This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
King under the Mountain
Mar 27, 2017 @ 7:48am
Apr 20, 2017 @ 2:55pm
Recent Announcements View All (2)
Kickstarter cancelled to return soon - sleeker and shinier

Firstly, and most importantly, the campaign isn't predicted to hit its goal of £45,000. Counter-intuitively, this is putting off potential backers from contributing to the campaign, as they see it as having "already failed" (despite the fact their pledges would take us towards the goal), and so most newcomers aren't willing to invest. Nearly all Kickstarter campaigns see an initial burst of backers, with a slump in the middle 2-3 weeks, and usually another burst in the last 48 hours. Despite this hoped-for uptick in backers we don't think it's enough to break the goal and at this stage is now harming the perceived success of the project.

Also importantly, we think there's a few problems with our pledge rewards and pricing. There's too large a gap between different pledge tiers and the value some people are seeing in them, which we believe is turning further backers away.

What's next?

We'll be re-launching on Kickstarter in the very near future (actual date to be determined). We'll update our all backers when this happens, but you can also opt-in to our mailing list for that and other development updates.

When we re-launch, we'll have a much reduced goal and a completely reworked set of backer rewards and pledge levels.

A note on pricing

We want to make sure that those of you willing to buy into the game at an earlier, very unfinished stage are rewarded with the cheapest price of the game - compared to some studios who decide to charge extra for the privilege of testing an early product.

In the new Kickstarter campaign, the base pledge level will be £10 (~$12.50) for a copy of the game from earliest release, including a free upgrade to a Steam key when we release on Steam.

We've decided that when we launch to early access (initially via either Humble Bundle or, and later via Steam) the game will be priced at £15 (~$18.50 USD). Later when we get to our beta phase (a mostly feature-complete stage), as defined by the roadmap, this will increase to £20 (~$25 USD). We don't know yet if we'd increase the price again at the version 1.0 release or not, but that's a long way off from needing a final answer.

Finally, we won't be running any sale-type discounts on the game until it's released to version 1. We think it's particularly upsetting for backers when a game is priced up for its earliest adopters only to receive a 50% or 75% discount a number of months into development.

Why this is good

In addition to the reduced basic pledge tier, every other pledge tier reward will be reworked, set at a lower price, and for the great majority available as an "add-on" reward. We'll also be introducing some new rewards not discussed previously.

This means you'll be able to pick and choose which rewards you want from the campaign rather than being restricted to the current pre-defined set of choices and their ascending prices. If you wanted the 4x copies of the game to share with friends, you can now add on multiple copies at +£10 each for however many (or few) you like. If you like the idea of designing your own settler or legendary artifact, these will also be available as add-ons so you can select which you prefer.

We've learned *a lot* while running this Kickstarter campaign, and we'll apply that knowledge to the new one to make it even more successful. Even some relatively big name indie games such as AI War 2 were unsuccessful in their first Kickstarter campaign only to return with a rework to great success, and we're confident of doing the same.

Why this is bad

The goal with the original Kickstarter campaign was to let the team commit 100% to the development of King under the Mountain to get our Alpha 1 and later releases into the hands of players as quickly as possible. With a reduced goal we'll have to scale this back a bit, meaning that the first alpha release will come a little later than planned - we're going to estimate November or December 2017, though this could be sooner if the new Kickstarter campaign is more successful than expected and reaches towards the original goal.

With a reduced goal we'll instead still have to spend some time on side jobs and contract work to make up the shortfall in funding required to get the game made. However, even a lesser goal will let us spend a lot more time and funding on development than what has brought us up to this point.

Your feedback is important!

Please let us know what you'd like to see changed in the new campaign and we'll be sure to take it on board. As we want to re-launch as soon as possible there won't be enough time to add any significant new features to the playable prototype but you can at least expect some bug fixes and performance improvements.

We're live on Kickstarter!
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. The focus is on having a deep simulation of characters and their behaviour as well as the world and environment they inhabit.

