Super Fantasy Kingdom · published
Hey everyone!
Recently, Super Fantasy Kingdom saw the launch of its largest update ever! With Patch #15, solo developer Feryaz almost completely overhauled the game. Such a large undertaking took over 50 beta patches and tons of feedback from the community to balance, test, and refine. Patch #16 followed up on this patch to continue the vision and respond to all the player feedback from the previous patch. A lot has changed with Super Fantasy Kingdom, so check out the full roundup below!
Super Fantasy Kingdom is also part of the Hooded Horse May Publisher Sale at 50% off. Check it out, and the other games on sale during the Hooded Horse May Publisher sale.
Hooded Horse May Publisher Sale

Patch #15 was by far the largest patch Super Fantasy Kingdom has received so far, and it focused on a ton of different areas of the game -- adding new content, new mechanics, QOL improvements, and reworking many systems in response to player feedback. The main goal of this patch was to improve variety, meaning, and agency for players. Let's get into the headline changes!
Spells have been added! Feryaz implemented an entirely new system in Super Fantasy Kingdom with 18 different spells. You will always have 2 spells, one for combat and one for economy, but you can also find and buy access to the other spells. You can only have 2 spells, so choose carefully! The final day is now an endless challenge, called the Endless Finale. This is a great way to test the limits of your build, try out the new spells, and can reward shards and one super metal for surviving for long enough.
Units are no longer unlocked from achievements. Instead, you must catch new units using the Trapper, who lays down new traps for you. The first trap in each run is free. When you get multiple units from the same kingdom, you now get different bonus traits depending on the kingdom. These range from simple buffs like range increases to larger effects like thorns or reviving units.
Achievements have also been changed. In response to the previous change, units are no longer unlocked from achievements, but they now give permanent small buffs to all your units, and these buffs apply to both kingdoms. So now it's viable to play only one kingdom, or both if that's what you want to do.
Here's a brief overview of what else Patch #15 brought to the game:
This is only the broad strokes of the many changes this update brought to Super Fantasy Kingdom, so make sure to check out the full patch notes to see how this update affects your next run.
https://steamcommunity.com/games/2289750/announcements/detail/542261484106810176
Patch #16 is a direct response to player feedback from the previous update and contains some reworks and balance changes that better reflect the developer's vision around variety, meaning, and player agency in Super Fantasy Kingdom. Feryaz studied all the feedback from the previous patch to understand what did work, what didn't work, and why. So this update serves as a small but crucial set of changes.
The first and largest change -- upgrading units -- got reworked again, this time to allow progression through either coins or resources. This change combines the coin-based upgrade system introduced in the previous patch with the game's original resource-based upgrade system. This idea actually came directly from a player! Additionally, Rickard has a new spell that replaces his original targeting spell and makes all units attack 20% faster. Amaya now costs coins.
Make sure to check out the full changelogs for the full details!
https://store.steampowered.com/news/app/2289750/view/523122454653043491?l=english
Thanks for reading the roundup!
~The Hooded Horse Team.