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Distant Kingdoms

 
Distant Kingdoms EA StatementSep 8, 2021 - Community AnnouncementsIt is with regret that we must inform you that our development partner for Distant Kingdoms, Orthrus Studios, has ceased trading and is therefore unable to continue work on the game. While we are surprised and disappointed at this news, we are looking into various options whereby development could potentially continue. However, in the interest of transparency, there will be no ongoing support for the game for the foreseeable future. We understand that this is disappointing news for fans of the game and we truly appreciate the support that has been given for Distant Kingdoms so far. Due to legal commitments, we will be unable to comment on ongoing discussions but we will endeavour to provide an update as soon as there is more news on the future of the game. The Kasedo Games TeamUpdate 1.5Jul 30, 2021 - Community AnnouncementsADDITIONS/IMPROVEMENTS Operating Radiuses The behaviour of radiuses for Production Buildings is being overhauled to be clearer. Up until now, the radius of a Warehouse dictated which buildings could use its Couriers, but the radius of a Production Building was what defined where said Courier could take goods to or bring goods from. From Update 1.5, the Warehouse will assume all of that responsibility. Any Production Buildings that are within a Warehouse's radius will be able to send goods to, or recieve goods from, any other appropriate building within that same radius. You'll find that Larger Warehouses will become more valuable, as you'll be able to spread your Settlements across larger distances! Trade The User Experience for Trade is recieving a facelift for Update 1.5. While the core functionality will remain unchanged, how you assemble and edit a Trade Route is being broken up into clearer stages, with interface refinements to better explain what actions you can do and when: 1. Naming the route 2. Adding the stops 3. Configuring loading and unloading of goods Additionally, the ability to create single-run routes is being added - giving you a convenient way to send off starting construction materials to new Settlements! BUG FIXES Fixed an issue where the Current Quest may become un-dismissable when upgrading a House while saving the game. All alternate key bindings in the Settings Menu are now correctly localised. Distant Kingdoms - Update 1.5 is Now Live!Jul 30, 2021 - Community AnnouncementsHuzzah! Our latest update is now live! We just want to say another big thank you to you all for supporting Distant Kingdoms so far. We’ve been listening to your feedback throughout Early Access, which has helped us greatly with updates and patches. With this latest update, we’re hoping to create a smooth gameplay experience for everyone in the Kingdom. Especially for new players getting to grips with the core mechanics of Distant Kingdoms. *Important info* Unfortunately this also means that previous saves will no longer work - this is due to ongoing development for the Kingdom including changes to some core mechanics. To combat this we’ll be giving you the option to use a rollback branch which will let you carry on with your previous saves. You can access the rollback branch by: 1. Right clicking on ‘Distant Kingdoms’ in your Steam library 2. Clicking ‘properties’ 3. Selecting the ‘V1.1 - Props and Walls’ branch from the BETA drop down menu. If you want to change back to the current version of Distant Kingdoms, just click the ‘None’ option in the same menu - simple! This latest Update should support the continued development of Distant Kingdoms and make it so our later updates can be added much more smoothly. Let’s take a look at what else the Kingdom has in store for you! {STEAM_CLAN_IMAGE}/35395249/a1c3a3852b7dd6dd8e46a9c02e48fccdbe29b4e4.png Operating Radiuses We’ve changed the behaviour of radiuses for all Production Buildings to create a smoother and simpler experience. Up until now, the Warehouse radius determined which buildings could use its Couriers. The radius of a Production Building however, was what defined where these Couriers could carry Goods between. Update 1.5 means that Warehouses now take all that responsibility. All Production Buildings with the radius of a Warehouse will be able to send and receive Goods with any other appropriate buildings within the same radius. This will make large Warehouses much more valuable to you, as it’ll give you the chance to spread your Settlement across much larger distances! {STEAM_CLAN_IMAGE}/35395249/cc94c1b16c62e7386bc927168d3105237ccf685c.png