For The King II
by IronOak Games · 2 Nov, 2023
59 downloads
About the Game

Once beloved by her people, Queen Rosomon has turned against her subjects, casting them into servitude in the darkness of Fahrul’s mines whilst building alliances with sinister and malevolent forces.
Gather your party in four player co-op or adventure alone through Fahrul as you risk everything to fight the tyrannical queen and bring an end to her oppressive reign.
From the creators of For The King, the much-loved RPG that blends roguelite and tabletop gameplay comes a new chapter in Fahrul’s history, designed on an updated engine bringing innovation and gameplay refinement for returning heroes and new adventurers alike.

For The King II is easy for anyone to pick up and play, but takes skill, patience, and strategic excellence to master whilst remaining infinitely replayable with a procedurally generated map that ensures no two playthroughs will ever be the same. Unique yet familiar dice roll inspired movement, encounter and combat mechanics add even more spontaneity and variety as your fortunes rise and fall on the roll of the dice.

For The King II provides a complete campaign with over 30 hours of gameplay, split into 5 separate adventures, each narratively linked. The journey is long and the path is treacherous but fear not, if your party fails you will start stronger and wiser on your next playthrough with better starting items to draft into your loadout.

Roll up, roll up! Put your skills to the ultimate test with the infinite dungeon mode - Dark Carnival. Led by the devious Ringmaster, your goal is to conquer as many floors as possible before you meet your inevitable demise. Collect carnival tickets to explore new paths, discover a host of themed rooms and spin the Wheel of Death as you try to escape your fate. How far will you make it through the Dark Carnival?

Traverse Fahrul solo or with up-to three friends in four-player co-op. As a solo player you can control all characters in your party, giving you complete ownership of the campaign map and combat strategy whilst in four-player co-op you must coordinate and negotiate with your party members. Play online multiplayer with your friends controlling your own character(s) or play offline co-op on the same PC. Offline co-op supports multiple controllers; each controller will have input control on everyone’s turn.

Inspired by turn-based classics, For The King II adds strategic depth to much-loved combat mechanics with the new Battle Grid, where movement and position provide you and your enemies with strategic buffs and penalties. Defend the back row by equipping a mighty Tower Shield, push enemies into lethal pools of burning fire, or entangle melee troops with dark magic cast with weapons looted from vanquished foes. The choice is yours!

Fahrul is both beautiful and deadly in equal measure. On your journey you will encounter a wealth of diverse biome environments brought to life in a breathtaking art style. From lush forests, toxic swamps and lava-filled wastelands to pirate (no scratch that!) Merling-infested tropical seas, For The King II transports you deep into the wonders of Fahrul, leading you further than ever before into this stunningly-imagined land of adventure.
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
Greetings Adventures!
We’re absolutely buzzing with all of the great stories we’ve heard with the launch of Into The Wild and the new Dungeon Crawl Gauntlet. Today we’ve got a patch to resolve some fishy business that made its way into the release—namely, a few softlocks in various places.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Noteworthy
Fixed a softlock that could occur in A New Age in combat with King Jeremy.
Fixed an Online Desync that could occur in Party Management.
Softlocks
Fixed a Dungeon Crawl softlock that could occur with a Mimic that was level 10 or higher.
Fixed a softlock that could occur on Overworld if a follower died from poison damage.
Fixed a softlock that could occur when attempting to change hair colour when equipping the Void Skin cosmetic.
Fixed a softlock that could occur when feeding Pogey shock-imbued equipment.
Fixed a softlock that could occur with the Guard ability tutorial.
Fixed a softlock that could occur if the Astronomer’s Black Hole proc’d on a Bee Hive.
Fixed a softlock that could occur with a Swarm if the party had killed one of the Swarm, fled, and then attempted to fight the same Swarm again.
Online
Fixed an issue where online players could lose partial controller functionality if the client joined the game while the host was in the settings menu.
Gameplay
Fixed an issue in A New Age where players could dismiss King Jeremy in favour of Lil Honey
Fixed an issue where Splash damage would not always be halved on neighbour damage.
Fixed an issue where Floral Nectar could not be used on the same turn it was cancelled on.
Dungeon
Fixed an issue where player models could be invisible/off-screen when reviving a dead party member who died before entering the dungeon.
Animation
Fixed an issue with the Angler not playing their fishing animation while standing on pollinated hexes.
Fixed an issue where Pathfinder may play their rally animation in other instances, for example, during item use.
Localization
Fixed an issue where the Rustler whip was missing a localization string for the Rustle whip attack.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
We can’t wait to see your scores at the end of the month. Happy Dungeon Crawling, Adventurers!
Happy adventuring!
⚔️IronOak Games
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Join the IronOak Games and For The King community on:
[table equalcells="1" colwidth=","]➡️Discord
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Adventurers!
Our latest major content update for For The King II is now available on all platforms!
Today’s huge update celebrates the launch of the FREE Dungeon Crawl Update, and the paid Into The Wild Character Pack as well!
Read on below for more details on this free update and how to craft your adventures with the all-new Beekeeper and Angler playable characters.
[dynamiclink href="https://store.steampowered.com/app/4354810/For_The_King_II_Into_The_Wild_Character_Pack/"]
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Dungeon Crawl Update
Chaos never truly lies dormant in Fahrul, even after the significant efforts of the Resistance; lingering threats and the fog of disarray still cling to the land, breathing further havoc into the once peaceful realm.
Don your gear. The Kingdom needs you once more, Adventurer.
Dungeons, Crypts, Caverns, Manors, and other fortresses of despair have risen across the realm, each crawling with encounters, enemies, treasures, and champions of Chaos.
With the returning Dungeon Crawl mode in For The King II, you and your party are tasked with tackling these new dungeons, defeating their twisted warriors, and shutting down the Chaos devices that plague this realm once and for all!
[img src="{STEAM_CLAN_IMAGE}/42430794/557e31e5c1f4f9a6b132968154d3cd22a72f4881.png"]
This mode focuses on providing a replayable roguelite experience that sidesteps the campaign formula present in the seven existing chapters, with each new session placing your party on an entirely new overworld, where your dungeons, biomes, map generation, and more will be randomized each fresh run. Enter the five dungeons found throughout the random selection of biomes and destroy the champion and Chaos Generator that awaits at the end of each dungeon delve.
For those keen to compete with your fellow Adventurers, we’ve got just the thing…
A New Gauntlet Difficulty Mode
With Dungeon Crawl, we’re also introducing Dungeon Crawl Gauntlet. A challenge mode that follows a monthly seed, allowing players to compete with static factors, such as map, dungeons, and bosses, allowing for an equal playing field when competing for the spot at the top of the leaderboard.
The best players each month will find themselves honoured across Fahrul as Bronze, Silver, and Gold Statues that appear in all other players' games!
[img src="{STEAM_CLAN_IMAGE}/42430794/d68de4a5259a0d149f69c18a41f21b5b68dac47f.png"]
For the adventurers seeking a slower pace, Dungeon Crawl retains the three difficulty options found across For The King II, as well as the accompanying difficulty sliders, allowing players to experience this more rogue-lite focused mode tailored to the challenge they’d like to square up against.
Dungeon Crawl Gauntlet runs need to be finished (whether your heroes leave alive—or not) before the monthly seed refresh to count toward the Leaderboard, so be sure to wrap up your escapades across Fahrul before we roll the new map over on the first Tuesday of every month.
Dungeon Crawl Level Cap Increase
With Dungeon Crawl Gauntlet more focused on providing a replayable free-form adventure, we felt we needed to expand the level cap available in this mode to truly enable players who love to roam, level, and get the most out of each session.
In the base game of For The King II, we cap our Adventurers at level 9; however, in Dungeon Crawl, players will be able to increase their character level all the way up to level 12!
