Kings & Savages
Details
- Release date: February 2026
- Genre: Action, Strategy, Multiplayer
- Developer: Marco José Pereira
- Publisher: Marco José Pereira
- Metacritic: tbd tbd
Current prices
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Description
Welcome to Kings & Savages!
NEWS UPDATE 15 DECEMBER 2025
Development has been slow these past couple of weeks due to real-life obligations that needed attention. Rest assured, I'm working as often and much as I can to get the Playtest out there! Stay calm, keep strong, we're getting there :)
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NEWS UPDATE 1 DECEMBER 2025
Multiplayer code is done and now in testing! Looking to give Playtest access to a dozen or so players on a private server on the weekend (no Garrett yet). Still looking for server hosting in the US and EU East to host a bigger Playtest of 100 players (with Garrett) the weekend after. Stay tuned! We are getting close :)
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UPDATE 7 NOVEMBER 2025
1.94 - Wizard has arrived!
New unit - Wizard
Low HP, slow moving unit, but has 1 shield instance that blocks all damage (it works, but there's no visual feedback yet!)
Long range with an AOE attack. Careful with it hitting your own units! :)
Also updated the game engine to Godot 4.5
Garrett the Ranger and multiplayer playtest coming soon!
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NEWS UPDATE 31 OCTOBER 2025
Was hoping to have released the playtest today, but due to unforeseen circumstances, development has been pushed back a month. Expect the playtest to be ready at the end of November and the Early Access release to be in February.
I will drop a small update next week with the Wizard unit after some testing this weekend. I've also updated the engine to Godot 4.5.
Garrett the Ranger still needs a few animations, but mostly have multiplayer to finish up.
I'm currently looking for server hosting in the US and EU. US West and EU East would be ideal. If you can help with this, email me.
UPDATE 2 SEPTEMBER 2025
1.9 - Map fixes
Fixed issue with units getting stuck at the base of ramps.
Improved issues with units falling through the ground when flicked up in the air. (still happens very occasionally. usually when a lot of units are clumped up)
Improved Line of Sight code for ranged units.
Resolved issue with units being flicked on top of another. The unit will now attack below and the unit below, will attack above.
Units can no longer be flicked on top of the thin walls. But also, the units cannot be flicked over the walls either. This solved many navigation issues. Range units can still fire over thin walls.
Wanted to get these issues out the way, so I may concentrate on multiplayer :)
Known issues
Still researching to improve the pathfinding code, so units won't get stuck behind allies when trying to reach the enemy.
UPDATE 21 AUGUST 2025
1.8 has arrived!
The first map has landed. The first of many...
It may not look it, but the map is symmetrical.
Range units need line of sight to be able to attack.
Units cannot be flicked off the map anymore.
Effects have been added, such as Skeleton max range arrow and Swordsman dodge etc.
Only missing the hurricane talisman rush effect.
Lots of bug fixes and tweaks. Too many to list :)
Known issues:
Units getting occasionally stuck on the map. Still tweaking with the Godot Navigation.
Units can get flicked on top of another unit, causing some funny behaviour. Still deciding how to handle this.
Units can very occasionally fall through the ground when flicked up in the air.
Roadmap:
Next up will be Multiplayer!!
I will be adding a new Hero (Ranger) and Unit (Wizard) to go along with the Multiplayer update.
And possibly another map depending on time constraints.
I will also improve the pathfinding code, so units will be smarter and not get stuck behind each other.
You may request access to the Closed Beta on the Steam Page. (If button isn't there yet, check in a day or two)
Expect to get access end of October.
We are getting there :)
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NEWS UPDATE 1ST AUG 2025
The new map is ready! While I was hoping to update the game by now, there's still some work to do. I'm currently finishing off the new pathfinding/targeting system to work with ramps and elevated areas.
I've also added in visual effects, so it's clear when units abilities are in effect (such as Skeleton max range damage increase and Swordsman dodge)
The plan is to update the game in the next 2-3 weeks.