Logistics We’ve made some changes to the User Experience for Logistics. The core functionality will stay the same, but the way you assemble and edit a Logistics Route (previously known as Trade Route) will be broken up into clear stages. Changes to the interface will better explain what actions you can do and when, including; 1. Naming the route 2. Adding the stops 3. Configuring loading and unloading of goods We’re also looking into the ability for players to create single-run routes - this should give you a much more convenient way to send off construction materials to new Settlements! {STEAM_CLAN_IMAGE}/35395249/afdadcf0cf5fbb8dc453bb29268332ea7ceb94ed.png Thank you all again for your continued support. Make sure to follow us on Twitter or come say hello over in the Tavern if you have any questions - or just fancy chatting with the other adventurers...Patch: 12053Jul 23, 2021 - Community AnnouncementsHello All, Another round of bug fixes and minor tweaks as we prepare for our upcoming Update 1.5 (coming next week!). As always, please do let us know of any issues you encounter, and be sure to join us in our Discord http://discord.gg/distantkingdoms Patch Notes Improvements/additions Implemented player analytics to gather detailed gameplay feedback. Analytics can be opted out of if desired. Lowered the volume of the sound effect for building construction completing. Bug fixes Fixed an issue where attempting to access the Save or Load menus while in a match fail and block further input. Changing volumes in the Audio Settings no longer makes loading into a match never end. The South-West corner of Windy Peaks can now be explored as intended. Fixed an issue where Coal Mines destroyed by a Fire Emergency could cause game logic to stop. The "Noble Tier" Tech Tree node's Quest now requires building the correct number of Houses. The Settings menu sidebar no longer moves around after changing the resolution in the Launcher. Settings changed in the Launcher are no longer reset after closing and reopening the Launcher again before launching the game. Fixed an incorrect line of terrain being unusable across the North edge of Windy Peaks. The fade to black that occurs after completing the Trade section of the Tutorial now lasts the intended length of time. Audio is now paused when the game is minimised. Building names in inspectors no longer move around when being edited. Employees are now distributed to buildings in line with their Priority. Fixed an issue where buildings would sometimes become unable to be selected. Changing the aspect ratio or display mode in the Graphics Settings now applies them correctly. The mouse cursor no longer changes when hovering over the Race selection box in the Main Menu. Patch: 11970Jul 9, 2021 - Community AnnouncementsThe people of Ineron rejoice with new choices for decoration! Enjoy the new hedge and brick walls, which you can use to add a natural or cosmopolitan touch to your settlements. {STEAM_CLAN_IMAGE}/35395249/9192f668fa4decf2a6604741f4e5277daa074f11.png{STEAM_CLAN_IMAGE}/35395249/5e162e971b1ada8869988b79c96a5829422aecf3.png Enjoy these new walltypes alongside a slew of fixes to bugs you've reported! We can't wait to see a-MAZE-ing things you create {STEAM_CLAN_IMAGE}/35395249/21c09ff31c4afed5bc49f18140c85027b36377cb.png{STEAM_CLAN_IMAGE}/35395249/dc9fe988fb4141665eff73d5b7c51a2e08cf85d6.png{STEAM_CLAN_IMAGE}/35395249/b373c7b62df617e04917722e260190ed594d2c43.png{STEAM_CLAN_IMAGE}/35395249/79d8b95120875592937c59b38cef88d73c41a579.png{STEAM_CLAN_IMAGE}/35395249/3e0b4b26fbcfb931df2a4103d647c9db5018d6d2.png{STEAM_CLAN_IMAGE}/35395249/6ff7bde79e9d43b0b15d8cd2f66d7fbc5b665cdb.png{STEAM_CLAN_IMAGE}/35395249/bc0c4d6f1e14a399dfd7abfa0104e40657395180.png{STEAM_CLAN_IMAGE}/35395249/a7ba9cc5ab194a308e51f814e5844cbb13c85706.png As always, if you come across any bugs please report them at https://www.orthrusstudios.com/bug-reporting We're all working hard on Updates 1.5 and 2, with more details soon to come! Additions/Improvements (tasks) Implemented hedge and brick walls. Restored and improved text colours in the city overview. Bug Fixes The quest for the beer tech tree node now shows correct requirements. Walls no longer cost double their intended amount. Corrected localisation issues in the quest for the noble tier tech tree node. Immigration is no longer shown as increasing in the city overview when it’s not actually changing. The birch tree prop now affects beauty. Added missing localisation for adventuring party status in the tavern inspector. Added missing localisation to the