We’re looking forward to seeing all the interesting builds and wild damage numbers the community can come up with!
This major free update comes with a whole range of goodies to help you, such as the returning playable character, the Treasure Hunter! You’ll also gain access to a new Mercenary, Weapons, Trait, Cosmetics, and more!
Check out the graphic below to learn more about the new unlocks and tools at your disposal.
[img src="{STEAM_CLAN_IMAGE}/42430794/a4ba8e93f4098c75c8036cdbd1b93d435615b34d.png"]
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Into The Wild
Launching alongside the Dungeon Crawl Update is the Into The Wild Character Pack! This Character Pack includes two brand new playable characters, the Angler and Beekeeper, as well as new weapon sets, pet, mercenary, Trait, and cosmetic!
Bee the buzz of the realm and reel in this paid Character Pack today to better augment your adventures!
[dynamiclink href="https://store.steampowered.com/app/4354810/For_The_King_II_Into_The_Wild_Character_Pack/"]
[img src="{STEAM_CLAN_IMAGE}/42430794/2d276108c992b1563a8ca466f34f15843d4b94fc.png"]
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Sale
To celebrate the launch of today’s free major update and paid DLC, we’ve discounted For The King II and the previously launched DLC! You can also grab them all as part of a bundle for an even better price!
[dynamiclink href="https://store.steampowered.com/bundle/60547/For_The_King_II__Deluxe_Edition/"][dynamiclink href="https://store.steampowered.com/app/1676840/For_The_King_II/"][dynamiclink href="https://store.steampowered.com/app/3840390/For_The_King_II_Tinkerers_Of_Fate_Character_Pack/"][dynamiclink href="https://store.steampowered.com/app/3840400/For_The_King_II_Fallen_Oaths_Character_Pack/"]
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
What Else is New?
Dungeon Crawl
Custom Encounters
Dungeon Crawl also contains a whole host of custom encounters scattered throughout the overworld. Help out the communities of Fahrul in return for a thematic weapon that can be used in combat to aid you in your quest to save Fahrul.
Overworld Timeline Icon now appears on the timeline to inform the party of when a Town refresh is due to happen.
Character Balance & Changes
With our ever-growing cast of playable characters, we’ve made a bunch of changes to the playable roster of 23 characters in For The King II.
Stats for most characters have been slightly adjusted. In general, it shouldn’t shake things too much, but in some cases, you might find that a character’s playstyle has been slightly impacted. When there were only a few characters to play with when we first launched, we were pretty generous with stats to allow characters to have more versatility. But with the size of the cast now, we’ve reviewed where each character performs to make sure each character doesn’t perform better in an area where another class should obviously perform better.
Every character received base Evasion, some more than others.
Each character will now start with an additional item to help with starting an adventure. These items will be visible in the character creation class info window and shown when selecting loadout items.
We’ve also reworked the Pathfinder and are currently working on a Shepherd update that we hope to release later this year.
A cosmetic change for default helmets. Characters that have a cosmetic helmet (ie, Blacksmith, Beekeeper, etc) can have their starting helmets removed in character customization.
Pathfinder Changes
The Pathfinder originally launched with an overworld skill and a dungeon skill. The dungeon skill never really fit the way we intended and was removed upon the launch of the Dark Carniva update. Since then, the Pathfinder has been left hoping to find their own way. That time has come with a pretty substantial update to this pioneer’s toolkit.
Survey
Survey will now trigger up to one additional hex, allowing the Pathfinder to discover points of interest slightly further away.
Steady Stride
In true pathfinding fashion, Steady Stride prevents movement rolls from being affected by bad weather, as well as preventing the movement penalty from overworld biomes such as the Swamp and Midnight Woods.
Rally Banner
The Pathfinder now starts with a brand new item in their toolbelt called Rally Banner. Rally Banner is a consumable item that allows the Pathfinder to rally the party and teleport them to their location. Upon planting the Rally Banner, the immediate hexes also receive +1 movement, ambush immunity, and support range, for all characters within the area of effect.
Two important notes on Rally Banner. The Pathfinder is limited to four Rally Banner uses per run, and using the Rally Banner will end the active player’s turn.
Loadout Changes
With all of the character updates, we’ve also made a small change to the Loadout. The original intent behind the Loadout was that each Loadout point roughly equates to 10 gold worth of value. This works for a large portion of the Loadout items, but has left some items becoming too costly for the value they provide. With the evolution of the character base and the tiered weapons, now seemed a great time to bring in some lower costs for weapons and armour, with these items being set to two lore points down from the previous cost of three or four.
Hopefully, this change allows more robust starting builds and not just a Loadout full of Bags of Gold, which the previous design pushed many players in the community to default to.
Biome Changes
A biome’s feel and identity play an important role in making each biome distinct from the others. Discovering a biome for the first time should feel exciting, and returning to a biome should still feel interesting. We felt this update was the golden time to update and revise how we present the environments of Fahrul.
One important criterion for this revision was to explore different colour palettes for each biome to make them unique and readable. For example, previously, the Golden Plains and the Craghills shared very similar colours, making them blend together a little more than we’d have liked.
Many map props, such as trees, rocks, shrubs, etc., have received a glow-up and improved map placement on map generation.
Certain biomes now have more thematic spacing. For example, the Grasslands are more open, and more dense biomes will have different spacing and pathing. This helps to give each biome more of an identity, as well as providing players with more thoughtful decision-making when navigating through them.
Overworld
Quest objective markers
We’ve added Quest objective markers to main, side, and town quest objectives. This improves map readability when trying to determine which points of interest need to be visited.
Stone Heroes
Different quality Stone Heroes (ie, Stone, Bronze, Silver, and Gold) now give different perks depending on rarity.
At least one Bronze, one Silver, and one Gold statue are guaranteed to be generated per map. The remaining Stone heroes will be stone.
A UI element has been added to the overworld and dungeons to better inform players what the perks are of the Stone Hero before tributing.
[img src="{STEAM_CLAN_IMAGE}/42430794/ad8db8dc08e2b232e833e8b94b0f258096383166.png"]
New enemy types
Bees
The Beekeeper’s bumbling companion isn’t the only bee making their way to Fahrul. Adventurers may now encounter bees as enemies as well! Be sure to be on the lookout for Beehives, as these will continue to spawn additional bees for your party to fend off!
With the introduction of Beehives, we’ve also changed how “inanimates” work. Inanimates (Beehives, Powder Kegs, and the Farmer’s Scarecrow) now have an inanimate icon representing how many attacks they need before they are destroyed.
Bears
Large Bears have been spotted! Adventurers, keep an eye out for these larger-than-average threats. Bears are the first enemy to occupy a 1x2 grid formation.
Enemy Swarms
With the reintroduction of bees, we’ve also been able to reintroduce enemy swarms. A swarm consists of weaker enemies that are usually seen in groups banding together to add another layer when choosing whether to fight enemies or not.
Bees, Crows, Rats, and other smaller critters will now come in swarms. Their purpose is to fill (up to four) the empty enemy slots in a combat. For example, if you were to fight a single Goblin and a Bee was in its combat radius, you would fight one Goblin and three Bees. If there was an extra Goblin in the radius, you would fight two Goblins and two Bees.
Overall Balance
Overworld Surprise Encounters
These don’t really have a name in the game, but we’re talking about enemies or encounters that pop up on you as you’re walking on the overworld. Enemies, Skill Tests, and Dead Adventurers.
We’ve tweaked the way these events happen to be less oppressive. Early on in a run, you’ll find more Skill Tests and Dead Adventurers. This should ease the early game and make moving on the overworld more rewarding. As the game progresses, however, enemy ambushes will become more likely and fewer resources will be distributed by chance, which means you’ll have to figure out how to compensate on your own.
