1. Paper Kingdom
  2. News
  3. Early Access Release

Early Access Release

Hello everyone, we are super excited to finally introduce Early Access version of Paper Kingdom to all of you. Your response to demo version has been great and with your feedback we implemented new features, cards, situations, quality of life improvements, brand new combat mechanics and further optimized the gameplay.

Demo version is also updated and your progress will carry over so we recommend trying the demo.

Here is everything changed since the Devlog #3

[h3]New Features[/h3]
- Combat mechanics (Read More)
- Invasions, each year hostile settlements nearby will try to raid you for your resources. This can be prevented if you are too strong to attack or too poor to grab their attention.
- Seasons, seasons change the board color as well as effecting the nature around us. For example Bear Approaches event won't fire during Fall and Winter.
- Cards such as Farmland and Port now have global requirements, a Farmland requires Winter card to be not on board, while Port requires Foreign Port on the board in order to progress.
- New cards are indicated by a red mark until they are hovered.
- Added a Diary Menu that displays the date of when you discovered a card.
- Achievements you got while playing the demo is now carried over.
- Added auto back up of save files just before loading one.
- Radio, mystery situations now play mystery music, sad situations play sad music etc.
- Settlement rank requirements also support building levels now.
- Situations and battle results prefer the cards that triggered them for the create/update/destroy process.
- Cards that are damaged indicate their health in red now.

[h2]New Cards[/h2]
[h3]Characters[/h3]
- Diplomat, can be assigned to Govern a Colony.
- Explorer, can be used to craft an Exploration Ship.
- Witch, obtained by a situation only. Can be used to remove curses.
- Captain, can be used to craft a War Ship.
- Scholar (Will be expanded on later)
- General (Will be expanded on later)
- Spy, obtained by a situation only. (Will be expanded on later)
- Assassin, obtained by a situation only. (Will be expanded on later)

- Archer
- Swordsman
- Cavalry
- Artillery

- Bandit, enemies that intercept our trade.
- Pirate, enemies that intercept our trade.

[h3]Transportation[/h3]
- Ship, can be used to craft other ships.
- Trade Ship, can be used to trade at Port.
- Exploration Ship, can be used to explore Sea and Ocean.
- War Ship, a strong ship.
- Pirate Ship, enemies that intercept our trade.

[h3]Building[/h3]
- Farmland Flax, used to grow Flax.
- Farmland Wheat, previously just Farmland, changed to grow Wheat only.
- Shipyard, used to build ships and teach ways of the sea.
- Port, an harbor for Trade Ships.
- Foreign Port, required for Port to work.

[h3]Environment[/h3]
- Ocean, discovered at Sea, door to the new world.
- Land, primed for colonizing.

[h3]Animal[/h3]
- Bear, a strong creature.
- Dog, a pet.
- Wolf, not a pet.
- Warhorse, can be used to assign Soldier to Cavalry.

[h3]State (New Card Type!)[/h3]
- Colony, to extract resources.
- Pirate Haven, created if a Pirate Revolt is successful, home to Pirates.

[h3]Situations (New Card Type!)[/h3]
- Winter, Spring, Summer, Fall, seasons.
- Tension, can be used to track hostile settlements chance to invade.
- Famine, created if we don't have enough Meal to feed our settlers during the Winter.
- Plague, created if Famine gets out of control.
- Thriving Community, created if we are running a large surplus of resources.
- Bad Omen, a curse Witch can remove.
- Golden Age of Piracy, created if Pirate Haven gets to level 10.

[h3]Weapon (New Card Type!)[/h3]
- Sword, used to assign Soldier to Swordsman.
- Bow, used to assign Soldier to Archer.
- Saddle, used to assign Horse to Warhorse.
- Cannon, used to assign Soldier to Artillery.

[h3]Other (New Card Type!)[/h3]
- Grave, created for Characters that fall during a battle.

[h2]New Situations[/h2]
- Season Arrives, fired by season cards, effect the world around us.
- Famine, fired if we can't feed our settlers during the Winter.
- Plague, fired by Famine, kills one character periodically.

- Thriving Community, which creates the Thriving Community card.
- Comet Sighted, which creates the Bad Omen card.
- Fire at Pasture, fired by Bad Omen, decreases the Pasture level by one.
- Flood at Farmlands, fired by Bad Omen, decreases the Farmland level by one.
- Meals Go Bad, fired by Bad Omen, destroys our Meal stock.
- Stranger Joins Court, fired by Thriving Community, creates Assassin, Spy or Witch.

- Sufficient Reason to Remain Ashore, fired by having an Explorer for the first time.
- Lost at Sea, fired while exploring the Sea or Ocean.
- Ocean Discovered, fired while exploring the Sea.
- Land Discovered, fired while exploring the Ocean.
- Native Raid, fired by Colony.
- Pirate Revolt, fired by Colony.
- Pirate Ambush, fired by Pirate Haven.
- Golden Age of Piracy, fired by Level 10 Pirate Haven.
- Bandit Raid, fired by Marketplace.

- Rival Invasion, fired each year if our resources are attracting enough and our fire power is low.

[h3]Changes[/h3]
- You can SHIFT + Right Click to get required Resources on a building. (this is what Manager card does)
- You can SHIFT + Right Click to collect same Resources on a Resource.
- Changed most hover menus to be more eye friendly and easily readable.
- Finishing a job can't fire more than 1 situation now.
- Lowered monthly cue sounds (settler fed/paid sounds)
- Characters now leave after 32 days instead of 60.
- Leave speed is set to match simulation speed.
- Removed Speed 4 which was added with Devlog #3.
- Forest Get Wood job now gets 2 Wood instead of 3.
- Quarry Get Rock job now gets 2 Rock instead of 3.

[h3]Tips[/h3]
- Added new tip Populate.
- Added new tip Settle Down.

[h3]Bug Fixes[/h3]
- Fixed simulation skipping some ticks at lower FPS.
- Fixed cards not leaving the settlement when save file is reloaded.

[h3]Achievements[/h3]
- Added achievements for each level of settlement rank progression.
- Added achievement Best Friends Forever, which fires when you get a Dog.
- Added achievement Capital Dilemma, which fires when you get a Coin.
- Added achievement Sufficient Reason to Remain Ashore, which fires when you get an Explorer.
- Added achievement The New World, which fires when discover a Land.
- Added achievement Thirteen Colonies, which fires once you have a level 13 Colony.


[h3]Future Plans?[/h3]
- Right now weapons assign professions, I would like to change this to equip/unequip so that we would have one Soldier that can equip different weapons. This way we can also have rare weapons with different stats. This would also enable a Tribesman to equip a Bow for example. Imagine a samurai card dual wielding two katanas :D
- Add raid/conquer mechanics, right now battles are about defending your settlement, I would like to add raids so that you can also use your army to exploit and plunder.
- Add King/Queen. We had this in earlier versions but it wasn't liked a lot. Maybe with detailed features a Royalty update would be nice.
- Exploration is only limited to colony card now. We could expand on this to explore foreign civilizations which could through diplomacy or force give us rarer cards.
- Magic, I like that the Paper Kingdom world is realistic and there isn't monsters or magical abilities. We can expand on Witch card to introduce low level "magic" such as poisons and healing potions to this world.

As always your feedback is the highest priority here. These are not promises but only my suggestions.

THANK YOU! It's been a great journey so far, let's continue building.