tooltip for an option in the "Counting Chickens" event. Notifications now appear when mines become depleted. Stone and wood now have different costs. Immigration no longer fails, and new residents now move in correctly. The planting cost in the gatherer's hut no longer goes into decimals if orc employee modifiers are applied. Side scrolling movement is now blocked while the tech tree is open. Buildings and roads can no longer be accidentally deleted if starting a hold click on empty terrain with the demolition tool. Tech tree nodes that are locked by the tutorial no longer display visual issues when selected. The main menu loading text is now displayed at the correct size. Building efficiency no longer only updates at the start of each month. {STEAM_CLAN_IMAGE}/35395249/f0363b65d98bb0d0299fd5805d374dd23d109680.png {STEAM_CLAN_IMAGE}/35395249/bb008b86e9cf0f981ff002b6bcc8fd2543f94b02.png {STEAM_CLAN_IMAGE}/35395249/04288b6fee0b30dc9f5da05baaaebde4574bd0b3.png{STEAM_CLAN_IMAGE}/35395249/7f3061489afb162b3d1ee14c91b7f162bdcca7fd.png {STEAM_CLAN_IMAGE}/35395249/2092ab63fd9efd9fe7023b26af133d97bd7b66d3.png {STEAM_CLAN_IMAGE}/35395249/c441de36a9135cdb170a01d300a52253af6895e2.png {STEAM_CLAN_IMA...Early Access Update 1 - Patch: 11891Jun 24, 2021 - Community AnnouncementsHello Everyone! It's our pleasure to present Update 1 for Distant Kingdoms! We can hardly believe it's been almost 2 months and 8 patches since we released into Early Access!!! As always, we've provided some more detailed patch notes below, but the headlines are 2 New Starting Locations/Scenarios (One per Map) Free Form Prop/Decoration System Beauty Mechanics Player Buildable Walls : Stone and Wood, with more to come soon. New Mining Mechanics Modding Support for Buildings and Props Numerous Bug Fixes and the foundation for performance improvements Your feedback really is incredibly important to us and as you can see from our last announcement, we are adapting our Roadmap to bring it more in line with that. We hope you continue enjoyng your time in Ineron, and please do show us all your wonderful new Decorations in our Discord We can't wait to share more information on Update 2!! One Final Note : PREVIOUS SAVE GAMES WILL BREAK WITH THIS UPDATE https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35395249/1a260c972d9ba196b7d99e7f6846852cb02235d7.png Bug Fixes DKP-3817 Stone Mine interface may cause tick to break when updating price DKP-3806 Residents may move out of houses regardless of the Max Pending Emigrant value DKP-3799 Loading save games can cause an "InvalidOperationException" Error. DKP-3745 Text overflowing in the 'Gameplay' menu. DKP-3699 Medium Warehouse only has the radius of a Small Warehouse. DKP-3698 Deleting abandoned or unoccupied Houses can cause tick to break and an error to occur. DKP-3661 The event "StonyForeman" can lead to the game tick stopping indefinitely. DKP-3625 Exploration Tutorial can stall if the player hires less than 4 adventurers and runs out of AP DKP-3585 Construction sites can receive goods from any warehouse regardless of distance. DKP-3818 Mine's "Dig Deeper" functionality replenishes too much ore DKP-3803 Some events apply wrong modifier due to typos DKP-3801 100% Happiness can be reached with only the Beauty need fulfilled if enough Props are placed. DKP-3798 The "Quiz Night" event can cause an "Exception while executing random outcome of event" Error. DKP-3791 House's happiness can increase past 80% without decorations being present. DKP-3786 Mana Well and Mage's Guild cannot be selected within the Build Menu blocking the Tutorial. DKP-3785 Decorations display "Not Implemented" in their tooltip when building. DKP-3784 Decorations do not show how much beauty they can provide. DKP-3768 Moving the mouse over the crescents in the top left will cause an error to occur. DKP-3765 The Citizen racial bonus for the Fire Fighter Station does not function. DKP-3764 The Orc racial bonus for the Community Garden to increase operation radius does not apply. DKP-3763 The Citizen racial bonus for the Apothecary does not function. DKP-3760 The Orc modifier is not applied when they are working at a Gatherer's Hut. DKP-3756 Happiness can display decimal points in tooltip DKP-3696 Farm Fields placed in t...Early Access Roadmap and Update 1 Coming Soon!Jun 18, 2021 - Community AnnouncementsAdventurers! We want to extend a huge thank you to everyone who has supported Distant Kingdoms so far. Whether that was through playing the game via Early Access, giving feedback or reaching out to us via our Twitter and Discord communities. We’ve been listening to all of your feedback and will be making some exciting changes to our Early Access Roadmap! Update 1 is only 6 days away and will be released on June 24th - just in time for the Steam Summer Sale, which Distant Kingdoms will be participating in! Without further ado, let’s take a look at some of the big changes coming to the Kingdom of Ineron soon... {STEAM_CLAN_IMAGE}/35395249/1a260c972d9ba196b7d99e7f6846852cb02235d7.png Update 1 *Important!