Enemy ambushes no longer bring in surrounding allies or enemies, which means they will now be a forced 1v1. We’ve changed this behaviour to make them more manageable and not just an automatic flee in most situations.
Loot changes
LOOT!! So much loot. So many choices. What if we made those choices more interesting and meaningful!? Getting an item should not necessarily be an instant ‘Equip’ or ‘Trash’. There should be more depth to it than that—Pros and Cons for everything (unless it’s under-levelled, of course). This is why all wearable equipment (not weapons) have been reviewed and rebalanced to offer different, distinct, better, and quirkier stats and perks.
One challenge with that many attires in the game is to make every piece distinct from another. Within reason, each set should now feel fresh and unique in the stats that it provides, making it more of a thoughtful process when receiving a new piece.
We look forward to hearing the community's thoughts on all of the loot changes!
Pets and Mercs
They can no longer dodge a perfect attack from enemies. This resulted in them having way more survivability than intended.
Adventure Difficulties
We reviewed the general balance across Apprentice, Journeyman, and Master. We were pretty happy with Apprentice and Journeyman and have made a slight adjustment to Master. For Master, the global starting items are fewer, and all characters have one less starting Focus.
Pet Store Rates
Lowered the rarity of certain pets to improve their appearance rates across Pet Shop encounters.
Refined loot drop improvements
We’re aware that the accessibility of items has been a point of contention ever since launch. Our item distribution system was made with the best of intentions, but as the item pool grew, flaws started to appear. We’ve been slowly but surely making improvements to make the game’s loot mechanics feel better and more rewarding. This update doesn’t make it perfect, but hopefully it helps everyone find the best gear for their parties.
There should be less repetition in drops, rewards in treasures, and after combats.
Markets will be smarter and offer more equipment relevant to you from time to time.
All markets are stocked with more items.
Items found in different markets have been rebalanced to make each market have its own purpose.
The Goblin Merchant found in non-Dark Carnival adventures now has a 25% price increase on his wares. He’s become very opportunistic in these trying times.
Online Chat
Our online chat feature is only available on PC and is rarely used. We ran a community survey a few months ago, and we were pretty close to removing the feature in general as the overwhelming majority of players default to using Discord for comms. That being said, we’ve kept chat in for the time being with a couple of quality of life changes.
The chat window is now closed by default when creating a multiplayer lobby.
The Lobby name has been moved into the Party info panel for increased visibility.
Twitch Integration
We’ve adjusted some of the values for Encounters attached to the Twitch Integration we added late last year.
If you’re yet to check out the added engagement For The King II’s Twitch Integration can bring to your stream, check out the announcement and How-To Guide here.
PlayStation Save Data
We know there is absolutely nothing worse than losing saved data. We have been searching and working to try to determine what is causing players on PlayStation 4 and PlayStation 5 to lose their saved game data and reset their game progress and Lore Store progress.
In this update, we’ve made changes to how we store data on PlayStation consoles. This should help reduce, and hopefully eliminate these instances of PlayStation console data being wiped. If you are on this latest update and experience data loss, please reach out to us on Discord.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Bug Fixes
Noteworthy
Fixed a softlock when playing on Chapter 5, The Castle Gates, when teleporting into Hell while playing Pinecone’s Plan. This fix will work retroactively, so players can load directly back into their affected game runs and continue as planned.
Fixed a dungeon softlock when playing on Chapter 5, The Castle Gates, when playing Mooney’s Plan late game. This fix will work retroactively, so players can load directly back into their affected game runs and continue as planned.
Fixed an issue where loading an autosave into the Wheel of Death would prevent the player from replacing a wheel wedge.
Fixed an issue when playing local co-op after creating a manual save; controllers could control other playable characters.
Softlocks
Fixed a softlock in Dark Carnival that could happen if the player were to buy out all of the Mercs from the Merc Market in the Tunnel of Love.
Fixed a softlock that could occur in an online session for the client after the host selected a Charged Lancer’s taunt.
Online
Fixed an issue where an off-turn player could close the active player Encounter Menu when exiting their off-turn town.
Fixed an issue in combat where players could have their loot phase blocked by tooltips when afflicted with certain statuses.
Overworld
Fixed a bug where player models were not visible after a shipwreck until they moved at least one hex.
Fixed a bunch of missing road hex tiles. There are still a few cases of missing road tiles, and we’re hoping to get those addressed in an upcoming update.
Improved the consistency of POI and encounter placement during map gen. This should give each run a more consistent feel when navigating the overworld.
Fixed an issue when the Hangman is an active scourge and his cursed Hanged Soul replaces a follower, the follower character model persists on the overworld.
Fixed an issue where Quest items (i.e., Sealed Letter) would be delivered out of turn at the start of the round. Quest items are now delivered at the start of the turn.
Fixed an issue where the camera may not centre on arrival after travelling through an Alluring Pool.
Dark Carnival
Added a prompt in the House of Mirrors when gaining a follower from the Shrouded Mirror and the player has a current follower.
Fixed an issue where follower models may appear out of bounds when fighting the Shrouded Mirror failed roll fights.
Fixed an issue where the quest log may not display the active haunt correctly.
Combat
Fixed an issue where combat statuses weren’t always showing their correct popcorn text. For example, consuming an Icy Wiener didn’t display the corresponding text.
Fixed an issue where Deflecting a Drain Life attack still resulted in the enemy healing.
Fixed an issue where Protect was also blocking combat tile status effects from AOE/splash attacks.
Fixed an issue where player models could become invisible upon being revived after dying in a dungeon trap phase.
Fixed an issue where Luck-based weapon abilities could be focused.
UX/UI
Improved the gold calculations shown during the Adventure Summary.
Fixed an issue where certain quest menus could overlap with the game settings menu when opened during certain overworld POIs.
Fixed an issue where saved preset character names were not always updating in real time when selecting a preset.
Fixed an issue where Party Heal gained from the Grand Sanctum of Purity would not always show correctly in Party Summary.
Fixed an issue where “Herbs” was missing a tooltip in the Encyclopedia entry for Field Medic.
Fixed an issue where closing Party Summary would also close the inventory that was currently open.
Alluring Pools now shows available pools in alphabetical order.
Fixed an issue where the Terra Cradle orb item card may not show the skill that it rolls against in combat
Art
Polished the Astronomer’s Black Hole animation when consuming enemies.
Improved the item card placement of multiple weapons.
Fixed an issue where the item card for Merling Wraps would rotate the armour out of frame incorrectly.
Fixed an issue with the Goblin Outfit cosmetic that would stretch in the collar when certain character models.
Localization
Improved the wording on the Deflect skill
Fixed a missing string in the Dark Carnival Encounter for Wheel of Death.
Controller
Fixed an issue where controller could lose partial input after pressing LB/L1 and RB/R1 simultaneously during gameplay.
Fixed an issue where players couldn’t navigate to starting items in the Difficulty select when playing with controller.
Fixed an issue when playing with a controller, the character select list view would default to “back” rather than the top of the character list.
Fixed an issue where Player Summary could not be closed by pressing the back button.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
We look forward to hearing all of the epic dungeon tales as everyone gets time with the Treasure Hunter, the updated Pathfinder, as well as those who get into games with the Beekeeper and the Angler.
As always, a big shout-out and thank you to our amazing community.
Happy Dungeon Crawling!
⚔️IronOak Games
[img src="https://clan.fastly.steamstatic.com/images//42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Join the IronOak Games and For The King community on:
[table equalcells="1" colwidth=","]➡️Discord
➡️BlueSky
➡️Twitch
➡️TikTok
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Greetings Adventurers!
We are heads down as we close in on our Into The Wild release date. We can’t wait for everyone to get their hands on the revamped Dungeon Crawl: Gauntlet, as well as the all-new characters that will be joining the Resistance to defend Fahrul. We will be sharing more information on this update very soon.
