
Super Fantasy Kingdom
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Super Fantasy Kingdom
Super Fantasy Kingdom combines fantasy kingdom-building with roguelite runs and nightly defense against monster hordes. Manage resources, buildings, and troops, then protect your gates after dark. If the city falls, discoveries carry over to future attempts. Steam player rating: 86% from 5,701 reviews. Release date: October 24, 2025.
Credits
Lowest recorded in 36 months
$7.492026-04-15 · NuuvemBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 15 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| French | Yes | Yes | — |
| Czech | Yes | Yes | — |
| Hungarian | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| Portuguese | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
Steam PC edition data · 2026-10-23
02Before you buy
Language and controls
The Steam PC version has full controller support. Simplified and Traditional Chinese are interface options; full audio is listed for English only.
Play mode
The game is single-player. Subtitles are listed for all supported languages.
03Frequently asked questions
How do runs work?
You manage resources, troops, and buildings to hold off nightly attacks. If the city falls, a new run begins, carrying forward discoveries from earlier attempts.
What changes between runs?
Resource locations and availability are randomized each run, and recruitment opportunities differ as well.
What units and progression are included?
You can recruit more than 50 unit types and upgrade their abilities. Guardians, equipment, and experience open up different defensive strategies.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Underneath everything, it's a fun game. But holy hell is this the WORST progression, achievements, and grinding of any game I have ever played, zero exaggeration. I used to think Tainted Grail had the worst, but this game takes it by a mile. You have to play horrible units, playstyles, and perform goofy acts through repeated forced failures just so you can eek further to unlock even more stuff. I think the most egregious thing is for each faction, there is ONE optimal build order. ONE. When I say build order, I mean literally build this, then spend this on this, then this, in that order, precisely each time. If you deviate or try something else, you are at a huge disadvantage. Parts of the game are really good, but it's so bogged down with horrible systems and insanely boring and tedious grinding and drip feed progression.Show moreShow less
This game exposes a small flaw in the Steam review system in that I really like the game, but struggle to recommend it to anyone but the right person. I don't generally recommend it, but it scratches a certain itch. Other reviews are not wrong about glacial incremental progress. The dev has asked in a comment on a negative review what's grindy exactly and I'd like to directly address them while keeping this a review: you are numerically and strictly gated on progress. While this game absolutely has skill involved, a large, large portion of it involves you not being able to progress past a certain point. Worse, most major progression is built around how far you get. The thing is, this game isn't some more story-heavy roguelite where winning on the first run would skip a bunch of scripted story. It's a game where player progression is gated around it. The central progression mechanic in this game is "glory". Glory is directly how many enemies you kill. Glory is score, but also doubles as building new "roads". The thing is: roads are how you find new heroes, new meta-progression quests, new abilities to purchase upgrades for future runs, and, most importantly, new building slots. That last one is the thing that feels grindy, and the reason you're mathematically unable to win early on. You start off with only a couple building slots, which means you can't make full production chains, which gates your progression. Both factions have two complex progression paths - food and some sort of upgrade material; there's also a few standalone advanced buildings like the siege weapon facilities. The problem is early midgame one of these ends up being a trap because the production chain, while it snowballs your heroes, takes up too many slots and leaves you too far behind on everything else. This leads to a weird scenario where the game almost becomes a puzzle game more than an RTS: at this level of strength, what's the one way I can eke out the most progression? This isn't bad, but it is grindy in the sense that you have to do a full run knowing you have basically one (maybe one and a half) limited choice in your base setup. Once you have a lot of building slots, it opens up more, but at the cost that the glory goals become more stringent and you have to do a lot to manipulate the number of enemies you get through various means. I think this is where the game shines, and it's a shame it takes probably 6-7 hours on a single faction to get there. The rate you unlock building slots should probably speed up. Other than that, this game does have some interesting micro-decisions! Do I prioritize a little food so my heroes level faster? I'm struggling, do I shore up my economy to try and rush progression, or do I upgrade this hero right now knowing that'll take a couple days of resource investment? Do I go for glory, or some upgrades that increase the drop rate of another meta-progression currency? The quests are something I've largely ignored but are also interesting. A lot of them ask you to basically ruin your run and basically try to survive with a jank build just long enough to meet the criteria. Once you have the building slots (and passive early game income from some unlocks), it's fun to try and go for some of them. I think if I could ask the developer to do anything, it'd be to add alternative means of base expansion - perhaps the ability to temporarily build roads with a production resource, but glory permanently unlocks them from the start? I don't think the game needs to be balanced to let you win on the first run, but I think it does need to give the player a sense of agency and the feeling that they're not losing because they're hard capped. Overall, this game is pretty good, but also I think appeals to a highly specific type of person. This is a game that has the progression rate of an idle game but requires active attention at all times. In a way, this game reminds me of a pay-to-progress mobile game, but without the cash shop.Show moreShow less
