In this update4
Full notes
Full Kingdom Craft update
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What changed
- Gameplay
- Performance
- UI and audio
- Events
- Balance
- Fixes
Kingdom Craft changes
Hello everyone!
Today I’m uploading a new update for the demo version.
A lot of new content has been added, along with some major changes. Your feedback has been incredibly helpful!
We are also gradually preparing for Early Access. The models for the gear-based mechanics are already finished, and work on implementing them is currently underway. Steam post image
There will still be some changes to the demo version, but the larger features will become available in the demo test branch. I’ll talk more about that in future dev blogs.
So, without further ado, let’s get to the changes.
OPTIMIZATION
Completely reworked gravity system. It is now significantly more optimized, and you should notice a clear FPS increase. Tests showed a performance improvement of 30–45%.
The new system is also much more flexible and will allow for larger worlds with different gravity zones.
(The starting location in the demo will remain unchanged for now.)
Grass optimization. Added proper draw distances and level-of-detail settings, reducing GPU load by 40–60%.
This should also have a noticeable positive impact on FPS.
Optimized collision settings for some objects, resulting in an additional 2–10% FPS improvement overall.
ADDED
The scanner now highlights apples on trees. It will be much easier to see whether any apples are left, especially at night.
Torch crafting recipe is now available by default.
Added shovel digging sounds.
Added a timer to the composter.
Added notification animations to make them more noticeable.
Added sound effects when inserting resources into building blueprints.
Added a warning that save files may not be compatible between different game versions and may cause errors.
Added localization for 7 languages. Before Early Access, I will hold a community vote to decide which languages should be added next.
Added a new final quest: "Activate the Porta l". Completing it rewards a large amount of Survival Points.
Added a new Global Tasks window.
Added soil piles that allow you to pick up small amounts of soil by hand or dig out larger amounts using a shovel.
Added health indicators for animals, making it easier to see how much health they have left.
Added an animation for earning Survival Points.
Added scanner sound effects.
Added an animation to the quest reward button.
Mining ore now has a chance to drop stone.
CHANGED
Reduced the interaction range of the tutorial fairy. It should be much less intrusive now.
Adjusted mouse sensitivity settings. The default value is now much more comfortable.
Reorganized crafting filters. Categories have been rearranged for easier navigation.
Jumping no longer consumes stamina.
Stamina drains 50% slower while flying.
Reorganized the tutorial list so the most important entries appear at the top.
Animal alert icons now become more transparent when you are nearby.
FIXED
Fixed the weight of the bronze axe head.
Fixed the physical weight of poop. It will no longer feel unrealistically light.
Fixed an issue where oxygen continued to drain after leaving the water.
Fixed an issue where torch durability was not updating correctly when held in the left hand.
Improved resource generation. Resources should now be distributed more fairly.
Fixed several issues in the crafting menu.
That’s all for now. Stay tuned for future updates!
The most important part of this update is the optimization work.
Very soon I will open access to the demo test branch, where you will be able to try Early Acces s features before anyone else, completely free of charge.
Thank you for reading to the end! I’m always happy to hear your feedback it helps the game improve and grow.
Follow our Discord server for the latest news and updates.
Have fun playing! Kingdom Craft
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