[img src="{STEAM_CLAN_IMAGE}/42430794/4d7f080e10b613563ce745d13ad0dd1602e44765.png"]
This patch looks to build on our Year of the Horse cosmetic update with some quality-of-life improvements, before we get into the launch of the upcoming DLC.
Read on below for details!
Noteworthy
Fixed an issue where Dark Carnival might load too many enemies in early floors. This should allow for easier fights earlier on.
Fixed an issue where old save files may have issues if they contain a specific animation pose for Stone Here statues.
One more fix to address the Child of Chaos final fight that could have issues when fighting the Astronomer.
Fixed an issue where Party Heal could proc twice in dungeon rest phase.
Fixed the following issues with the Voidwalker’s Resonator
We’ve disabled upgrading the Resonator in encounters and markets. This sometimes leads to online sessions having the upgrade menu persisting across non-active players, which required a restart to resolve. This also resolves the issue where online sessions could have Resonator upgrades not applied correctly.
Fixed an issue where equipping certain trinkets in loadout could remove the Resonator.
Online
Fixed an online desync that could occur when dismissing a Merc during contract renewal.
Fixed an online softlock that could occur when cancelling out of loading into party creation.
Fixed an online softlock for Join-In-Progress if the client tried to connect while the party was in the Adventure Summary screen after winning or losing an adventure.
Fixed an online softlock that could occur if a client disconnected during the Wheel of Death phase in Dark Carnival.
Softlocks
Fixed a softlock that could occur when attempting to back out of the Fallen Knight’s charge attack ability menu.
Fixed a softlock that could occur when feeding pets in combat, and the battle grid was full.
Fixed a softlock that could occur as a result of the cursed Hanged Soul.
Fixed a softlock that could occur with the Acid Trap trying to melt equipment when the player has no equipment equipped.
Fixed a softlock on Xbox that could occur when receiving the Wheel of Fortune tarot card.
Fixed a softlock on Windows (non-Steam) that could occur if a player tried to load a game run from a temporary menu that was incorrectly being shown.
Gameplay
Fixed an issue where the Fallen Knight charge could be cancelled while on an entangled tile despite having entangle immunity.
Fixed an issue where imbued characters could deal damage to characters under Protect.
Fixed an issue where AOE abilities could deal damage to characters under Protect.
Fixed an issue where the landboat could become inaccessible if sharing a hex with certain encounters or assets.
UX/UI
Improve the Lore Store banner for unlocks. Certain cosmetics and unlocks should no longer continually display as unlocked when not purchased.
Fixed an issue where “Load Most Recent” was overflowing in certain languages.
Fixed an issue where players could be redirected to the load game menu when attempting to continue from the adventure loss screen.
Fix for the Slippery Pirate not always showing their correct level.
Fixed an issue where the Twitch integration would not always toggle correctly.
Fixed an issue where the “View Profile” option was not always navigable with controller or keyboard shortcuts.
Fixed an issue where the audio from the Rogue Isles biome could continually play despite leaving the Rogue Isles.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Thanks again, Adventurers!
Be sure to stay tuned for further updates. We'll be sharing more news on the upcoming Beekeeper, Angler, Treasure Hunter, and Pathfinder changes soon, as well as all new details on the returning Dungeon Crawl Gauntlet!
Happy adventuring!
⚔️IronOak Games
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Join the IronOak Games and For The King community on:
[table equalcells="1" colwidth=","]➡️Discord
➡️BlueSky
➡️Twitch
➡️TikTok
➡️X
Greetings Adventurers,
What a wonderful start to 2026! Today also marks the start of the Year of the Horse!
We are really excited for this update to drop. It brings in a new seasonal cosmetic (and a twin cosmetic filed under whimsical), an elemental orb weapon set to the loot pool, and a hotly requested feature in a brand new Manual Save system, plus so much more.
Read on below for more details!
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Manual Save System
Manual Saves are an additive way to play that allows players to create their own save files within any given run. Players will have the ability to create manual saves before going into dungeons, tougher battles, or when an online friend needs to leave but the rest of the party wants to keep playing. Manual save slots will also be accompanied by the current autosave feature, and players will have the option to rename and manage their saves in a way that makes sense to them.
The Manual Save System is available on Apprentice and Journeyman modes. For players who want to preserve the core-save experience, Master is the mode to test your mettle and continue the permadeath adventure. Leaderboard modes, such as the Dark Carnival and the upcoming Dungeon Crawl: Gauntlet, are also exempt from the new save system to preserve the leaderboard standings.
This new save system was developed with player feedback in mind and will give all players greater flexibility and freedom in how they choose to explore and conquer Fahrul.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Seasonal Cosmetics
To celebrate the Year of the Horse, this year we are launching two horse-themed cosmetics. First, we have the opulent and regal Jade Horse Head that allows players to look their fanciest as they bring peace to the people of Fahrul. The second, well, the second Horse Head kind of speaks for itself.
[img src="{STEAM_CLAN_IMAGE}/42430794/b0d8967691f6886b04e91ecf01b7d4423fd76bc0.png"]
You can also grab our Valentine's Angel Wings Cosmetic for Zero Lore Points in-game to celebrate the season of romance!
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[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Twitch Integration
We’re excited to bring a little bit of For The King’s classic whimsy to streamers. Starting today, players can enable specific Twitch chat commands to rename enemies in combat, spawn certain effects (hot dogs, anyone?), and more!
The Twitch integration is a player opt-in feature, so if you like to stream For The King II, hop into your settings to enable streaming to activate the streaming-specific menu. If you have no interest in streaming, there's no need to do anything.
Check out our guide here to learn more about For The King II’s Twitch Integration
Additional Changes
New Elemental Orbs
[img src="{STEAM_CLAN_IMAGE}/42430794/a8ad36192b114ecabe14decfdcc1cd3bf41b5eec.png"]
We’ve added a whole host of elemental-based orbs to bolster the Fortune Teller and other Awareness-based characters. Ranging from the Ignis Core and its fire-based attacks, to the charming Snow Globe with its Ice Shield Aura ability, there is certainly an orb for every occasion.
In addition to these new player-based orbs, Peggy the Merc also carved up a new orb for herself.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Gameplay
When reclaiming boats, all boats will now be automatically reclaimed upon using the service in the port. If there are two vessels present, the previous system of having to select which vessel will be applied.
We’ve improved a couple of combat aspects with friendly summons (i.e., Toymaker doll summons). These summons will no longer attempt to steal from enemies, and we now prioritize summoning the correct type of friendly based on the selected tile. Players should no longer see melee friendlies being summoned into the back row.
We’ve increased the number of available Mercs for purchase in towns. Since launch, players have only had one merc to hire in each town. As we bring in new content, and players unlock the story-based mercs, we want to give players better choices in who they hire. Hannah, Rizzo, and Cisco should now have company with your unlocked Toadslayer, Klaus, and all of the other mercs that lend their blade to the Resistance in exchange for coin.
Character Selection Flow
The Friar gets a bit of an art glow-up in this update:
Friar’s Cheers ability has a new, sudsy animation when it procs. This new animation also cascades to other characters that it procs for.
The Friar body type has moved to the Heroic body type (i.e., Woodcutter, Blacksmith, Farmer).
We’ve updated the selection of Stone Hero poses that are found in the Overworld and in the leaderboards. More poses with new characters and weapons. We also removed some poses that didn’t read that great across the two areas of the game.
We updated the Bisontaur’s plume to provide better readability on the overworld and in combat.
The Kuro Mask in the Lore Store is now default red.
Improved combat animations across a handful of weapons.
Party Summary
Party Summary can now be opened in the loot phase. This gives the party that added bit of information to help determine where to hand out certain gear.
On keyboard, the Party Summary can be accessed with the ‘P’ key, or R1/RB on controller while in loot phase.
