© 2026

Marco José Pereira · 7 Jul 2026
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A skill based auto battler. Easy to learn, hard to master. Little time commitment as games last a minute. Inspired by Chess and Dota.
Welcome to Kings & Savages!
NEWS UPDATE 3 JUNE 2026
Playtest is public!
Demo has also been updated to the latest build.
We welcome Garrett the Ranger!
:)))
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NEWS UPDATE 22 APRIL 2026
Playtesting is finally underway! Initial testing is currently being done by a handful of players. Once all issues are ironed out, I will open it up to the public.
Stay tuned. We're getting there :)
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NEWS UPDATE 15 MARCH 2026
While I have been eager to get the playtest out by now, I decided to take a step back and work on the following:
Fixed issues with units falling through the floor.
Fixed units getting stuck at the base or top of ramps.
Improved units getting stuck behind each other. While still possible, they can get around a bit easier now.
Optimize the game code. This is especially important as multiplayer will be server-authoritative (No cheating!) and will keep the server costs down.
Secured funding for Early Access launch!
Next update will be the playtest :)
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NEWS UPDATE 1 FEBRUARY 2026
I've been quietly working very hard on getting the multiplayer playtest up and running! Multiplayer turned out to be a lot more work than I predicted :) But good news is that my dedicated server build is complete and working! Gameplay however is not quite as smooth and fluid like playing vs a bot... YET. I will keep on grinding away till I am happy it plays as best as possible. Stay tuned!
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NEWS UPDATE 15 DECEMBER 2025
Development has been slow these past couple of weeks due to real-life obligations that needed attention. Rest assured, I'm working as often and much as I can to get the Playtest out there! Stay calm, keep strong, we're getting there :)
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NEWS UPDATE 1 DECEMBER 2025
Multiplayer code is done and now in testing! Looking to give Playtest access to a dozen or so players on a private server on the weekend (no Garrett yet). Still looking for server hosting in the US and EU East to host a bigger Playtest of 100 players (with Garrett) the weekend after. Stay tuned! We are getting close :)
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UPDATE 7 NOVEMBER 2025
1.94 - Wizard has arrived!
New unit - Wizard
Low HP, slow moving unit, but has 1 shield instance that blocks all damage (it works, but there's no visual feedback yet!)
Long range with an AOE attack. Careful with it hitting your own units! :)
Also updated the game engine to Godot 4.5
Garrett the Ranger and multiplayer playtest coming soon!
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NEWS UPDATE 31 OCTOBER 2025
Was hoping to have released the playtest today, but due to unforeseen circumstances, development has been pushed back a month. Expect the playtest to be ready at the end of November and the Early Access release to be in February.
I will drop a small update next week with the Wizard unit after some testing this weekend. I've also updated the engine to Godot 4.5.
Garrett the Ranger still needs a few animations, but mostly have multiplayer to finish up.
I'm currently looking for server hosting in the US and EU. US West and EU East would be ideal. If you can help with this, email me. Marco@KingsAndSavages.com
UPDATE 2 SEPTEMBER 2025
1.9 - Map fixes
Fixed issue with units getting stuck at the base of ramps.
Improved issues with units falling through the ground when flicked up in the air. (still happens very occasionally. usually when a lot of units are clumped up)
Improved Line of Sight code for ranged units.
Resolved issue with units being flicked on top of another. The unit will now attack below and the unit below, will attack above.
Units can no longer be flicked on top of the thin walls. But also, the units cannot be flicked over the walls either. This solved many navigation issues. Range units can still fire over thin walls.
Wanted to get these issues out the way, so I may concentrate on multiplayer :)
Known issues
UPDATE 21 AUGUST 2025
1.8 has arrived!
The first map has landed. The first of many...
It may not look it, but the map is symmetrical.
Range units need line of sight to be able to attack.
Units cannot be flicked off the map anymore.
Effects have been added, such as Skeleton max range arrow and Swordsman dodge etc.
Only missing the hurricane talisman rush effect.
Lots of bug fixes and tweaks. Too many to list :)
Known issues:
Units getting occasionally stuck on the map. Still tweaking with the Godot Navigation.
Units can get flicked on top of another unit, causing some funny behaviour. Still deciding how to handle this.
Units can very occasionally fall through the ground when flicked up in t
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