Greedy Little Kingdoms · published
The demo has been out for a little while. If you played it, thank you for stress-testing things in ways we did not anticipate. If you wishlisted it and haven’t tried it yet, now is a great time to discover what you’ve been missing.
v0.2 is a substantial update. Most of the game systems have been rebuilt or significantly improved.
The artefact system now scales with what you do. Some artefacts reward exploration, handing out bonuses every few hexes of a certain type you discover. Others stack bonuses based on how you fulfill quests (because apparently you can’t be trusted to just wander peacefully). The broken economy you were promised is now fully operational.
Two new buildings join the map: the Farm, which boosts adjacent hex production (and encourages you to start thinking in obsessive little spreadsheets), and the Mine, which unlocks underground resources and opens new crafting paths. More decisions. More consequences. Fewer excuses.
Production is now tracked in real time. You can see exactly how much you’re producing per cycle, what’s missing, and how close you are to everything collapsing. As you push further, demands scale with you, meaning the game will now politely refuse your attempts to become comfortable.
The tutorial is better, the interface is cleaner, and a lot of friction has been quietly removed - mostly the kind that made us question our life choices.
It’s still a short-run city builder about appeasing a dragon with an unreasonable hoard. The world still resets. The dragon is still not satisfied. Nobody has filed a formal complaint yet.
New Buildings
Farm: boosts adjacent hex resource production
Mine: gates underground resources and opens new crafting paths
Artefact System
Artefacts rebuilt around recipe tags and quest types
New artefacts for exploration, merchant interactions, and mood bonuses (yes, mood is now a resource. no, we won’t elaborate)
Production System
New production calculator: see exactly what you’re producing per cycle, what’s missing, and the precise moment your plan stops working
Merchant
Artefact prices now scale with progression (inflation, but make it fantasy)
Buy/sell quantity slider added, so you can regret decisions in bulk
Quests
Difficulty and rewards now scale with progression (quests are now aware of your success and have adjusted their tone accordingly)
UI / UX
Inventory sorted, tag icons added, tooltips improved, and more information exposed than any reasonable person requested
Tutorial
New step-by-step guidance at key moments, with hex highlighting, because we’ve accepted you will click the wrong tile at least once
Map
One dragon per map (strict policy)
Proper tile seeding
Visible map border (so you know where the suffering ends, geographically)
Audio
Additional music tracks, now better at emotionally supporting your collapse
Performance & Bug Fixes
General performance pass
Shader optimisation
Various fixes (translation: things were on fire, now only some are)