4/10 incremental game. It's ok. This games advertising in deceptive. While a roguelike, a city builder, and a strategy game, all three elements are executed in a fairly shallow manner because this is actually an incremental game at its core and the point of all three systems is to engage with this core purely. - The strategy is pretty much nothing. It boils down to getting the right units at the right stage of the game, putting them in the exact right spot, and calling it a day. It's actually pretty disappointing in practice. - The city building is just on rails. You have slots, you put buildings on them, as the game gets more incremental, you can make more buildings. Eventually it just turns into micromanagement hell where you have to spend an unreasonable quantity of time maneuvering workers from one building to another so you can keep up with the the strategy combat end. - At the end of the day, the point of the game is you are supposed to lose again and again despite doing everything optimally because you can only progress your king levels and meta unlocks via dying. This element of the game is actually whatever, I don't really mind when games do this sort of thing, I just wish they advertised it more clearly. Because this isn't "replayability" as the store page calls it, this is *the core gameplay mechanic.*Show moreShow less
Let's be clear this game's progression moves at the speed of a tectonic plate. You don't "level up" so much as you "incrementally ooze" toward the next stat point. It's 3 AM. My eyes feel like two dry grapes. But my brain, that traitorous lump of dopamine-starved jelly, is chanting: "One More Run" because every tiny, incremental win feels amazing. But here’s the real kicker. I was 17 hours in. I had my builds figured out. I was a seasoned, hardened veteran of the grind. I leaned back, satisfied, thinking, "I've finally beaten it."And that's when I clicked a menu icon I'd somehow ignored. It wasn't a new skill tree. It wasn't a challenge mode. It was an entire, new separate campaign.Show moreShow less
[NOTE: There is information at the end towards the current state of the game/my opinion. I am leaving up the original review text, but be advised it may or may not reflect the state of the game anymore] I honestly feel like this game tricked me into liking it at first There were so many good things that I saw in the first hours of the game: an economy system with multiple resources that you can focus on, progression based on glory as you get further and further in the game, which early on came incredibly quickly with tresholds being at 2 and 5 and 9 glory and the like, compared to further on where you have 200 and the next one is 250 etc. with glory being based off of monster kills - which do not become much more numerous the thing is, while in the early game you have so much content you can unlock that legitimately, massively changes the game, it very quickly dries up - you get an upgrade early on that gives you +1 starting worker (which is MASSIVE, as they do not have an upkeep and produce resources), you unlock building spots for things like the port which allows you to catch extra fish but also allows you to send out an expedition, which uncovers distant lands with potentially new recruitment/event locations and even paths to explore further inside and yet, once that very limited pool dries up, you are left with nothing. you just wait and grind and try to gain more shards in the hopes that you will have enough to get another upgrade soon. kingdom level is based on new things you try, like recruiting a unit for the first time ever, yet once you exhaust your early game options there are barely any left, which means you cannot unlock anything else or get more strating money In general, the gameplay loop of this game is not that great, especially when you cannot see enemy health (and thus gaauge how well you are performing) and minibosses do not have a HP bar either, unlike regular bosses, so you never come close to knowing if you are about to defeat them or not when you fail. legitimately, so many problems are just UI and QOL in this game, that all need to be cleaned up before the meat of the game can be changed, if it even can be, because good lord the dialogue is...not something to aspire to far too early access to be bought as of now, so wait till it is more fleshed out 28.10 -> 5.11 EDIT: do note, that it seems that a lot of my gripes are being fixed in the updates however. when I played the game and made the review afterwards, it was really not great. I am not certain when I would say the game is good, but the patch notes certainly are improving it - so be aware that this review could soon be outdated (if we are lucky) 05.12.2025 after having played this game a lot more, since it recieved multiple updates (and most importantly adding things like boss health bars), I will still say I do not recommend it, but with a more reluctant take The currently worst thing I am facing, being relatively far into the game (almost around 1000 glory with the humans) is that status effects seem to be incredibly poorly phrased/do not really tell you...almost anything most of the time. you never know how long a status effect lasts, you do not know if it stacks, you do not know if it scales with the level of the unit, and things like poison or fire are all applied 1 stack at a time - but, when the health of the enemies is in the hundrets area, 1 damage per second just does not matter anymore, yet it seems to be stuck at that level. what this results in is me being very uncertain how something like water (25% longer status effects applied) works for the composition, as I do not know the duration in the first place, and whether or not it cancels out the burning debuff. or whether you can apply weakness to a boss unit, or what kind of immunities anyone might have, or why I would get the elemental tablet (which allows you to equip items to elemental units) when I can only ever have 1 elemental, and to make it stronger need to sacrifice my already leveled up units, and all other sorts of problems regarding information. when you want to know what kind of stats or abilities an enemy has, you need to select the brown haired sword character in the world, after selecting the current enemy - and he only shows the current one. so not only can yo not look up what other ones you picked before, you cannot even compare their stats, because they get bigger stats as the game goes on, but you can only see their