Once the update is live, I will open up Closed Beta Registration!
Closed Beta will include a new hero (Ranger) and new unit (Wizard)
Stay tuned :)
UPDATE 11 JUNE 2025
1.7 is here
Just a small one
New Menu Music - Simple for now. Will expand on it later
Fixed double impale bug
Fixed lifesteal bug
Currently working on a new map. Stay tuned :)
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UPDATE 1 JUNE 2025
Alpha Version 1.6 now live! - Download the demo to play
Changes:
Upgraded Game Engine to Godot 4.4 (from 4.2)
Warrior Impale Skill
Damage Numbers
Battle Statistics
Sound Engine Update (more reponsive, less loading during battles)
Physics Engine Update (Added gravity)
Improved Skeleton Arrow Code
Skill and Item Keybinds in Settings
Hurricane Activate now fixed
Right-Clicking off map now fixed
Moved Enemy Info Screen to Shop
General Bug Fixes and Optimizations
Road Map:
Updated Menu Music (coming really soon! - Will patch it in within a week) - Update 8 June - Slight delay. Will be ready in a couple of days
New Map
Multiplayer
Adding the rest of the Heroes/Savages
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UPDATE FEB 27 2025
New mode now available to play, Commander! Where you choose which unit to control at placement time. While you can still play the game in Auto Battle mode, Commander mode is now called a Solo Battler.
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My name is Marco José Pereira, the solo developer of this game.
Please note, this is early in development and most of what you see will be improved upon.
Inspiration for this game comes from a couple of my favourites, Chess and Dota.
But I wanted a game that doesn't require the time commitment of Dota nor have the huge learning curve.
And I also wanted a game that leans towards the fast pace, intuitive side of chess rather than the slow, heavy calculation side.
Key game mechanics:
A game lasts roughly a minute
No decisive RNG gameplay (% critical chance replaced with critical hit after 4 attacks)
RNG determines which Hero/Savage/Items choices are available
Both players start at the same time. No first player advantage
High degree of opponent information to allow for counterplay
Non-grid placement to enable complete freedom of movement
Win/Loss and Draws are possible
All AoE (Area of Effect) damage affects allies
All projectiles can damage allies
Final projectile from last dead unit can still cause a draw
I welcome everyone to join me on discord to discuss anything about the game.
Meet the Heroes
There are currently 12 heroes planned for release. Here are 3 of them.
Heroes will be able to reach level 3 with 2 available skill choices on each level and can also carry 3 items.
Meet the Savages
There are currently 24 savages planned for release. Here are the 6 that will be available for the closed beta. Each has their own unique strength
Tactical
- Hero, Savage and Item choices presented will be the same for both players
Wild
Hero, Savage and Item choices presented will be different for both players
But If there is a rare item roll, both players will be presented with rare items
These modes will be 2 and 4 player.
The 4 player mode will be in a mini-tournament format. If a draw happens in the first round, there will be sudden death! (I will keep some surprises :)) Once you win the first round, you will loot your opponent's items. In the final game, both players will have a level 1, 2 and 3 heroes with 5 items. Draws possible on the final round.
Road Map
Closed beta planned for last quarter of 2025.
Early access release planned for January 2026.
Transparent Development Journey
Join me every step of the way! I'm always working and chilling on my discord. I plan to release often as I can.
Being a solo developer brings flexibility. So I'm always open to suggestions, I'm not afraid to change the game in a big way if it brings more fun.
At the end of the day, this is a game I am building for myself to play as well as the public. I believe this mindset will bring out the best. If developers focused on creating games they want to play, the gaming world would return to the glory days!
And after release? Still more planned! Tournament Mode and more maps at the very least.
FAQ
Will there be microtransactions after release?
There are currently no plans for it. The only way I would like it, is if the community created it. And creators will receive the lions share of the revenue.