of course, the balance was also further improved, and a lot of bugs were fixed as well.
And thank you very much for the kind words under the last post. Waking up to so many supportive comments was a very pleasent surprise. Your support means the world to me.
Feryaz

Armory reduced chances for duplicates greatly
The game does not reset your zoom level daily
The tooltip when assigning workers differentiates between worker and carrier jobs
Outposts that spawn items do so directly onto the battlefield
The shard outpost gets unlocked much earlier
Added multiple checks before saving kingdom data to prevent data losses due to crashes in that moment
Geologist and Graverobber doubled the radius they work in
Undead Quarry upgrade costs ooze instead of blocks
Undead Blood Bank costs 7 coins to build instead of stone
Undead Blood Bank costs 5 faith to upgrade instead of stone
Undead Library has more storage capacity for books
Abomination increased base damage by 2
Boss Phoenix reduced health
Boss Phoenix reduced damage but it scales with time
Villain Vagabond reduced damage
Monsters reduced damage overall
Monster Leech stops more often
Monster Banshee is a bit slower
Monster Colossus reduced health
Monster Colossus removed armor 20 -> 0
Monster Minotaur reduced health
Fixed monster Crossbowman never appearing
Fixed keyword dictionary being visible in settings and unlocks
Fixed world upgrades tooltip showing too early
Fixed retry button in pause menu visual bug
Fixed witch tooltip error
Fixed hungry status color
Fixed pinned status color
Fixed Alarics trade quest requirement being too high
Fixed Undead dialogue with Gevald wrong order
Fixed Undead dialogue with Amaya missing actor
Fixed Bloat Book bleed keyword
Fixed Dark Pylon poison keyword
Fixed Druid radiance keyword
Fixed Cole displayed damage
Fixed Mort displayed damage
Fixed Qhe'la displayed damage
Fixed Thea displayed damage
Tried to improve behavior on application exit for some players
Come be part of the Super Fantasy Kingdom community. Join us on Discord to talk with other players, share your kingdoms, and see what others are building. You can also find updates and discussions on Reddit, follow news and posts on Bluesky and Twitter, and YouTube.
If you'd like to get a leg up on ruling your kingdom, we do have a beginner's guide for you to check out and a free community wiki updated by members like you.
https://steamcommunity.com/sharedfiles/filedetails/?id=3595551008
Leader archetype balancing for Heroes, Builders, Zealots and Diplomats
Added Road Improvement Ping (Map pin)
Rebel chance icon added to Cities Screen and City tooltip
MP setup and observer mode improvements
Hero leaders can now Launch Offensive after attacking. This still puts the Hero unit on cooldown, so they cannot act after Launch Offensive
Add Urban (Builder Leader ability) stone costs doubled (20 on flat and 40 on hill)
Spending Civics to Enlist (Zealot Leader ability) no longer expires after 3 turns, but the effect is removed when the leader is removed from the unit
AI now requires a Diplomat leader to start a National Alliance. Increased probability of an alliance offer
Duplicate nations are now allowed even with preset leaders, as long as dynasties are not duplicated
Mounted units no longer get attack bonus into Marsh. Renamed Flat to Open for Mounted Attack bonus
Harbors give 100% bonus to adjacent nets, up from 60%
AI now aims to have have a minimum of about a tenth of its units be its Unique Unit
Eliminating the last unit of a tribe outside of a camp now also counts as eliminating the tribe and triggers elimination events
Specialist builds are allowed to continue after their improvement has been pillaged
Map options limiting the number of city sites now concentrate sites around player starts
Consorts can now be Regents without needing to be Royal. Ill characters will not be picked to be Regents
Added repair cost to Town and Village improvements
Free-for-all player starts no longer try to separate human players
Ambitions that require Wonders now consider Wonders owned by teammates to be impossible to acquire
When a preset character joins a preferred family their children now join the same family
Reduced the amount of Forest on the Desert map script. Removed option to specify starting inland or on the coast
Tribe units can now heal after moving
In No Events / No Characters, truce offers cost nothing if you're winning the war
Unit position swaps clears temporarily hidden state of the swap initiating unit
Characters with an active mission on them (like marriage) cannot be auto-married in the meantime
Great Lighthouse now applies faster upgrade bonus to existing hamlet class improvements, not only newly constructed ones
Added initial turn timer time stockpile. Slow adds 3 minutes, Medium 2 and Fast 1
Fixed several memory leaks (more improvements here coming next update)
Memory allocation optimization
Minor MP performance optimization
Improved AI for Zealot leader enlisting
AI no longer attacks civilians if doing so puts their units in danger of being killed
Unhardcoded some AI diplomacy parameters, made warState.xml more mod-friendly
Updated AWS SDK to 3.7
Modio version upgrade
Unity package updates
