

Kings Shire
Wombat Games · Strategy, City Builder, Base Building, Action RTS, Survival
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Screenshots
About Kings Shire
Main Features
Build
Building is part of the core of the game and there are 2 different building mechanisms in the game.
Buildings
Buildings are the heart of your economy. From lumberjacks and mines to forges and breweries, each building provides vital resources for your kingdom. With simple and complex production chains to produce various goods needed to build, recruit and meet the needs of all who follow your lead.
Currently, there are already over 20 buildings in the game, with many more to be added over the next year.
Castle Building
Building castles is similar to building new production buildings, but with more freedom that allows you to customize the castle to your liking.
Instead of a more traditional approach where these pieces have fixed sizes, I have developed a unique system that allows you to change the size of the castle pieces within certain limits. An archway is just an archway until the player decides to add a gate, portcullis, and/or drawbridge to it. It is entirely up to the player you to combine the available parts according to his taste.
To give even more freedom, I decided against a check and a mechanic that says castle pieces have to be supported in a certain way in order to be placed. This can lead to unrealistic castles, theoretically even flying castles, but that should be a decision you make.
Needs
To achieve full productivity of your workers, you need to provide them with certain goods. The more advanced and handcrafted the goods produced are, the more demanding the workers' needs are.
Resupply Army
As long as your troops are within the castle's borders, they will receive their supplies directly from the castle's warehouse. This is the only situation where goods are not actually transported, as this causes major problems for the defense of the kingdom. This may change in the future if I can find a good way to implement this.
However, if you send them out to meet an enemy before they reach the castle, they will need to be supplied with supplies somehow. This is where the supply wagon comes in.
The supply wagon works similarly to units, the player can command it like any other unit. Once on the scene, it supplies all units within its range with the goods and supplies they need to continue the fight against the enemy. Once the supplies are depleted, the supply wagon automatically returns to the castle to replenish new supplies and then returns to its starting point.
Each unit has enough supplies to last a while without a supply cart. The idea is that every good you produce is important. Either by improving the lives of the workers (productivity) or the morale and commitment of your army.
Defending the Castle
You've built your castle that you're proud of, but it won't go unnoticed. From small groups of bandits trying to rob you or your citizens to entire enemy armies trying to take your castle for themselves, you'll be challenged to test your defenses against them.
Destruction
Be on your guard when the enemies bring siege weapons, because they can do heavy damage to your walls and bring them down quickly.
Take Matter into Your Own hands
If you want to be even closer to the action, there is one more thing. You, as the player, have a representation in the game world, and since you are the de facto king anyway, your representation is the king. You can take control of him whenever you want, walk around your kingdom or join the troops at the front to get an extra morale boost when you fight side by side with them.
Demo
The demo is available on Steam and can be played by anyone, whether you supported the project or not.
The content of the Demo is mostly what you see in the Trailer.
As mentioned before, most of the buildings are still placeholders, although I'm working with a 3D artist now, it takes time to create the models we need. So far we have a finished lumberjack, a forester, and a well. He also reworked my flawed attempts at the gates and portcullis (these are also included as final models in the demo) and made some other minor improvements to the castle parts.
The performance can also get pretty bad sometimes, which is mainly due to the current AI system - one more reason to get the new system up and running soon.
What to expect:
most buildings are placeholders
the only final buildings are the lumberjack, forester and the well
some animations are missing and are temporarily replaced with others
- 1 map
- 3 Units
- 3 Enemy types
- destruction
- Building system with
- nearly a 100 different castle parts with different sizes/scaling, variants and destruction
- 23 buildings
- dynamic paths
- 3 music tracks
- bugs
In general, the demo is still what I would call a very early build / alpha. You will most likely find a lot of bugs. Even though most of the features are in the game, there is still a lot of room for improvement, some more obvious than others. I appreciate any feedback or bugs, no matter how small, that you report in Discord. This will help me a lot in fixing bugs and improving the game.
Kings Shire — game info
- Platforms
- Windows
- Player modes
- Single-player
- PC Game Pass
- Not included
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