Tutorials
We’ve improved the flow and distribution of combat tutorials. Now the Royal Tutor spaces out combat tutorials across multiple combats to reduce the initial overload of information on first combat experience.
Bug Fixes
Outlined below are the bug fixes included in this update. If you happen to see something that has been troubling you or your party, let us know, and we’ll look to get it addressed in an upcoming patch.
Fallen Knight
The Fallen Knight came out in our Fallen Knight’s DLC, and we’ve received a ton of amazing feedback. One recurring piece, though, is that his charge ability is a bit overpowered. With this update, we’ve tweaked the charge ability to have a little less power output while still maintaining the fun nature of a regal old knight coming out of retirement to help restore Fahrul.
Slightly reduced the damage modifier across all charge abilities.
AOE charge attacks now receive less damage output across all target areas.
All charge attacks now cast Armor Up at the start of the charge.
The goal with these changes is to still have the Fallen Knight take these big swings, but provide a better balance across the early and late game. If you’re a Fallen Knight main, we’d love to hear your feedback after giving these changes a couple of runs.
Other Fallen Knight changes
Fixed an issue where the Fallen Knight could charge his attack despite being entangled.
Fixed an issue where a Knight’s Oath would only proc once in combat despite having more than one Fallen Knight in the party.
Fixed an issue where the Fallen Knight’s charge attack would not correctly retarget if the targeted enemy fled from combat.
Fixed an issue where the Fallen Knight’s charge attack would not correctly retarget from one wave of combat to the next if the previous wave’s last remaining enemy fled.
Fixed an issue where the Fallen Knight’s charge attack could do a normal attack if the player was spamming quick inputs.
Fixed an issue where the Fallen Knight’s charge attack would still attack if the Fallen Knight was stunned.
Fixed an issue with the Fallen Knight’s charge attack not always showing that Armor Up will also be cast on the Fallen Knight.
Softlocks
Fixed a softlock that could occur with the Fallen Knight’s charge attack if the ability menus were being spammed with quick inputs.
Fixed a rare softlock that could occur if the player interacts with a minecart two times in a row while embarked on a landboat and occupying a POI title.
Fixed a softlock that could occur when attempting to revive an ally if the UI was in a state where a player was not being selected. For example, attempting to revive an ally on the second primary turn of a Toymaker with their starting rapier.
Fixed a softlock that could occur if the pet, Skelly Jelly, tried to transform and the player's side was fully occupied.
Fixed a softlock that could occur if 6 or more status effects were applied to an enemy.
Fixed a softlock that could occur in the Midnight Woods biome if the party was ambushed and the combat returned no enemies.
Fixed a softlock that could occur in combat with enemies that cast Confuse Group.
Fixed a softlock that could occur with the Friar consuming alcohol and triggering Cheers onto a character affected by Link.
Online
Fixed an online softlock that could occur during the Skraevin boss fight in the chapter, A New Age.
Fixed an issue where the Multiplayer Party List could stop being displayed after certain flows.
Gameplay
In Chapter 3, The Royal Mines, we improved the opening camera on the Merling Arena to flow better over the wooden walls.
In the chapter, Child of Chaos, we fixed an issue where the beast tracks encounter would not always award loot if completed in a certain sequence.
In the chapter, Child of Chaos, we fixed an issue where Watcher ambush fights would not always trigger as expected.
In the chapter, A New Age, we fixed an issue where the active player would start with zero action points after defending a Watcher ambush.
In the chapter, A New Age, an issue was fixed where failing a quest objective did not end the run correctly.
Fixed an issue in the Dralithra boss fight in which one of her abilities highlighted 4 tiles but dealt damage to 6 tiles.
Protect and Star Matter will now protect and block Death Mark.
Fixed an issue where certain bosses could be affected by Death Mark.
Fixed an issue where the Airship could become inaccessible if a follower got stuck on the ship despite the owner disembarking.
Fixed an issue where consuming Mead wasn’t applying its effects correctly.
Fixed an issue where The Magician tarot card would not always grant consumables.
Fixed an issue where Dead Lotus would not protect against Thorn damage.
Fixed an issue where the Voidwalker could not upgrade their resonator in a Dark Carnival Wheel of Death room.
Fixed an issue that allowed the Hobo to scrounge a Voidwalker Resonator.
Fixed an issue where defeating Biteshade would not grant XP.
Party Summons
Fixed an issue where summoned reflections from the Dark Carnival Haunted House were receiving Fade Damage twice per rest phase.
Fixed an issue where the Toymaker’s summoned dolls could spawn onto a tile with incorrect abilities. Now, the range will spawn in the back, and melee will spawn in the front. Previously, it was being randomized, leading to the potential of a blocked ally unable to attack.
Combat
Fixed an issue where certain debuff attacks were removing buffs despite not being a perfect roll.
Fixed an issue where Drain Life attacks were being blocked but still healing the caster.
Fixed an issue where Cursed statues may not be removed when a character moves to a Purified tile.
Improved the Mimic transition flow when unlocking a Mimic in the treasure phase.
Fixed an issue where Black Hole could be triggered on an empty tile.
Overworld
Fixed an issue where characters in boats were not receiving the movement buff from the Nice Day event.
Fixed an issue in Chapter 5, The Castle Gates, where towns could block the road used by the War Machine.
Fixed an issue where the Kraken Indicator would not always pulse correctly when one hex outside of a Kraken Ward area of effect.
Fixed an issue where the Peaceful Windmill encounter could reward a non-consumable item. (ie. Parlor Orb)
Fixed an issue in the chapter, A New Age, where overworld music can overlap with combat music if the beast tracks quest is completed in a certain sequence.
Dungeons
Improved the dungeon room spawn patterns for better variability.
UX/UI
Updated the Loadout warning to correctly show when parties of less than 4 characters ready up.
Fixed an issue where Overworld popcorn text could appear on the Main Menu if the player quits the game before the text fades out.
Fixed an issue with Large scaling having icon overlap on the Chaos Refinery in Child of Chaos
Fixed an issue where certain languages were overflowing the UI when deleting a saved game.
Added dialogue for the Sheep when dismissing them as a follower when hiring a new merc or pet.
Fixed an issue where the Profaned Guardian was unintentionally immune to being moved on the battle grid.
Fixed an issue where Watcher movement was triggering the Kraken Indicator in the global header.
Fixed an issue where the Purified status effect could appear twice in the Encyclopedia.
Fixed an issue where Korque was not displaying the correct join dialogue when playing in non-English languages.
Fixed an issue where the Hanged Soul was not displaying the correct description in the follower menu in all languages.
Fixed an issue where the Link icon from the Tarot card would not be removed correctly after a pet was replaced with a cursed follower.
Fixed an issue where the Displace popcorn text icon was not always aligned with the corresponding text.
Fixed an issue where leaving certain dungeons in certain conditions would show BIOME_INVISIBLE rather than the correct name.
Improved the Precious Pearl description translations in German.
Improved the reliability of the “Unable to save - Player is busy” warning in the game menu when trying to save in dungeons.
Improved the Star Matter translations in Japanese.
Fixed an issue with the Royal Droll blocking a roll not always displaying correctly if the player used partial focus during their attack.
Art
Improved the tombstones of dead characters when dying with recently released characters or weapons.
Improved the lighting on multiple item cards.
Removed the monster sfx from the Void Skin and Training Dummy Skin.
Fixed an issue where the character outline wouldn’t always display correctly on certain Lance weapons.
Fixed an issue with the Fallen Knight charge animation when charging while equipped with a whip.
Fixed an issue where equipping the eye patch helmet would remove the character’s beard.
Controller
Fixed an issue on PC where players could lose controller input if they were switching between controller and M&K multiple times.
Fixed an issue where players could not check how many rounds were left on tarot card buffs when playing with a controller.
