The launch date is finally here...and I couldn't be more excited!
I'm very happy to announce an official release date for Kainga: Seeds of Civilization!
It'll be coming to Steam publicly less than one month from now on November 11th!
Although this is not a finished release but Early Access, but it will be open to the public and press. It's the next big milestone on the journey to a finished game!
I'm still working on a release trailer but I've created a little teaser video to go with the announcement:
It shows off a bit of the new area, The Pebbles, the archipelago region and some new technology and visuals.
What Else is New?
In addition to some new technologies, an entirely new region, new weather events and a new leviathan class beast, I've also added aquatic raids, boat combat, unit upgrade boxes, enemy-tamed beasts and an entirely new quest system that links multiple challenges together.
The release date is a bit later than I initially anticipated and that's due to some major gameplay changes I've made over the past few weeks.
Over the past couple months, I've tried to take a step back to understand how I can improve the game and stick to the core of the game's design goals. The Kickstarter backers were a big help in this and I couldn't have done it without that constant help and comments.
The first big change came as I realized that the technology tree was cumbersome and was difficult to know why you were choosing specific technologies. I made a big move and removed the technology tree UI and brought it into the world!
This means that you as the player have to send your Thinker out to different locations around the world at sources of inspiration to gain new technologies. This adds personal short-term goals, puts your Thinker at risk outside the safety of your village and adds much more of a purpose to the transportation and beast technologies, which were really cool, but didn't feel necessary. I really like how it's come together and I think gameplay has improved as a result!
The second big change came as I replaced the "harvest selection mode" with banners you can build to claim land and resources. Again, this takes the mechanic out of the UI, removes the need for all the floating icons, and adds a new system into the world. These banners also add a point of tension for enemies to attack, and allows you to expand beyond your original borders.
When Can I Play? November 11th!
The game will launch into Early Access on November 11th!
Like I mentioned before, there's still more to do, and I'll be sharing the full roadmap on steam in a few weeks.
I'm excited to get to this point in the journey and even more excited to see what happens next!
See you in Kainga!
I create, design and develop video games I'm interested in playing.
The Fire System
Melee and Ranged Units
Weather and "Seasons"
Ladders and Elevation
Animating 2D units in a 3D world
Setting the Theme
Setting the Focus