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Steam News9 October 20259mo ago

Crown of Kings Update v0.29 – Modular Damage and Map Overhaul

Crown of Kings – Act I Update v0.29 Here's another development update for Crown of Kings. Version 0.

In this update9

Full notes

Full Crown of Kings update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes3 additions14 changes3 removals
  • Gameplay
  • UI and audio
  • Maps
  • Events
  • Performance
  • Balance
changedCrown of Kings – Act I Update v0.29Here's another development update for Crown of Kings. Version 0.29 has been a productive milestone full of system upgrades, polish, and structural improvements that bring the game another step closer to release.
addedModular Damage EffectsEach damage type now carries unique visuals, sounds, and game-play consequences. Fire burns, force can knock enemies back, acid corruption can damage equipment, and so on. This change adds a lot more identity and feedback to combat. I’ll continue balancing and fine tuning as development continues, but the foundation is solid.
addedMap and Document OverhaulMaps now have a real purpose. Using a map item reveals that dungeon floor’s layout, chest locations (color coded by content), keys, entrances, and exits. The fog of war is also removed, letting players see the entire floor map's unexplored areas.
changedMap and Document OverhaulThe document trader in the village now gives better rewards for parchment stacks, and scrolls remain rare finds among the papers scattered through the dungeons. Documents like Wills and Deeds don’t serve a purpose yet, but will become valuable in Act II.
changedNPC Dialogue NudgingThe Gossiper NPCs now greet the player with small gestures, a throat clearing sound, and a subtle animation and text prompt to draw attention. This helps make sure players who enjoy story content won’t miss them, while those who prefer to skip can still move freely.
changedBackpack Feedback SystemInventory messages are now queued so none are skipped. Important messages like inventory full, quest rewards, or silver gains will always display clearly, one at a time.

Crown of Kings changes

changedHere's another development update for Crown of Kings. Version 0.29 has been a productive milestone full of system upgrades, polish, and structural improvements that bring the game another step closer to release.
addedEach damage type now carries unique visuals, sounds, and game-play consequences. Fire burns, force can knock enemies back, acid corruption can damage equipment, and so on. This change adds a lot more identity and feedback to combat. I’ll continue balancing and fine tuning as development continues, but the foundation is solid.
addedMaps now have a real purpose. Using a map item reveals that dungeon floor’s layout, chest locations (color coded by content), keys, entrances, and exits. The fog of war is also removed, letting players see the entire floor map's unexplored areas.
changedThe document trader in the village now gives better rewards for parchment stacks, and scrolls remain rare finds among the papers scattered through the dungeons. Documents like Wills and Deeds don’t serve a purpose yet, but will become valuable in Act II.
changedThe Gossiper NPCs now greet the player with small gestures, a throat clearing sound, and a subtle animation and text prompt to draw attention. This helps make sure players who enjoy story content won’t miss them, while those who prefer to skip can still move freely.

Crown of Kings – Act I Update v0.29

Here's another development update for Crown of Kings. Version 0.29 has been a productive milestone full of system upgrades, polish, and structural improvements that bring the game another step closer to release.

Modular Damage Effects

Each damage type now carries unique visuals, sounds, and game-play consequences. Fire burns, force can knock enemies back, acid corruption can damage equipment, and so on. This change adds a lot more identity and feedback to combat. I’ll continue balancing and fine tuning as development continues, but the foundation is solid.

Map and Document Overhaul

Maps now have a real purpose. Using a map item reveals that dungeon floor’s layout, chest locations (color coded by content), keys, entrances, and exits. The fog of war is also removed, letting players see the entire floor map's unexplored areas.

The document trader in the village now gives better rewards for parchment stacks, and scrolls remain rare finds among the papers scattered through the dungeons. Documents like Wills and Deeds don’t serve a purpose yet, but will become valuable in Act II.

NPC Dialogue Nudging

The Gossiper NPCs now greet the player with small gestures, a throat clearing sound, and a subtle animation and text prompt to draw attention. This helps make sure players who enjoy story content won’t miss them, while those who prefer to skip can still move freely.

Breakables... Sure to Break

Crates and barrels now break exactly as expected. If you swing at a breakable object while facing it, it will register every time. This makes looting smoother and removes the frustration of missed hits.

Backpack Feedback System

Inventory messages are now queued so none are skipped. Important messages like inventory full, quest rewards, or silver gains will always display clearly, one at a time.

Visual and Technical Improvements

  • The village map now uses a 2D top-down texture instead of a second camera, improving both performance and appearance.

  • The grass shader has been adjusted to move naturally without the “underwater” look.

  • All audio clips were reduced to 70 percent quality to cut file size with no noticeable loss.

  • I reorganized a lot of code and scriptable objects for faster iteration and stability.

  • The project has also been upgraded to the latest secure version of Unity.

Balance and Item Adjustments

  • Flowers now stack to 25 instead of 50.

  • Lockpicks appear more often in merchant inventories.

  • Potion and scroll availability was adjusted for better balance.

  • Gear in Act I is now limited to one socket per item.

Bug Fixes and Behavior Improvements

  • Potions and scrolls can no longer be used while attacking or jumping.

  • A potion bottle now appears in the player’s hand when drinking.

  • Buy and sell feedback now shows the exact amount of silver exchanged.

  • Invisibility and Silence potions now work correctly.

  • The Mass Smash scroll now affects a larger area.

  • Enemies no longer walk on acid pits.

  • Dodge and Flank systems were improved, and the Flee system removed for now.

  • Stamina now refills near-instantly when idle in the village.

  • Development Tools and Web Integration

I updated the pitch deck, created a press kit for content creators, and launched a developer wiki for Crown of Kings. I also built Unity editor tools that pull data directly from the game to keep the wiki and site synchronized.

What's Next?

I want to add new quest objectives for Quest 2, 3 and 4 (in Act I) before moving on to develop Act II. These objectives will introduce certain features or mechanics to the game. For example, in Quest 2, I want to give the player a

Source

Steam News / 9 October 2025

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