Fixed an issue where the Toolbelt UI would remain highlighted after a stack of items was fully consumed when playing with a controller.
Fixed an issue in local co-op where controllers may not always respect their assigned controller while in the Dungeon Rest Phase.
Improved the controller flow when navigating Tarot cards.
Improved the controller callouts when playing with controller on PC.
Console
Improved memory performance on PlayStation 4 and Xbox One.
Fixed an issue where our news page capsule was not working correctly on consoles.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
As always, a massive shout-out to our community and all of the For The King II players who have shared feedback on Discord, social media, and via in-game bug reports. We are so fortunate to have such an amazing community and look forward to sharing what we’re working on!
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P.S: If you haven't already checked it out, we launched the Roadmap for the first half of 2026, and you can find more details here.
⚔️IronOak Games
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
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Season's Greetings, Adventurers!
Today’s patch contains a couple of key fixes before we fully move into the holidays.
Firstly, Seasonal cosmetics are now free on consoles for the holiday period! We also fixed the rare issue where Black Hole could trigger during a boss fight, resulting in the loss of an adventure. This patch also tackles the Resonator upgrade issue in the dungeon rest phase, and a few other reported bugs.
Read on below for the full list.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Seasonal Cosmetics
The seasonal cosmetics, Christmas Hat & Bulging Gift Sack are now set to free on consoles.
Dungeons
Fixed the issue in dungeon rest phase where the Voidwalker’s Resonator would not be applied if the Voidwalker was not in the first party position.
Gameplay
Muskets were meant to launch with an Awareness skill check, rather than talent. This update brings Muskets back to AWR skill checks.
Fixed the rare issue where Black Hole could trigger on a boss, resulting in an adventure loss. If this issue happens now, the adventure will result in a win.
Fixed the issue in Chapter 5 where the Town Favor quests would not complete correctly if the mini-boss was defeated using Black Hole.
Fixed the issue where a few overworld encounters were not correctly rewarding items. (eg Graveyard)
Fixed the issue with the merc, Doug, not being correctly added to the Merc Caravan encounter after rescuing him.
Localization
Fix localization issues related to the in-game Encyclopedia and the merc, Korque.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Thanks again, Adventurers!
We're sending you good fortune and the best RNG around this holiday season!
⚔️IronOak Games
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
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Greetings Adventurers,
It’s been just over a week since the release of A New Age and Fallen Oaths, as well as our Steam free play week and Xbox free play weekend, and we can’t thank everyone enough for spending time in Fahrul. This week one patch contains bug fixes, a bit of balance, and a seasonal cosmetic drop for Christmas!
However you spend the holidays, we hope you find some time to travel through Fahrul with us.
Read on below for more details.
Loot Drop Balance
This was originally scheduled for release early next year, but we decided to bring it forward a bit sooner based on an increase in player feedback. Our two recent DLC character packs introduced characters with signature weapons that haven’t been dropping enough with our previously established loot distribution rules.
We have upcoming plans to add more of these weapon types, but adding more weapons doesn’t necessarily address the root of the issue. The logic behind how loot dropped relied on RNG from too high a level in the loot drop process. We've made improvements to the situation by implementing a smarter system to decide what drops.
We will keep monitoring the quality of drops through our internal playtesting, and please keep providing feedback across our channels (Discord, Reddit, Steam posts, etc). As we continue to bring new content, we may adjust loot drops in the future if we judge that we went too far or not far enough. That being said, you should feel a meaningful and positive difference with this patch, and we hope it will allow you to enjoy a wider variety of items in each of your playthroughs.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Boat Combat and Summons/Follower Damage
Based on player feedback, we’ve made a change to how player (including followers and summons) splash and AOE attacks work in regards to boat combat. Going forward, any player-side splash and AOE attack will NOT damage the player boat. The original intent was for players to take into consideration the attacks that they were selecting and to weigh that against the outcome. If you’re on a boat should you really use that fire splash attack?
Now that we have many more ways to bring allies to the character side, the player has lost the agency they once had in the decision-making process. So, to prevent a summoned Charred Doomshot from sinking your party and potentially ruining a run, only enemy attacks will damage a player’s boat.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
New Seasonal Cosmetics
Yes, yes, we know it’s early! But we’ve been excited to bring the Christmas-theme cosmetic set to the Lore Store for quite some time. This patch introduces the Christmas Hat and the Bulging Gift Sack backpack to the Lore Store. For the next while, pop by the Lore Store to unlock them for zero Lore Points. After the holidays, they’ll be set to the standard seasonal cosmetic lore cost of 20 Lore Points.
[img src="{STEAM_CLAN_IMAGE}/42430794/7cec9b017587952e73127bb5016bacc94b0c0ad2.png"][img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Bug Fixes and Changes
This patch fixes online issues, including a few desyncs and character weapon unlocks not being added to the Loadout in online sessions, a handful of Resonator quirks, some missing loc and much more.
Online
Fixed the issue where the Loadout weapons earned from completing an adventure were not being added to Loadout selection in online games.
Fixed an online desync that could occur during Join-In-Progress while attempting to join a party in non-quest dungeon encounters.
Fixed an online desync that could occur during Join-In-Progress in Character Select if the connected party is spamming Ready Up.
Fixed an online desync that could occur on older save game files if the gamerun had certain events on the overworld timeline.
Fixed an issue where our Game Version Mismatch checker wasn’t always working correctly resulting in player desyncs.
Improved our online desync detection by removing high-volume false positives.
Voidwalker’s Resonator
Fixed the issue where the Resonator upgrade menu could be skipped/dismissed in a dungeon rest phase, which results in the Voidwalker missing an upgrade.
Fixed the issue where the Resonator could be destroyed by certain acid events.
Fixed the issue where the Resonator immunity upgrade wasn’t updating the player HUDs correctly.
A New Age
Improved the lighting throughout A New Age.
Fixed the issue where King Jeremy could be dismissed when acquiring a Merc from a caravan, the Hangman scourge, or by walking over Chaos tiles on the overworld.
Fixed the issue where King Jeremy was showing the pet icon rather than the merc icon.
Fixed the issue where King Jeremy was not sized correctly in his inventory panel.
Fixed the issue in A New Age where a late-chapter quest even was not showing as complete despite being complete.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Gameplay
We’ve improved the follower logic to better prioritize pets & mercs when loading into combat. This should reduce the events where followers may get stuck in the back row and be unable to attack.
Fixed an issue where Merc Guilds in early towns weren’t always refreshing the available Mercs after a Market Refresh.
Fixed the issue where an Evil Astronomer clone could have unlimited Star Matter protection.
Fixed the issue where the merc, Korque, could appear in an overworld Merc Caravan despite not having his unlock criteria met.
Fixed the issue where sleeping at the Inn while equipped with the Grillmaster trait would grant Hot Dogs. Hot Dogs from Grillmaster are only attainable at Tinder Pouches in the Overworld or in a dungeon rest phase.
Fixed the issue with the Fallen Knight’s Charge attack wouldn’t re-target correctly if the intended target moved into Guard.
Fixed the issue with the player-side Guard ability not working all the way through siege combat fights.
Fixed the issue where Dark Carnival could randomize the party to characters not owned by any of the players.
UX/UI
Resized the Secondary Action icon in Party Summary as it was not matching the rest of the icons.
Added a missing icon for Charge in the Encyclopedia.
Fixed the issue where the Town Merc Guild menu would always show zero gold despite having any amount of gold greater than zero.
Fixed the issue where overworld popcorn text could display on the main menu if the game was quit at a certain point.
Fixed the issue where poison VFX could persist on the overworld despite being cured.
Art
Fixed the issue with the Ghost victory animation not looping correctly on party death.
Fixed the issue where equipping the Bunny Ears cosmetic could remove the character's beard.