stats when you first select them, and cannot put them side to side to see health or speed or damage. at least the minibosses show their health bar now, making it actually possible to know how close you are to defeating them. the pacing of the game in my opinion is still a mess, though I cannot tell how the updated start is now, after the updates - the humans have a really terrible start, especially if you keep buying super alloy for items with their shards - the humans being incredibly starved for them - but much later in the game the undead, which feel good to play at fist, begin to struggle to keep up with the humans. they, in my opinion, have a better economy in terms of how streamlined and unique it is, with hunters being actually useful (getting 3 souls instead of just 1 meat for the humans), but whereas the humans unlock more people to work for them at the beginning (I am currently starting with 4 people, aka 3 unlocked ones), the undead only gain similarly 1 worker at the start - but whereas the human workers stay alive forever and consume nothing, the undead workers die after 1 work cycle - meaning that actually, you spawn with 1 more delayed resource for the undead, compared to the permanent and even in the first day far larger boost that humans get. still, unlike the humans, the undead do not need to pay copious amounts of shards to unlock even the most basic of functions such as the scientist or the gate allowing you to clone one more unit - the humans need hundreds upon hundreds of shards (the permanent unlock game currency) for that, and it feels bad, having to spend so much just to unlock things you may not even see for half or most of the game. the humans also have a lot of dialogue - not good dialogue, not long dialogue, but you start a run, click on the character, they talk a few sentences and you cannot interact with them anymore for the rest of the run, and maybe after talking 10-15 times they tell you what they need to get their service up and running - the most terrible version being the orc, who is needed to even progress further on the path. writing as a whole is still terribly weak, but I am not sure if that will ever be fixed. Last point I struggle with is that most of the time, you either win easily or completely fall apart - either nobody dies, or everybody does because one person got overwhelmed and the rest cannot keep up anymore, but that is probably akin to a tower defense game, and other games of this type likely have the same "problem" so, currently, the way the human kingdom functions compared to the undead is really imbalanced, positions reversing at beginning compared to end, and the information the game provides is just not nearly enoughShow moreShow less
This game is as good as it was during the demo. Albeit a LONG wait between demo and now, it was worth it. Priced right, easy to play...can't wait until after work so that I can play more. A very chillaxing game, with minor strategy that won't break your brain...but still challenge you. If you're looking for that game you always feel progression, this is it.Show moreShow less
I'm pretty disappointed, but it's personal. This game is a super good idea; but it's not done the way I personally enjoy. I loved the game for the first few runs. My main problem though... This game is solved-by-design. There are 1-2 actual build orders you NEED to do in order to win, and you can only unlock those after like 50 runs. (Ex: Day 1 build tavern, lumber, house, quarry, swap 1 cutter to stone, gather 3 stone, swap to wood, upgrade castle.) 50 near identical runs where if you're lucky, every five or six runs you'll unlock a few things to make those runs take 1 or 2 less in-game-days each run. In the beginning you unlock several things at once, of course. But 10, 15 runs in you realize you're going to do another 10 runs before gaining anything new. This isn't a 'Keep feeding rogue currency into resources for future runs.' kind of game. This is a 'Find a wood statue that adds 1 wood to a new game.' You don't compound on this, you don't snowball. There is no 'Days 1-30 go much faster now because I'm strong.' You don't get stronger. You get a minuscule upgrade every few runs. For somebody like me, this feels really, REALLY bad. Due to the hands-on nature/micromanagement of this game, it just feels like a slog. EDIT: I will add this edit here. Reviews are personal; you might enjoy this game. I did for a time, but it fell off for me.Show moreShow less
I won't give a negative review simply because there is a lot of heart and soul put into this game and I don't believe it deserves a negative review. And many people clearly like it. That being said, the game is not for me. Because of having to repeat the first 20 minutes over and over, it becomes incredibly tedious and boring. I could barely get to an hour before I knew I never wanted to play this again. I tried the demo and had hopes that a future release would speed up the mind numbing tedium of the early game. It did not. You are essentially forced to lose repeatedly in order to unlock things. Again many people seem to like it but I must be honest here. If repeating the first 20 minutes over and over and over due to forced losses seems like a negative to you, then steer clear of this game.Show moreShow less
Was really waiting for this game since the early demo, but unfortunately I ended up a bit disappointed. There's not that much strategy or player agency during a run, and little room for skill improvement. It doesn't follow the classic roguelike pattern of understanding the game, developing better strategies, and overcome increasingly difficult challenges. Instead, it's more focused toward repeating runs to gain more meta progression, to unlock new lands, to get more meta progression, to then be able to properly finish a run. The day-by-day intra-run choices are not focused on meaningful strategic decisions for the run, and are focused instead in trying to min-max resource gathering to complete meta objectives. While this is a valid design choice, it leans a bit too far into the grinding paradigm and is too much devoid of interesting decision making for my taste. I will keep an eye on this, and will update the review during early access if the game takes a different direction or somehow finds a way to mitigate the current grind-heavy feel. UPDATE 27/10/2025: Review updated to clarify certain aspects. See the comments section for more details.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.