* Please note that with Update 1, all previous saves will no longer work. You will have to start a new save file after the update. This is due to a number of changes including the new Prop System and Modding support. Placeable modular walls: available in two materials; stone and wood. 2 new map scenarios: new starting points and resource node placements. Decoration and Prop Tool System: all decorative objects (known as Props) placed will now have a ‘beauty value’ which will directly affect the happiness of surrounding houses within their radius. Players now also have much more control over the placement of props, no longer restricted by the grid system. Modding update: Modding tools for buildings. Check out dk.mod.io for more info coming on June 24th. {STEAM_CLAN_IMAGE}/35395249/a7d0654b73bdfe055455ad783bb3153ee0002dcf.png The dev team is also actively working on Loading, Memory and other Performance improvements. These will be rolled out on a regular basis, so keep an eye out on Twitter and Discord for patch updates! We previously mentioned that new maps would be part of Update 1. Unfortunately this has been removed for now. But never fear! The team are still working on this, but it will be moved to later on in the Distant Kingdoms timeline. For now, we want to focus our attention on what the community is most eager to see; Adventuring & Exploration. All our design efforts have been shifted to delivering the best possible experience for all our eager adventurers. Which leads us on to... {STEAM_CLAN_IMAGE}/35395249/2820b3ec3d943ca8397ea46eaf7534f9f791c097.png Update 2 The main focus of Update 2 will be a complete overhaul of the adventuring and exploration system. Our goal is to incorporate much of your feedback throughout Early Access and to really meet our original vision and goals for this system. However, as we are still in the pre-production phase, it’s highly likely that the following gameplay mechanics may change as we develop and polish them. We’ll update you nearer to the Update 2 release time, when we have more concrete details for you. In the meantime, take a look at some of the ideas we’d love to bring to you in Update 2! Turning adventurers into Heroes We want to make our Heroes truly worthy of the name and have them interact with Ineron...Patch: 11630Jun 4, 2021 - Community AnnouncementsWe've had a chance over the past couple of weeks to recharge a little and fix a number of underlying bugs and issues that whilst not front facing, allow us to make great strides in the future. We've also had tremendous success on internal branches with Multi-Threading our loading systems, which necessitated a major architecture change. These changes aren't live in this patch as they're being heavily tested, but they should be around in our next patch. Initial testing has shown a decrease in loading times by up to 90%, at the same time as using far less ram. As always, please do let us know of any issues you encounter, and be sure to join us in our Discord http://discord.gg/distantkingdoms Patch Notes: Speed buttons are now highlighted when starting a new session. Saves are no longer populated twice in the Load Functions. Pausing an un-upgraded Gatherer's Hut and then unpausing will no longer permanently increase it's maintenance cost by 1. Encounter icons can now correct disappear after clearing a Hex. Cider can no longer be produced before Tech Node is unlocked. The event "StonyForeman" can no longer lead to the game tick stopping indefinitely. Localisation error no longer occurs in Emergency notification popup. Status bar Tooltips are no longer layered underneath Paused text. Quarter's Inspector is no longer partially hidden behind Advisor Dialogue in the Tutorial obscuring the button to close the Inspector. Errors no longer spam and building preview appears when first placing a Small Warehouse in Open Spaces. Fixed two issues where Upgrading House Density and choosing Production Building Upgrades would not display available goods appropriately. Tooltip for the date now updates regularly. Fixed an issue where players using Non-English Region Settings on their PC could cause save games