Localization
Fixed various missing localization strings across all languages.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Thanks again for the feedback, support, and reports! We'll be continuing to monitor and work on the changes coming in the new year, as well as all new content and more!
Cheers to the champion and heroes of Fahrul—you!
⚔️IronOak Games
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Greetings Adventures,
We’re beyond excited to hear all of the great feedback on the new content so far, as well as tuning into as many streams as we can.
Here’s a quick hotfix to smooth out some issues that have been reported. We look forward to everyone tuning up their Voidwalker, charging up their Fallen Knight and checking out all of the new action that can be found in A New Age. Read on for all of the changes, and be sure to reach out via Discord, Reddit, and Twitch Streams—we love connecting with everyone!
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Online
A New Age
Fixed a desync that could occur on the final fight if the client had a noticeably slower device than the host.
Fixed an online softlock (or local co-op) that could occur in the final dungeon when choosing a straightforward path.
Fixed an issue where the Void Skin cosmetic would not change colours correctly when used in an online session.
Softlocks
Fixed a softlock that could occur on certain overworld events if the Shepherd had previously triggered a sheep.
Fixed a softlock that could occur on the overworld if the player failed a combat ambush roll.
Fixed a softlock that could occur on the Floating Chest encounter if the player failed a flee roll.
Fixed a softlock in A New Age that could occur on the Runt & Fayden fight if one of them was stunned/dazed and the other tried to heal.
Fixed a softlock that could occur in Child of Chaos if Cultist Jeremy was pushed & dazed during the Cultist cave fight.
Fixed a softlock that could occur in Child of Chaos where the game dialogue wouldn’t allow the player to proceed due to a quest encounter not spawning correctly.
Gameplay
Fixed an issue where the Poison Interrupt splash attack was not working as intended.
Fixed an issue where the Profaned Cultists enemy faction was being called in certain fights that were looking for Cultists.
Fixed an issue with the High Priestess Tarot Card not displaying the round counter correctly on the corresponding tooltip.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
A big thank you to everyone who has played the new content, or has plans to play the new content - our Steam Free Play event continues on until Monday, November 24th. We look forward to seeing familiar faces and saying hi to everyone jumping into Fahrul for the first time!
⚔️IronOak Games
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Join the IronOak Games and For The King community on:
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Adventurers!
Our latest major content update is now available on all supported platforms!
A New Age comes to Fahrul with our latest free campaign, with the Astronomer from the original For The King making their valiant return as our next free playable character.
You can also elevate your adventures with the Fallen Oaths Character Pack, launching simultaneously today! It includes two new playable characters, new weapons, followers, and more!
Read on to see the patch notes and full contents listed below.
[dynamiclink href="https://store.steampowered.com/app/3840400/For_The_King_II_Fallen_Oaths_Character_Pack/"]
[img src="https://clan.fastly.steamstatic.com/images//42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
For The King II - Free until November 24th!
To celebrate today’s launch, we’ve also made For The King II free until November 24th on Steam! Now’s the perfect time to get your friends in, with five base game chapters, plus two free additional DLC chapters and the Dark Carnival, our endless dungeon mode!
With 20 characters to pick from and customize, your adventuring party has never been better equipped to take on the chaos that permeates throughout the realm of Fahrul.
[dynamiclink href="https://store.steampowered.com/app/1676840/For_The_King_II/"]
[img src="https://clan.fastly.steamstatic.com/images//42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
A New Age
Night falls over Fahrul as our Adventurers are called from the warmth of the hearth to the gates of Overwood. With The Resistance summoned once more to aid the realm, this simple task that comes at the request of the ever-befuddled Hildebrant may just find our heroes partaking in further chaos...
Bringing an all-new adventure to For The King II, A New Age continues on from the events of The Child Of Chaos, dredging the nefarious void realm into the lands of Fahrul.
[img src="{STEAM_CLAN_IMAGE}/42430794/a65a126320dd328878b643a25279699ca5ecdaf7.png"]
A New Age and the returning playable Astronomer will be available for all players once they update to the latest version, including the all-new adventure, character, gear, cosmetics, followers, and more!
Take a peek below to see just a few of the additions coming with A New Age!
[img src="{STEAM_CLAN_IMAGE}/42430794/4ead06d299b418867ba31d265d6ecc0bcae6af5a.png"]
There's plenty more included in the A New Age update. Scroll down to the patch notes below to read through all the QoL changes, UI polish, bug fixes, and additional content coming to For The King II today!
[img src="https://clan.fastly.steamstatic.com/images//42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Fallen Oaths Character Pack
Augment your time in the void with our latest paid character pack, offering two new playable characters: the Voidwalker and Fallen Knight! But this pack’s treasures don’t stop there, bringing new weapons, followers, and more!
Set your eyes on the graphic below to learn more about all of the fantastic additions to For The King II in the Fallen Oaths Character Pack.
[img src="{STEAM_CLAN_IMAGE}/42430794/0de687093a8c2700af77934dcea4a9d69ffa0c0d.png"]
Learn more about the skills, gear, and talents these new characters will be bringing to the fray with our character introductions and Steam Guides here.
[img src="https://clan.fastly.steamstatic.com/images//42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Astronomer
The Astronomer returns! Bringing their wealth of knowledge and manipulation of the stars to the battlefields of Fahrul.
All players will find the Astronomer nestled into their Lore Store as of this update as a free addition.
The Astronomer comes equipped with the toolkit that players know and love from the original For The King, with the option to switch to the stunning Hammer Of The Stars in Loadout once you've completed any chapter with the Astronomer in your party!
[img src="{STEAM_CLAN_IMAGE}/42430794/f4f0db1eb21b6738d63da5217a6311a5ebadb70d.png"]
For those just learning about the Astronomer for the first time, they're an Intelligence and Vitality-focused character, with their Skill, Black Hole, offering a random chance to one-shot an enemy in battle with aid from the powers of the cosmos, providing just a sliver of the heavens: Star Matter.
When used during combat, Star Matter offers the entire party protection via magic borrowed from the infinite vastness of the void beyond the clouds on high. When used on the overworld, Star Matter provides the party with a portal that remains open only once the sun has hidden its incandescent glow.
We’ve also gone ahead and made their Lore cost zero for the launch period, so players taking advantage of the free play week can hop right into exploring the new content we’ve just dropped!
You can learn more about the best ways to introduce Astronomer to your party in our most recent Steam Guides here.
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[img src="https://clan.fastly.steamstatic.com/images//42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
What Else is New?
As we delve into a new world with A New Age alongside our new friends of the Fallen Oaths character pack, we also have additional content and changes to current areas of the game. We also solved a bunch of bugs that can be found below.
Guns & Ammo
Muskets have arrived!
This update brings back the fan favourite classic musket, to go along with the new Void Rifles that accompany the Voidwalker.
With the new rifles and muskets we’ve also re-worked Ammo. Ammo is now displayed in relevant areas.
All guns have varying levels of ammo
Abilities may require different amounts of ammo
Ammo added to item cards
Ammo added to damage modifier window in combat
New Movement Attacks
The Astronomer has shown us the ways of Displace and Converge. Two new movement attack types that either push enemies/players to the outside edges of the combat grid; or converge, which pulls enemies/players to the middle of the combat grid.
This allows for some new gameplay mechanics to apply different styles to AOE & Splash attacks, as well as apply statuses more creatively. The Fallen Knight and their Charge ability will definitely be able to put some extra damage into play alongside these new movement attacks.
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Biome and Enemies
A New Age brings in a new biome and new enemy factions. We want everyone to get into the adventure and experience this new content for themselves. In the overworld there is one new enemy faction, the Profaned Cultists.
Mercs
A new Merc has been locked away in A New Age and he brings a certain… flavour that hasn’t been seen in any of the other mercenaries. Some friends may be better served to stay locked up.