Added option for CRC tracing when loading mods
Added Road improvement ping
Cities with effects that give Rebel chance are marked with a Rebels icon in the city list screen and city tooltip
Population in the city list screen is now a link to city specialists
Worker build action button yields no longer subtract unimproved tile yields
Map Overlay Customizer now has seperate options for Urban and Rural Improvements
Renamed the City Number options and City Site Density to City Site Spacing
Default player name in MP and network server name are now taken from the online platform nickname
MP Setup screen newly added players duplicate the parameters of the previous player
Cloud game hosts can now rename the game using the host control popup
In sequential turn network games, observer view automatically switches to the next player when the observed player's turn ends. This is disabled after manually switching to a different player
Observers now use their set language rather than the language of the observed player
Chat hotkey no longer works for non-host observers
Show Foreign Family Colors option now also applies to city widget crests
Clicking a General portrait on a selected unit now selects the character
Law tooltips now show family opinion changes instead of family class opinion
New Place Bonus decisions get sorted to the front of the event queue
Improvement pings no longer removed after a terrain change if the improvement is still valid or after a resource is added if the improvement matches the resource
Added foreign opinion helptext to specify the portion of the Ruthless AI opinion that is due to a player alliance
Added character archetype crest to mission targets
When a unit cannot complete a move, camera pans back to unit location and fatigued sound is played
Right-clicks on UI widgets now work with a tooltip locked
Moved some help text to the advanced help text option
Temporarily hidden units show a timer
Temporary hidden status is ignored for damage preview if unit has to move for previewed attack
Last choices for customized leaders are remembered
Succession list helptext (tooltip for the Inheritance button) shows archetype icons
Removed Follower list when selecting families
Remove the separate popups for dead/retiring governor, agent and general
Improved goal instructions in Learn to Play scenarios
City religious improvement tooltip now includes unfinished and pillaged improvements
Added tribe elimination notification
Fixed AI development claiming more than the nation's share of city sites when using limited City Site Number options
Fixed agent tab not properly updating after assigning agent character
Fixed setup screen bug with number of players
Fixed modified trade values not being calculated in trade bonus helptext
Fixed city culture tooltip flicker
Fixed overlay customizer not updating toggles when re-opening after making unsaved changes
Fixed locked overlay highlight switching off of Custom when toggling customizer
Fixed improvement filter issues, include unfinished improvements
Fixed pillaging, burn and launch offensive not clearing hidden status
Fixed some issues with temporarily hidden units
Fixed retry cloud upload directing to succession UI
Fixed map selection with character assignment UI active
Fixed double state religion reference in happiness help text
Fixed AI leaving Wonders unfinished if interrupted
Fixed not being able to change language when it's not your turn
Fixed popup and decision processing when not the active player's turn
Fixed foreign characters showing on 1st turn of Hotseat game
Fixed custom nickname bugs
Fixed improvement net yield help text to include income from adjacent tiles that belong to a different city
Fixed game reload inconsistent state
Fixed pathfinder not being reset when a new tile is revealed
Fixed implicit conversion with maiMinStats/maiMaxStats
Fixed Recruit button not appearing with no orders
Fixed assassinating heir mission not giving achievement when heir exploring
Fixed AI not building most projects
Fixed map scripts sometimes generating marsh on hills
Fixed Regicide achievement not always triggering
Fixed characters incorrectly showing under Court filter
Fixed tile widgets not always updating after place bonus decision resolved
Fixed not being able to retire when there are no opponents in SP
Fixed possible null reference when a city is razed
Fixed Mounted unit attack bonus incorrectly being listed in tooltips as a negative defensive modifier
Fixed tribal unit movement bug
Fixed extra divider in improvement tooltip for improvements with no yields
Fixed event trigger text not always showing correctly
Fixed camera hotkeys not working in map editor
Fixed MP setup when playing scenarios where player order doesn't match scenario save
Fixed new tribe leaders not following their tribe's religion in Wrath of Gods scenario
Fixed mod infos initialization, source effects were not being properly set on new game. Fixes Rebel text in the Wrath of Gods scenario
Text and event fixes
That’s it for now! You can follow along and join the discussion here:
Discord | Twitter | YouTube | Twitch | Facebook | Instagram | Reddit | Old World Wiki
https://store.steampowered.com/app/597180/Old_World/