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Dungeons & Kingdoms

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Dungeons & Kingdoms screenshot 1
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Dungeons & Kingdoms

Uncle Grouch Gaming · Published by Camlann Games

Mixed — 42% positive (83 reviews)

Last updated 28 Sept 2026

A medieval fantasy kingdom builder, management sim and dungeon delver RPG hybrid. Gather resources, manage villagers and build infrastructure. Then dive into the dungeons to face the monsters within. Or just unlock everything in a Creative "God Mode" and build the fantasy kingdom of your dreams.

Early AccessDJCTQ 10Steam Workshop

£16.75

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £16.75 · Highest: £16.756 Oct 2026

Adventure, Indie, RPG, Simulation, Strategy, Early Access · 2025 · More £15 - £30 games

Embark on a journey to craft your own medieval kingdom, balancing resource gathering, village management, and dungeon exploration. With early access, dive into the game's deep layers or play in God Mode for unlimited creativity.

About this game

Early Access Roadmap


About the Game

Kingdom Building, Villager Management & RPG Adventuring

Dungeons & Kingdoms is a medieval fantasy strategy and RPG hybrid. Take control as leader of a small group of refugees fleeing from an unlivable homeland. Make landfall in a new world and start a new life. Build everything yourself. Or lay down blueprints and give orders to your loyal colonists. Build infrastructure, manage needs, gather resources, farm crops and hunt wild animals. Do whatever it takes to survive.

Then dive into dangerous dungeons and face the monsters within. Explore every room, test your combat abilities and defeat the dungeon bosses to reap the rewards, unlock new resources and advance your tech.

Start From Humble Beginnings

Forage and farm for food to keep your villagers alive. Craft tools. Harvest resources to build shelters and early buildings to advance your economy. You'll need to brave realistic full day and night cycles as you live through the seasons and gain valuable skills and knowledge.

Expand Your Village

Upgrade and construct unique buildings through a modular building system. Mix and match over 100 unique building pieces, with more to come during early access. Create buildings from scratch or make blueprints that you can edit, improve, and share on the Steam Workshop.

Master Terraforming

Sculpt the terrain and make it hospitable for your new settlement - Flatten large areas for farming, raise or lower platforms for building plots, fill in valleys, dig out moats and trenches. Paint lush grassy and forest areas or remove vegetation to make room for more roads, buildings, and people.

Fight for your Kingdom

Take on the dangers that live outside your walls. Hunt wild beasts to feed your villagers and protect the roads from outlaws and raiders in third person action RPG style combat. Protect your people, defend your lands, and project your kingdom's power.

Delve into Dungeons

Discover ancient ruins and temples, then face the monsters within. Explore every room, test your combat abilities and defeat the dungeon bosses to reap the rewards and advance your kingdom's tech

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: WIndows 10
  • Processor: x64
  • Memory: 8 GB RAM
  • Graphics: GTX 900 series or better
  • DirectX: Version 11
  • Storage: 20 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 or newer
  • Processor: x64 i7
  • Memory: 8 GB RAM
  • Graphics: GTX 1070 or better
  • DirectX: Version 11
  • Storage: 20 GB available space

Supported Languages

English*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Dev Update - UI Art Concepts, Rendering Pipeline, and more

    Lots of things going on behind the scenes and I need your feedback!I'll break this update down into 3 sections:UI Art ConceptsRender Pipeline Changes and Visual ConceptsBackend Infrastructure and Dev Process ChangesFun stuff first!UI Art ConceptsThe UI is going through major changes, a complete rework actually.There are 3 stages we're working through. Art Concepts trying to narrow down the visual styleUX prototyping where we actually try out the new visual style in-game (with private beta testers) and address the layout and usability issues.Public beta testing for more feedback and finalizationWe're currently in the first stage exploring various art concepts. This is where we want your feedback now, and why we're in Early Access.Here's four different directions we're looking at. What do you think? What other games have great UI style that you think we should consider?Note this is just about the visual art style, not the UI layout or content at this point.The following images are AI generated using professional tools for concept art only. All art assets used in-game already are, and will continue to be human made.Editorial SpatialMostly no borders, floating elements with semi-transparent backgrounds, uses negative space and elegant typography.Tactical Silverpoint Uses fine lines (silver, maybe gold), filled backgrounds, framing everything clearly with a lightweight feel.Ethereal ThreadsNo traditional borders or boxes, instead separate elements with streaks of kintsugi threads in a way that feels more organic and part the game world.Diagetic/SkeuomorphicUses materials and textures from the game. Usually a heavier more opaque UI.Render Pipeline ChangesI've never been happy with the overall visuals in game. It did get "close enough" that I could move on with the other million things that needed to be done but I knew I had go back at some point and address this. With the move to Unity6/URP I now have a settled pipeline to work with. I was using Unity's Built-in Render Pi...
    Read full article on Community Announcements (dakdeveloper)
  • Patch NotesOfficial