and other data to be loaded incorrectly, specifically swapping decimal and thousand terminators between Comma and Period/Full-stop, leading to bizarre co-ordinates and values being loaded in many places. Portals can no longer be placed over each other. Game now correctly resumes at the previous speed after opening and closing Tech Tree. Patch: 11555May 23, 2021 - Community AnnouncementsAgain, thank you for your feedback and bug reporting! We've finally completed triaging all user submitted Bugs and Feedback through the F9 tool and our online Bug Reporting form, we've been able to identify a number of common issues and will be working on those over the coming weeks alongside our plans for our first and second Major Version updates. As always, please do let us know of any issues you encounter, and be sure to join us in our Discord http://discord.gg/distantkingdoms Bugs Fixed an issue where a Production Building is in range of multiple Warehouses the Upgrade tooltip only displays stock from one Warehouse not the total stock available. "Allotment - Carrots 1" decorations now do not float Fixed an error that could occur as part of Trade Route Deletion House Density now shows the correct available resources even if one of them is not available Production Tooltips are now more clear Farm Fields placed in Hexes at the top of the map in Windy Peaks will now delete correctly Fixed a Targetted Modifier Issue Total Residents tooltip now correctly displays Employed vs Unemployed populations Fixed spaces in the Total Residents and Happiness Status Bar Tooltip The Discord link on the main menu now points to the appropriate location. Tasks Added Version Number to the Main Menu Patch: 11519May 19, 2021 - Community AnnouncementsNotes for Patch 11519- 19/05/21 - Removed ability to send F9 reports without adding a Summary - Removed AutoSaves from being loaded twice. - Resolved Pause Issues - Removed the GPUI Spam from Build LogsPatch: 11487May 14, 2021 - Community AnnouncementsThank you for all your help reporting bugs and providing feedback this past week. We've been hard at work on these fixes and more to come next week. We are aware of some strange behaviour with the Keybinding for pausing not being reliable, we will most likely issue a hotfix on Monday or Tuesday to deal with this. If you encounter this issue you can use the speed controls at the bottom of the screen to control time. We have been combing through your feedback and have some exciting news on the horizon regarding changes to features. BUGS - Fixed Tutorial progression to allow players to successfully complete the tutorial sections past Exploration - Cider can no longer be produced before Tech Node is unlocked. - Made Farm Field Rotation respect keybindings - Fixed Localisation error that occurred in Emergency notification popup - Fixed Escape Key functionality based upon Interface States - F9 Feedback now shows Feedback and Bug as options - Adjusted Audio Curves so that volume fades out smoothly across 0-100 - Fixed Marketplace assignment on Houses when their original is deleted - Savegame deletion prompt now only gives one confirm option - Quarter's Inspector is no longer partially hidden behind Advisor Dialogue in the Tutorial obscuring the button to close the Inspector. - The Origin and Target buttons on a trade route's courier now function - The totem's titles in the building inspector are now centred - Tunnels highlight correctly on both maps. - Tutorial can no longer be broken if the player deleted the Small Warehouse when the Demolition tab is introduced. - Construction sites now respect their actual ranges (Click on a Construction Site to see it's range) - Warehouses can now be deleted correctly - Lumberyards can no longer claim trees in OOB areas. - Actors no longer get stuck in place OOB behind Lumberyards when their range exceeds the currently unlocked hexagons. TASKS COMPLETED - Transitioned Quarter Names from hard-coded strings to localised keys - Autosaving can now be disabled when interval set to 0 - Increased Autosave Values to go up to 30 minutes - Moved Autosaves out into main SaveGame folder - Made Localisation Language a setting within UserSettings (Only JSON editable for now) - Adjusted Video Playback system to allow it to play more smoothly - Transitioned CLEAR_HEX to a more reliable instruction - Removed erroneous "+" in positive AFFECT_MANA and AFFECT_TREASURY usages - Added a highlight to the race selection in the Main Menu. Patch: 11463May 13, 2021 - Community AnnouncementsNotes for Hotfix Patch 11463 - 13/05/21 - Fixed Intermittent Tutorial issue