Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This isn't to say development of the game will halt, but for the time being it's going to slow down quite a bit as 3 people can only focus on so many things at once.
You can believe it but it almost certainly isn't going to happen. Developing multiplayer would take them several years at minimum since the game wasn't designed to include it from the ground up, and the team needs to focus on the new project so the studio has an income to continue developing games with.
The future is never certain, but the likeliness of things happening is quite predictable. Never say never, but set your expectations appropriately to avoid unnecessary disappointment.
Lets hope there next thing is just as good :3
Making Kingdoms and Castles: Multiplayer Version would be equivalent to just straight-up making Kingdoms and Castles 2. That's not an exaggeration, that's the cold hard logic of how multiplayer games come into being -- they are fundamentally different in their core architecture to singleplayer-only games; and the extra cost (time, money, technical requirements... which is all just different ways of saying "money" in the long run, but there is a point where time requirement becomes a hard-cap limiting factor no matter how much money you can throw at the project) means that there's really no reason to start with one of those more complicated multiplayer architectures "just in case."
Some games DO release a single-player version first to build momentum for an eventual multiplayer release (see: The Riftbreaker for a recent fairly successful example); but this creates a false narrative -- such games aren't "single-player first and then the devs start working on multiplayer", they're still built from the ground up with multiplayer in mind. Taking Riftbreaker as our example, that game was always built to run with a server-client architecture; the singleplayer version bundles the two together and didn't have any external listening capability so the devs did have to do a bit of work to convert quick-and-dirty "it'll be fine for singleplayer for the initial release" code into stuff that works better for multiplayer. But even that wasn't as simple as "just turn the multiplayer parts on"; it involved making the game's foundation with multiplayer-ready tech, then adding a bunch of singleplayer content onto that, and then re-making all that content for multiplayer.
It's not a question of "just keep working on K+C and add the multiplayer stuff gradually", it would mean gutting everything from the game and starting from scratch. It would in fact literally be easier to start with a blank slate than to patch in multiplayer to an already-built game like this. If a K+C with multiplayer were ever to come about, it might share some art assets with the original but that would be about it -- any similarties in the code would be trivial; and would boil down to arbitrary values (like "how much damage does an archer do upon hitting?") and the non-code design choices that they derive from. The actual code that makes the archer fire that arrow and makes it hit its target, however, would need to be totally different because it would need to account for the server-client split and be done in such a way that it can easily be tracked from one player to the other.
That's no longer a mod, it's no longer even development on the same game. It's a new game that merely shares the look, setting and established mechanics while doing everything differently under-the-hood.