    Dev Update - Short Term Roadmap

    Here's an update for what's being worked on and what's coming up next.Summary of the Short Term RoadmapMerchant TradeImmigrationOverland Spawns and ExplorationVillage Raids, Defense, and DestructionDwarvesOngoing UI Changes and Bug FixesCurrent Work In Progress - Merchant TradeThe Merchant Trade feature involves several new game mechanics and finishing up of some existing ones.Once you've completed the quest rescuing his crewman, Tirk will engage you in dialogue for a new quest to setup ongoing trade.For Tirk to be able to land at your village and unload supplies, you'll need to build a dock.Accepting the new quest unlocks new specialized build pieces where you can build berths for small ships on the water as part of your new port.A proper berth allows Tirk to tie off his jolle (jolly boat or tender) and unload lightweight supplies and more importantly, people - this is required for the Immigration feature.Tirk travels by ship to various other villages and your old city, and will return periodically depending on which leg of his trade route he is on. You'll know he's arriving when you or your villagers hear his ship's horn... or see the Kona Maria arrive in your harbour.At this early stage you can request the types of items you'd like to buy and Tirk will do what he can to stock them. You ask him for general categories such as foodstuffs, raw materials, tools and weapons, and books. Books are one way you can learn and unlock special skills for building as well as other vocations.Building something advanced like a dock requires special skills, hence the specialized build piece unlocks you get from this quest.Later you'll be able to learn how to construct full size piers for berthing cargo vessels like the Kona Maria, which opens up access to heavy trade goods, livestock, and drought animals.Short Term RoadmapThis is somewhat in order as each feature is required by the next one.ImmigrationOnce Tirk can berth his jolle and unload cargo, he can start to bring you new vi...
    Read full article on Community Announcements (dakdeveloper)
  • AnnouncementsOfficial

    New Build - Ultra Wide Support, UI Scaling, Optimize Savedata

    Full Game Build: 0.604Demo Build: 0.605HighlightsUltra Wide resolutions now supportedUI Scaling addedSave data size reduced by 99%Change NotesUI issues addressed for Ultra Wide resolutionsAdd UI Scale Controls - Found under Game Settings, the UI scale control panel remains fixed size providing a slider to scale all UI, a button to set back to the default of 1:1, and a close button, is saved/loaded with other game settingsAll game settings are now saved when a new savegame is made, previously they were only saved when hitting the Apply button in the settings menuFix several UI issues that were exposed by adding the UI scale feature and adding UWide supportOptimize savegame, reduce file size from ~250MB to ~1MB for a new game save. Savedata size will still increase with terrain changes and builder content etc.Change savegame screenshot format to jpgOptimize savegame terrain texture data to only what changed instead of the entire splatmapTrack the correct screenshot name in save headerMaintain backwards compatibility with previous savegame versions for both terrain texture data and screenshot formatsFix bug being unable to cause damage with unarmed combatFix bug in movement behaviour with timers persisting after scene is unloadedFix bug when loading adventure scenes due to unneeded pool items not being configuredKnown IssuesThere are still some minor issues with the UI at various resolutions or scale. These will be addressed as the UI is reworkedSavegame data optimization is not complete. Save data is still in plain text JSON format which is on purpose while the game is still under heavy development
    Read full article on Community Announcements (dakdeveloper)
  • AnnouncementsOfficial

    New Build (0.599), Demo (0.600) - Major Pathing and Tree Harvesting Fixes

    New Full Game Build 0.599 New Demo Build 0.600NPC PathingNPC Pathing has had significant work done with many improvements and design changes. This should drastically reduce the chances of NPCs getting stuck. Changes includeNPCs now prefer flat ground so they don't traverse over obstacles even though they can walk over things like boulders and felled treesNPCs can now walk over some walls and most foundations as well as most other objects on the groundImprove accuracy of tree shapes for navmesh pathing so NPCs are able to both walk over and around fallen trees and remaining sections more naturallyNOTE since NPCs can't climb up or jump down yet you can still cause an agent to become stuck by building walls around them.If any still get stuck, the easiest recovery option is to have them follow you to the point they teleport to you, then stop them following and they will return to work. You can also try resetting their job or try building them a way out such as adding some stairs. Please report any new pathing issues so they can be fixed.Harvesting TreesHarvesting Trees has had significant work done. The goal is to eliminate any chances of trees not falling properly or workers being unable to harvest them. Changes includeTrees remain "live" all the time - previously trees would become locked in a position when they stopped moving. This is no longer the case. Tree physics remains active at all times. As the player you can push trees if neededWorkers will now harvest felled trees that they didn't create - this allows them to clean up felled trees that were chopped down by other workers or the playerWorkers will help each other with bucking the same tree more often. A side effect of this is tree harvesters will end up working closer to each other which is useful in case of combat as they can fight off attackers togetherIf a tree moves out of range while a worker is bucking, they will pause and move back into position once the tree stops movingFelled trees can now be broken ...
    Read full article on Community Announcements (dakdeveloper)
  • Patch NotesOfficial

    New Public Beta Build v0.594 - NPC Pathing Fixes

    This is the first round of fixes to specifically address NPC pathing issues.Major changes to NPC pathing - this is a work in progress and the first phase of major fixes and changes to cleanup NPC pathing. NPCs should get stuck much less often now. Focus is on the builder map pathing, combat will be cleaned up after. For any that still get stuck, the best recovery suggestion is to have them follow you to the point they teleport to you, then stop following.Disable ability to push NPCs around7 new floor build pieces of stone and woodadd new tools and resources to SPAWN STUFF prefab for DEV UIHow to Access the public_beta build on SteamSee the official instructions from Steam https://partner.steamgames.com/doc/store/application/branchesSummaryFind the game in your libraryRight click and select PropertiesSelect Betas from the list on the left (under Installed Files)Select public_beta from the dropdown for Beta ParticipationSteam will now download the public_beta version of the gameThe public_beta will be kept up to date as new builds come out so you don't have to switch back to the default full game version. Just note that builds under public_beta may contain other bugs and issues not found in the full game. The public_beta branch is used to test and preview upcoming changes so we can get bug reports and feedback before updating the full game version.
    Read full article on Community Announcements (dakdeveloper)

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