where players could not progress further than Exploration. Patch: 11407May 9, 2021 - Community AnnouncementsNotes for Patch 11407 - 09/05/21 - Enforced all Warehouses and Taverns cannot be burnt down. - Increased volume of Intro Video - Enforced DXT1 and DXT5 compression on all Textures - Cleaned out Asset Bundles and implemented new Build Pipeline to eradicate duplication or wastage - Overall Reduction from 3.13GB to 1.12GB improving both RAM and VRAM usage - Added Display Selection to Settings Menu for Multi-Monitor setups - Ensured the same building cannot receive an emergency twice in a row - Resolved an issue with Changing Resolution when you ALSO switch Aspect RatioPatch: 11396May 6, 2021 - Community AnnouncementsPatchnotes for the update 11396 -Implemented Fix for Save Games -Adjusted the size of the RSS Feed -Moved Steam Rich Presence Update to every 2 minutes -Added Quest Sounds -Reduced volume of some Sound Effects -Added Version Number to Logs -Moved Intro Video to Master Track for Volume Purposes -Prefixed modifiers applied to buildings in the same hex as uncleared dungeons to "Nearby Dungeon" -Improved the reliability of the exploration tutorial -Added time reset functionality to tabbing out of game. -Improving randomising the emergency application -Fixed the tunnel highlighting -Fixed the overlapping when placing buildings saying valid if the road tile was valid -Portal's priority for couriers is too low. -Forced no sounds until game is loaded -Changed second confirm button localisation for save deletion to have correct localisation (Cancel option) -Edited Escape button and Right Mouse Button logic for exiting menu/game modes to be more similar. Thank you for your reports, please continue reporting on Discord and https://www.orthrusstudios.com/bug-reportingPatch: 11372May 5, 2021 - Community AnnouncementsSmall Patch to address immediate Issues Moved a Tutorial Call to slightly earlier to ensure that Quarters are Clickable Removed Quarters erroneously costing crescents Fantasy city builder Distant Kingdoms launches into early accessMay 5, 2021 - Rock, Paper, ShotgunHumans have had their day in the city builder sun, so Distant Kingdoms is making way for fantasy folks such as dwarves and elves and orcs and all. Except none of them can get along, so the gods have banished them all from their homes and forced them to rebuild. No lovely castles for you until you decide to behave. Distant Kingdoms has just launched into early access with two maps and four races to choose from while it works to add a full campaign and modding support. Read more Distant Kingdoms FAQMay 5, 2021 - Community AnnouncementsWhat are the minimal and recommended specs? {STEAM_CLAN_IMAGE}/35395249/3f4fee66e59b55a5ff749987f13398a2f75e1046.png Minimum: Requires a 64-bit processor and operating system OS: Windows 10 64-bit Processor: Quad-core Memory: 4GB RAM Graphics: 3GB VRAM DirectX: Version 11 Storage: 8GB available space Sounds Card: TBC Recommended: Requires a 64-bit processor and operating system OS: Windows 10 64-bit Processor: Quad-core Memory: 16GB RAM Graphics: RTX 2070 DirectX: Version 11 Storage: 8GB available space Sounds Card: TBC Is there multiplayer? There are no plans to make Distant Kingdoms available as multiplayer. What monitor size and resolution will the game support? The game will support the following aspect ratios: - 16:9 - 16:10 - 21:9 aspect ratio (including Ultrawide) Will you be able to change key bindings? Yes, players will have the option change key bindings. Will Linux be supported? Although we don’t currently have a set timeline for this, the team are looking into this. Will Mac be supported? Currently, Mac is being investigated. Will there be controller support? Not at this moment in time. What languages will Distant Kingdoms support? Distant Kingdoms will be released in English during Early Access, with German the first to be added soon after. We will be releasing further languages after the full EA release, so keep an eye on the EA timeline for the following languages to be announced in the future: -German -French -Spanish -Russian -Simplified Chinese -Korean -Japanese I played the Distant Kingdoms demo, will I need to change any settings? Firstly, for everyone who played the demo, thank you! Secondly, as there has been lots of development put into Distant Kingdoms since the demo and the Steam Games Festival, players will need to delete their previous settings. This is so that they don’t interfere with the new build. So if you’ve previously played the demo, you will need to delete your settings files (which will