There's a pre-alpha playable prototype available from:

To break it down a bit more, the game is based around these central goals:

  • A simulated world – The game world is built on a series of interlocking systems which combine together to simulate a living, breathing world. As night changes to day, trees and plants will grow (or not) based on sunlight and rainfall. The local environment and changing seasons have effects on the native flora and fauna. Your settlers and other characters have their own personal social and physical needs that you’ll have to fulfil to keep them happy (or at least stop them from breaking and going insane!)
  • Procedural generation – Every map is randomly generated from an initial seed (a large number) so that no two maps will ever be the same – unless you choose to use the same seed! The art assets for the game have been created in such a way that they can be drawn by the game engine for near limitless variation in colour – so every tree, plant and character will have their own unique combination of colours and appearance.
  • Peaceful expansion – It’s an important design goal that it’s possible to play the entire game without getting into armed conflict with other factions (if you choose to). Although weapons and combat can be significant parts of gameplay, we wanted to make sure you can peacefully build up a fully-functioning town to have the satisfaction of sitting back and watching your settlers go about their business in an “art farm” style of play.
    Multiple ways to play – As well as different ways to build and grow your settlement (do you focus on mining? farming? crafting? buying and selling goods?), in King under the Mountain you can play as several different races and factions each with their own unique gameplay elements. You could build a dwarven fortress dug deep into the side of a mountain, a town of humans at an important river crossing, or a tribe of orcs hunting and raiding others. More than just different races to play as, we want to introduce completely new play styles as unusual factions – perhaps a lone wizard building their secret lair with golems they have constructed, an evil necromancer raising an army of the dead, a dragon amassing a hoard of gold in a giant cave system, or even an invasion of demons attacking the material world.
  • Player-driven content – Have you ever spent hours in a creative game building something, only for it to sit hidden away on your computer? In King under the Mountain, players can opt-in to automatically upload their settlements for other players to visit. This drives the basis of the adventure mode – you put together a party of champions from your settlement’s population, and go off on an adventure to explore another player’s creation. This mode will involve turn-based tactical combat as you explore and battle through another player’s fortress, claiming rare resources that may be difficult or impossible to acquire otherwise. It’s important to note that nothing will be lost by either player in this encounter – you don’t actually “attack” the other player, only a copy of their settlement, and there are benefits to be gained by both parties.
  • Mod friendly engine – Another big design goal is that everything you see or read in the game (and the variables behind them) are fully open to modification. In fact, the base game is built as an engine with one base mod applied to it (which modders can look at to see how things work). As the game nears release, expect more articles explaining how to create and edit mods. For now, you can read about the basics of the system in this post.
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Daarhan Jul 20, 2017 @ 2:02pm 
Just played the demo version it was cool.. can you pleas make it so we can build mineshafts so we can get a some layers down? Keep up the good work.
-=EGS=- Gaminglord99 May 25, 2017 @ 9:15am 
we could be a dragon? thenthere must be a option to kidnap a princess

Tradition must be upheld!
Squidgeon Apr 24, 2017 @ 10:33am 
Congrats! Best of luck!
Rocket Jump Technology  [author] Apr 21, 2017 @ 1:37am 
And we're Greenlit! Thank you so much to everyone who voted!
mpg319 Apr 20, 2017 @ 12:47pm 
Can't wait to play at it's full potential. Don't give up man, this game is awsome.
Rocket Jump Technology  [author] Apr 18, 2017 @ 2:16am 
Thanks guys! :D
TripleHelix935 Apr 16, 2017 @ 10:56pm 
looks neat, voted
s0ra Apr 16, 2017 @ 4:11am 
Just here to say this looks good and I'd buy it :D
Squidgeon Apr 12, 2017 @ 1:34pm 
@Rocket Jump thanks for the explanation. Still looking forward to your game!
Rocket Jump Technology  [author] Apr 12, 2017 @ 5:59am 
It'll be most like Dwarf Fortress before Z-levels were introduced - you'll still be able to dig moats (yes including a lava moat!) and channel water around, have bridges over chasms, that kind of thing. There'll also be entrances to underground caverns and dungeons which you can explore yourself on a different level, but this will effectively be a separate map, a bit like how most 2D RPGs work. Despite the lack we're aiming to keep most of the "fun" that you can get from those sort of features, while keeping things in 2D. (3/3)