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