King Under The Mountain Torrent

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King under the Mountain is a simulation-based settlement-building strategy game set in a fantasy world. Players take charge of a group of settlers founding a new colony, planning out work to be done and designing the rooms and structures that make up a burgeoning society. Has it Leaked is not a download site. It is strictly forbidden to share links to albums via file sharing sites (Magnet, Torrent, Kingdom Leaks etc.), torrents or sites which themselves link to copyrighted files. Users who ignore this rule will be banned from the site.

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Other.OfficialThreadSchedule(every 3 days)Tech Support/Basic QuestionsTues - ThursWhat Are You Playing?FriFree TalkSat - MonSuggest a GameRelated Subreddits. Rimworld is, as far as I know, the most successful DF inspired colony game out right now and it is quite fantastic. In fact, I see that Rimworld is listed as one of your primary influences!However, what I see so far looks nearly identical to Rimworld. You are even omitting the often missed 'Z levels' from DF.Can you tell me what will set this game apart? What will make it more than a fantasy skin of Rimworld?Don't get me wrong I love these colony simulators very much and am happy to have a new addition to the genre.

Good question! The flagpole feature is the ability to upload your settlments for other players to explore and loot - and do the same yourself with the creations of other players via turn-based tactical battles in a dungeon crawl style adventure.The game runs very close to Dwarf Fortress with a lot of its features which is where Rimworld had its own inspiration from too, before now ending up as its own unique gem of gaming, and I'm planning to do the same. We'll also have a lot more of a focus on the economy and production chains (akin to The Settlers games), so rather than just directly mining steel out of walls a la Rimworld, there'll be a long and involved chain of production to produce it from base materials.

That's not very exciting by itself, but I'm hoping to capture some of the peaceful magic of the early Settlers games in this way.I think both by having the differing races/factions with their unique gameplay and mechanics, as well as the ability to go on adventures into the locations of these other races, there should evolve almost a meta-game of interesting dungeon-crawl adventures born out of the 'base' game of building up a settlement. Great questions! Yes as to fairly generic medieval fantasy - no steam-powered engines or guns as you get in some depictions of fantasy dwarves, but it will have water or wind-powered mills/mechanisms/traps in a similar style to Dwarf Fortress.You'll be seeing much larger populations to manage, perhaps 100 - 200 or more settlers at a time would be normal, so it becomes more of a city builder rather than the small group of survivors of Rimworld (which has its own pros and cons).

Throughout the game you'll have to balance expansion with ensuring you have enough food, drink and space to live (particularly stocking up enough before winter). When you're more settled you'll have to contend with other factions attempting to invade and steal your goods/people (or attack them yourself), accrue 'prestige' for your settlement to attract some of the more advanced professions (e.g. A runesmith who can enchant items and equipment with powerful abilities) and better nobles, and send off your own expeditions to claim resources from other maps (especially those of other players) that you don't have access to yourself (or trade for them).I'm very keen on avoiding the 'random bad thing happened' kind of problem and instead aiming for everything that goes wrong being a result of the player's actions, e.g. Not storing up enough food for winter, not having enough guards/military stationed compared to the amount of wealth accumulated, being attacked because you were a bit greedy with claiming resources from elsewhere, or the classic digging too deep and too greedily resulting in unleashing some dangerous power from under the earth. One of the later game goals is to declare your independence from the state you originally came from and become a king in your own right (as a nice tie-in to the name), which will undoubtedly draw the wrath of your old liege while increasing your own prestige.The awesome stuff you can do later mostly ties in to the off-map adventures to other players' settlements or randomly generated dungeons. Perhaps you'll go hunting a dragon for its scales to make some mythical armor out of, or just try to build up the biggest, most impressive and most dangerous 'dungeon' for other players to fight their way through, filled with well-placed guard patrols and stations or the odd secret passage.

On that note we'd also like to include a 'creative mode' where you can just design a proper dungeon (not exactly a settlement) for yourself and other players to go through, turning the later game of an established colony into a dungeon crawler RPG metagame. The intention is through the clever use of mechanisms, levers, switches and the like you could even set up puzzles for a Zelda-style dungeon. Awesome, thank you for the reply.

I was worried at first that it might get too rimworld-y, but from the sounds of it you've got a good deal of stuff figured out to make it unique. I love the idea of a. I'll call it spore-like progression, where you pretty much start out with a tiny amount of population and it eventually turns more into supply-chain and empire management stuff.I'm personally hoping that you'll be able to capture that ever-elusive feeling of immersion that comes with stuff like Rimworld and Dwarf Fortress (the former of which I've played much more than the latter, admittedly) - Stellaris does that really well as well, where you can just sink in and roleplay your settlement/empire.I'm definitely gonna keep watching, looking forward to seeing the game progress!. It's a real shame that KS has been poisoned to the extent that this is people's expectation now, but I do understand.

In answer to your question, yes, any and all DLC (and note there's nothing actually planned right now, we've put this in just in case something does end up as DLC such as an expansion after version 1) will be given out to the Kickstarter backers for free, doesn't seem right to do it any other way when they're the ones shouldering the risk to make the game happen.For the Kickstarter the important thing was us having a playable prototype done and ready to show the game is a real thing that exists rather than too many Kickstarters being built on hope and concept art. Past that I don't see how I could convince you that I'm happy to be working on it for years to come.

New york concrete jungle alicia keys. Ooooh, New York!Ooooh, New York!Grew up in a town that is famous as a place of movie scenesNoise is always loud, there are sirens all around and the streets are meanIf I can make it here, I can make it anywhere, that's what they saySeeing my face in lights or my name in marquees found down on BroadwayEven if it ain't all it seems, I got a pocketful of dreamsBaby I'm from New York!Concrete jungle where dreams are made ofThere's nothing you can't doNow you're in New York!These streets will make you feel brand newBig lights will inspire youHear it for New York, New York, New Yooork!

I mean, it's my dream project and all I've ever really wanted to do, but those are just words and until a developer has a finished game I don't think there's any other way of proving the commitment. I can at least say I've been developing software for over a decade so I'm aware this is a massive project that'll take years of coding work, but that's something I'm really looking forward to:)I understand not wanting to shoulder the risk of backing something on Kickstarter and that's fine, hopefully you'll give it another look in the future. That is, as long as the campaign is successful, and there's not so many people with the same viewpoint which means a new studio can't get something funded anymore which seems quite likely these days.

It's a shame.