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Super Fantasy Kingdom on Steam

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Rebuild your kingdom and explore a vibrant fantasy world in this roguelite city builder. Defeat hordes of monsters with a unique team of defenders as you harvest, build, mine, cook, brew, and grow. But if your defenses should fail, be prepared to watch it all burn!

Super Fantasy Kingdom is a strategy, roguelike and roguelite game developed by Super Fantasy Games and published by Hooded Horse.
Released on October 24th 2025 is available on Windows, Steam Deck and Steam Machine.

It has received 6,021 reviews of which 5,218 were positive and 803 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 19.99€ on Steam, but you can find it for 6.29€ on Eneba.


The Steam community has classified Super Fantasy Kingdom into these genres:

Media & Screenshots

Get an in-depth look at Super Fantasy Kingdom through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows® 10 (64-bit)
  • Processor: Intel® Core™ i3-530 (dual-core) / AMD® Athlon™ II X2 270 (dual-core)
  • Memory: 4 GB RAM
  • Graphics: NVIDIA® GeForce® 8600 GT (512 MB) / AMD® Radeon™ HD 6450 (512 MB)
  • DirectX: Version 10
  • Storage: 1 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

31 hours played
Aug. 2026
Hi, I was wondering if this game's developer knows anything about "Crownstone Survival" on the google play app store. It seems to be like that game is reusing some of your assets. If that is your game I want to support it but if not that is plagiarism.
58 hours played
March 2026
This is poorly described in the tags and promos so here goes: a Rogue-Village, auto-battling, clever resource manager. There's no bullet-hell action (wtf PC Gamer?) there's no deck of cards... at all. Even more of a tower-defense than dungeon crawler for pete's sake. What it is is quite an original and quirky, addictive brain-burner that rewards opportunism and replay. Actually... because of the human and undead versions... it's effectively TWO of those things. It's as if '9 Kings' had a baby with 'Loop Hero' and then it got elected baby mayor of Hell.
39 hours played
Dec. 2025
So first off, let me say the dev for this game is super dedicated. During the first few weeks, they were taking in all feedback! Adjusting, learning, and improving. You can’t please everyone, but they sure as hell seems like they are going to try. First, let’s start with the good: The game is pretty straightforward and easy to learn. The interface was a little iffy at launch, but now everything has a proper way of showing what it’s for, what it does, hotkeys, and so on. It also works great on Steam Deck—honestly, it feels kind of perfect for on-the-go play. The runs can feel a bit slow when you’re just starting out, and it’s easy to feel stuck early on. I get that for some people, if progression slows down too much or they feel like they can’t “adjust,” it loses its appeal—and that’s fair. But if you’re willing and want to figure out what’s not working and what is, it’s great. While there’s probably plenty of room for tweaking progression, the game is in early access for a reason. I’ve already put in 35 hours (as of this review) and still enjoy doing a few runs every week in my downtime. My biggest pet peeve? I really want a better way to look at stat output for my units. I love trying different combinations of equipment and relics, but without being able to see what they did each day, it can be hard to tell what’s actually working. The game also recently added a “hint” system for unlocks, which answered a few questions about some of the more obscure ones. I would never have figured out the “be funny” unlock by accident in a million years without the hint. I do still feel there’s room for improvement on the progression front, though. While it feels good to do better and win runs, it eventually hits a wall for most people. That said, for me, the good outweighs the bad, especially with such a dedicated developer constantly working on the game.
10 hours played
Nov. 2025
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.
21 hours played
Nov. 2025
Really fun city builder and horde defense game. Wish you could go until death instead of being forced to restart every 30 days.

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Frequently Asked Questions

Super Fantasy Kingdom is currently priced at 19.99€ on Steam.

No, Super Fantasy Kingdom is currently not on sale. You can purchase it for 19.99€ on Steam.

Yes, Super Fantasy Kingdom received 5,218 positive votes out of a total of 6,021 achieving a rating of 8.40.
😎

Super Fantasy Kingdom was developed by Super Fantasy Games and published by Hooded Horse.

Yes, Super Fantasy Kingdom is playable and fully supported on Windows.

No, Super Fantasy Kingdom is not playable on MacOS.

No, Super Fantasy Kingdom is not playable on Linux.

Yes, Super Fantasy Kingdom is playable and fully supported on Steam Deck.

Yes, Super Fantasy Kingdom is playable and fully supported on Steam Machine.

No, Super Fantasy Kingdom does not support VR.

Super Fantasy Kingdom is a single-player game.

No, Super Fantasy Kingdom does not currently offer any DLC.

Yes, Super Fantasy Kingdom is fully integrated with Steam Workshop. Visit Steam Workshop.

No, Super Fantasy Kingdom does not support Steam Remote Play.

Yes, Super Fantasy Kingdom is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Super Fantasy Kingdom.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 26 October 2026 00:09 UTC
SteamSpy data 15 October 2026 13:42 UTC
Steam price 26 October 2026 19:54 UTC
Steam reviews 20 October 2026 21:53 UTC

If you'd like to dive deeper into the details about Super Fantasy Kingdom, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Super Fantasy Kingdom
  • SteamCharts - Analysis of Super Fantasy Kingdom concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Super Fantasy Kingdom compatibility
Super Fantasy Kingdom
Rating
8.4
5,218
803
Game modes
Features
Online players
210
Developer
Super Fantasy Games
Publisher
Hooded Horse
Release 24 Oct 2025
Platforms
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