then refresh on loading up the game). Details on how to do this are below. Settings files located here: (Settings file) - Documents\Orthrus Studios\Distant Kingdoms\Settings.json This is also true for the registry file - instructions here: 1) Open Start, search for "Registry Editor" and open it 2) In the left panel, navigate to the folder: Computer\HKEY_CURRENT_USER\SOFTWARE\Orthrus Studios\Distant Kingdoms 3) In the Distant Kingdoms folder, delete everything except (Default) and select "Yes" when prompted How do I report a bug? Follow this link here to report any gameplay bugs. All instructions can be found within the link. You can also press 'F9' during gameplay to report any issues. Are there any current issues with gameplay? Orthrus are aware that there is further work needed to improve the performance of the game, this includes work on: - the balance of the research nodes - resource placement on the maps - building resource requirements. We’d love to hear your feedback on how the game feels and we will be polishing and ite...Distant Kingdoms - Early Access Available NOW!May 5, 2021 - Community AnnouncementsHear ye, hear ye! It’s finally the time we’ve all been waiting for. Ineron has now opened its borders for Early Access - which means Distant Kingdoms is available to play on Steam today! The royal advisors are eagerly awaiting your arrival, so make haste and come join us in the Kingdom of Ineron! Taking place after the Talam cataclysm, players will have to shepherd survivors into their new home in the fantasy land of Ineron. A unique blend of city building, strategy gameplay, social management and exploration, Early Access will contain a tutorial and sandbox mode with two maps available. Players can make their settlement home to Humans, Dwarves, Elves or Orcs, and by exploring the map to unlock new hexes, can discover new races to incorporate into their civilisation! Climb your way up through the social strata, build sprawling villages, unlock new hexes, research magic and send brave adventuring teams to explore this strange new world! {STEAM_CLAN_IMAGE}/35395249/96bfd28fe9183e463690652139171a0008b3694d.png With several game updates coming throughout Early Access, players can look forward to plenty of exciting changes coming soon! (including modding, quest updates and a complete overhaul of the exploration system). So grab your dragon-slaying gear and take a step into the fabled land of Ineron! Play the game here: bit.ly/DK_Steam Follow us on Twitter (@DistantKingdoms) & Join our Discord - discord.gg/DistantKingdoms. Distant Kingdoms - Fantasy-City-Builder startet Anfang Mai im Early-AccessApr 16, 2021 - pressakey.comKasedo Games und die britischen Orthrus Studios haben es bereits vor wenigen Wochen angekündigt, nun wird es konkret: Das vielversprechende Fantasy-Städtebauspiel Distant Kingdoms startet am 5. Mai in die Early-Access-Phase auf Steam. Darüber hinaus liefert das Entwicklerstudio mit einer ersten Roadmap auch gleich einen » Komplette News auf pressakey.com lesen » Distant Kingdoms auf pressakey.com Early Access Trailer & Release Announcement!Apr 15, 2021 - Community AnnouncementsThe fabled land of Ineron will be opening its borders as Distant Kingdoms launches into early access on May 5th 2021! Orthrus Studios have been hard at work and we’re excited to share a brand new early access trailer as well as several gameplay updates which will be making their way to the kingdom soon! Make your settlement home to Humans, Dwarves, Elves or Orcs, and climb your way up through the social strata; building sprawling villages, researching magic and technology, and sending brave souls on your behalf to explore these perilous new lands. Distant Kingdoms has received huge support from our online community on Twitter and Discord, and we couldn’t be more grateful! Which is why we’re looking forward to everyone joining us in Ineron on May 5th and beginning their adventures! {STEAM_CLAN_IMAGE}/35395249/d9fd84a631d4bd043e4c14546d19063a12d85a15.png Players will have plenty of updates to look forward to in the coming months, including new maps, animations, activities and modding support. We can’t wait for you to explore this new world and discover all the secrets Ineron has to offer! We’ll be posting here regularly, so if you want to follow our journey then make sure to check back here for updates, trailers, devlogs and much more. From all of us here at Orthrus Studios, thank you again for all of your support and we will meet you in Ineron soon! Wishlist: bit.ly/DK_Steam Twitter @DistantKingdoms Discord: discord.gg/DistantKingdoms