Online
Under Gameplay settings we’ve added the ability to change multiplayer region without having to access the multiplayer menu. This can be helpful in the event certain regions are having isolated issues that could prevent players from getting to the multiplayer options.
Keyboard Callouts and Controller Improvements
When playing on mouse and keyboard we’ve increased, and improved, the keyboard callouts that players can use in the game to better navigate, or access key information. For example, pressing P for Summary is now displayed in the footer. We’ve lost count of how many times we’ve watched Twitch streams and shared to players that they can press P (now Right Shoulder on controller) to access party information anywhere in the game. Check out below for some other key areas with callouts and controller changes.
Keyboard callouts can be turned off and on in Settings via “Show Footer Controls”
When playing with a controller, Overworld zoom has been a bit cumbersome and frustrating. To improve this flow zoom is now bound to Left Shoulder + Right stick to zoom in and out.
Various areas of the game now show improved contextual callouts.
Bug Fixes
Softlocks
Fixed a softlock that could occur in an online session of Dark Carnival when completing the Fahrulian Fortune encounter.
Fixed a softlock that could occur if the Kraken attempted to drop a grabbed character onto an occupied combat tile.
Fixed softlock that could occur during the Landboat repair flow.
Fixed a softlock that could occur after combat when taking the Wheel of Fortune tarot card.
Online
Fixed an online softlock that could occur when a player gives another player a merc deed while a town menu is currently open.
Fixed an issue where an Online Error warning could persist on the screen if the player attempted to change the region multiple times.
Fixed a softlock that could occur in Chapter 2, The Primordial Oak, if the client that triggered the prompt leaves before completing their choice.
Gameplay
Fixed an issue where the Poison status effect was not triggering correctly after completing a dungeon room.
Fixed an issue in Chapter 3, The Royal Mines, where the minecarts could spawn facing incorrect directions.
Fixed an issue where using a Firesilk would not share across two players connected via the Link ability from the Lovers tarot card.
Fixed an issue where The Chariot tarot card was not increasing movement or secondary actions in the round/turn that it was used in. Teleport scrolls can no longer be used from boats.
Combat
Fixed an issue where Channeling was being interrupted if the player was afflicted with a status (i.e.. burn, bleed).
Fixed an issue where Eager could proc despite the player being afflicted with Poison.
Fixed an issue where the Purify Scroll was not removing negative statuses correctly through its applied Purified status.
Fixed an issue where a combination of Party Heal and using the Calming Pipe was granting extra focus to the non-caster.
Fixed an issue where certain types of attack against the Kraken were also damaging the boat.
Fixed an issue in boat fights where summoned ally attacks were damaging the boat.
Fixed an issue where players that have already attacked could be brought back into the current combat round by casting Rush.
Fixed an issue in combat where a dead pet would play its healing animation if it was in the Party Heal AOE.
Settings
Fixed an issue where the previously played difficulty could default back to Apprentice after restarting the game.
UX/UI
Fixed an issue with the Dark Carnival leaderboard showing a placeholder when first entering the Leaderboard.
Fixed an issue that could occur in Dark Carnival where loading into a previous gamerun there would be no dungeon timeline tooltip on Sanctum rooms.
Fixed an issue in the Shrouded Mirror Encounter where the roll values may not display correctly for intelligence-based rolls.
Fixed an issue in the inventory menu that the Seer’s Orb displayed an additional visual flare when navigation between players.
Smoothed out the animations of the End Turn button.
Fixed an issue in Town Markets where certain keyboard flows could prevent the item card from displaying correctly.
Fixed an issue in Encyclopedia when using a controller the player could not navigate the Skills section correctly.
Art
Improved the Druid Mask helmet when equipped on the Toymaker.
Improved the lighting in the Sea Cave dungeon.
Improved the chandelier placement in certain dungeons to prevent camera blocking.
Fixed a clipping issue with the Ringmaster armor cosmetic when equipped on the Monk.
PlayStation
Updated the language on the Camp Chestnut trophy to describe the correct unlock criteria.
Fixed an issue that could occur on PlayStation 4 where the system could become unresponsive after immediately dismissing the “Connecting” prompt after joining multiplayer.
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Thanks again for your continued support and dedication to the realm of Fahrul!
We are so excited to get this adventure out to players, along with a hefty helping of goodies, unlocks, and secrets to explore!
We are also hard at work planning what our 2026 will look like, so keep an eye out on our socials, Steam NewsPost, website, Reddit, and Discord for more news, surveys, and opportunities to see what's ahead for For The King II and IronOak Games.
Merry adventures to you all, intrepid Heroes!
⚔️IronOak Games
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Greetings Adventurers!
We are excited to announce that the Child Of Chaos adventure, the playable character Monk, and the Tinkerers Of Fate DLCs are now live on PlayStation 4 and PlayStation 5! With this update, Crossplay has been restored across platforms.
Thank you for your patience while we aligned the builds. We have also extended the Lore Store period for the Monk and the Courier trait for zero lore points for two weeks. Don’t forget to stop by the Lore Store and unlock these two new Lore Store additions.
It is important to note that players on PlayStation platforms are required to own the paid DLC content in offline sessions. This is slightly different than Steam and Xbox where players are not required to own the paid DLC in offline sessions that had been previously accessed during a multiplayer session.
Alongside the DLC content and Crossplay being restored, we have a host of bug fixes, quality of life changes, and a new Secrets Mode setting added - Confetti Blood Mode!
Read on below for the full list of changes.
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Noteworthy
Fixed the Unity vulnerability issue.
Fixed the issue in Chapter 1 where certain seeds could spawn inaccessible quest props (ie Tavern, Queensguard Ship) and prevent players from completing objectives.
Updated the Grill Dog achievement wording to more accurately reflect the unlock requirement of needing to activate the Grill Dog skill 77 times.
Fixed the issue in Chapter 3 where certain seeds were not allowing the Minecarts to reach their destination.
Online
Fixed an online desync that could occur in the overworld Merc Guild if a player had given a Merc Deed to another player in the party.
Fixed an issue where players customizing their character in Party Creation could interfere with another party member's customization if they were confirming edits at the same time.
Gameplay
Fixed Jelly Skelly not always transitioning into its second phase in combat.
Fixed Jelly Skelly not always spawning on the combat grid correctly.
Fixed in issue in Chapter 6, The Child Of Chaos, where a player could sell a quest item.
Fixed in issue in Chapter 6, The Child Of Chaos, where players would lose certain rest phase abilities while loading into certain dungeons.
Updated the Shaman Healer overworld encounter. The worst roll result is now Death rather than Party Death.
Fixed a softlock that could occur if a character equipped with the Field Medic trait attempted to use certain herbs while being afflicted with Confuse.
Corrected the sell value on the Toy Gun from being overinflated.
UX/UI
Switched the “Your party may not be ready for this” dungeon encounter back to red.
Fixed various strings with incorrect or missing localization in English and other languages.
Improved the padding and visuals on the Main Menu news carousel.
Settings
Bring your festive spirit to Fahrul by enabling confetti blood mode in the Secrets Mode menu in settings.
Thanks again to our amazing community and everyone who steps into Fahrul. We’ve loved hearing all about your adventures with the Child Of Chaos adventure, the new characters in The Tinkerers Of Fate, and we cannot wait to share more news about our upcoming DLC, Fallen Oaths, as well as the free content that will be launching alongside it.
⚔️IronOak Games
[img src="{STEAM_CLAN_IMAGE}/42430794/1193ab92b1f058e4b66d96c7edcd4f1f26a032fa.png"]
Join the IronOak Games and For The King community on:
[table equalcells="1" colwidth=","]➡️Discord
➡️BlueSky
➡️Twitch
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Current Release
Not available
Additional Files
Online Fixes
1 file
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
2.8 GB
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