About the Game
Begin your reign in Next Reign: Kingdom. What starts as a single field slowly grows into a thriving medieval kingdom filled with bustling industries, powerful magic, and tactical battles. Every milestone unlocks something new, while automation keeps your kingdom running and frees you to take on even greater challenges.
Gather resources, train your first workers, and lay the foundation of your kingdom.
Construct specialized buildings, unlock new industries, and expand your settlement into a prosperous medieval realm.
Craft increasingly valuable goods, optimize production chains, and automate your expanding economy.
Plan formations, command specialized units, and overcome increasingly powerful foes.
Key Features
Claim the Throne: Master over a dozen deeply interconnected systems to build your economy
Command the Battlefield: Unlock 5 distinct unit types with different tiers, find devastating synergies and crush your enemies
Maximize Your Power: Optimize your kingdom through around 20 hours of progression, 100+ prestige upgrades and hundreds of upgrades during reigns
Watch Your Empire Flourish: Grow your kingdom, collect dozens of resources, and unlock game-changing mechanics all the way up to the endgame
Screenshots
5 imagesVersion Information
Steam Patch Notes
Official update history
This patch hunts down some of the remaining small issues you brought to our attention. Let's get to it.
- Fixed a bug where buttons would display a Magic cost of 50000 but were checking for 99999 and therefore would only be enabled after reaching 99999
- Fixed a bug where Expedition Relics stats would depend on currently selected Units even when it was changed after the Expedition was started. If there is an Expedition already running when you load your save, this will be possible only once more to avoid issues and then behave as intended
- Fixed an issue that allowed to accumulate infinite amounts of Prosperity
- Changed Crystal Shards to be a little less valuable in trading to be able to acquire them quicker through Trading Ships
The recent patches did some changes to the maximum storage within the game. However, Magic capacity has been untouched. This patch aligns Magic capacity more with the regular storage. Also, it includes some general fixes and adjustments.
- Decreased second "Mana Crystal Capacity" costs
- Added third "Mana Crystal Capacity" Upgrade
- Drastically increased amount of max Magic per Magic Crystal per default
- Drastically increased amount of max Magic per "Magic Crystal Capacity" Upgrade
- Flattened Magic Crystal costs curve from 50% increase to 30%
- Capped any Magic cost to never exceed 50,000
- Added starting option for opengl3 on Windows to handle GPU related crashes thanks to some engine bug (again) when no dedicated GPU is being used
- Added additional handling when saving/loading settings to prevent crashes
- Fixed an issue where multi-queue using LShift didn't work when individual resource costs got very high and other weird behaviour with high costs
- Fixed an issue where selected specialists in Tavern distributions wouldn't display correctly (related to final prestige tier)
- Fixed an issue where menus could be closed using escape during tutorials with highlights
- Added missing sounds to newly added ship selection buttons during worker/unit selection
We are here for you with yet another update. Let's dive in!
- Added functionality to make the game remember the window size whenever it was closed while being windowed (not maximized!) to remember its size for the next start
- Changed saving to be more robust
- Changed loading to go through backups when there is an issue loading the current save state
- Raised additional housing space by the "Housing Research" in the University to end the game at a total of 550 Workers when all related Upgrades are purchased
- Removed the Tree Resin cost from the "Cut the Bark" Upgrade for Lumberjacks to collect Tree Resin and adjusted unlock conditions for that Upgrade to make it less missable
- Fixed the "Royal Mortar Enhancement Cap" Upgrade costs
Besides these general changes, we spent quite some time trying to make it more visible which Upgrades/Quests/etc. unlock something new. There is a certain magic when you are surprised with a new unlock, but it shouldn't be like a search for the needle in the haystack when trying to figure out what makes sense if you want to progress further. Also, when spending hours upon hours in the game, it's easy to forget (or miss it completely) at times that Festivals bring special visitors that also have something to share upon arrival. So, we decided to make a small addition that will help not forgetting about them and make it easier to track them down.
- Added a golden frame to every Upgrade/Quest/etc. that either unlocks something new directly or contributes towards unlocking something new. It should be a lot clearer now which of your purchasable options lead towards more interaction possibilities within the game
- Once a Festival NPC appeared in your kingdom, the related exclamation mark will also show up above the navigation bar at the bottom to highlight remaining interactions more. Also, clicking the exclamation mark above the navigation bar will make the camera jump to the NPC
With these changes, the days of not knowing how to get the final tier Herbalists/Hunters are hopefully gone. Where to get those two might be the most asked question in the community hub in the last few days and hopefully this makes unlocking them a lot more natural now.
As always - we truly appreciate all your patience and support. We still have a few things on our list that we want to work on but if you have any more feedback, feel free to reach out again!
It has been another busy day on our side. Again, we've collected new feedback and made adjustments accordingly.
General:
- Visual adjustments to various icons and environment objects' sprites
- Changed how unlocked menus are registered to prevent a bug that makes Prestige Upgrades never purchasable
- Fixed an issue where having some auto Quests enabled and starting Main Quest 15 or 20 would cause severe issues with wrong units spawning in the cave or the dragon spawning in town
- Decreased butchering time for all Animals by roughly 60%, allowing butchering to keep up with higher breeding output, ultimately allowing higher Meat output
We've received quite some feedback that two of the in the late game available menus lack feedback. We agreed and thus present you a whole bunch of improvements:
- Festival Worker selection buttons' font will be displayed in red when not sufficient Workers are present
- Worker count at the bottom when selecting Workers is displayed in red when max amount is exceeded
- Displayed efficiency for Festivals will be marked in red if it is below 100% and therefore can't be started
- Ship amount can now be adjusted in the Worker selection as well
- Festivals now display a red exclamation mark on the Worker selection button when not enough Workers are present to fulfill the needed loadout or ship space is insufficient to occupy all Workers planned
- Festivals Worker selection now takes currently participating Workers into consideration. Before, the number in brackets only included the Workers that are free. However, this behaviour leads to numbers that don't feel particularly senseful while planning a Festival that is already running and has Workers already included - after all, once the Festival finishes, the Workers are free again, but were not reflected in the numbers shown. Numbers shown should make more sense now and make planning easier
- Raised max ship amount of Festivals from 3 to 5
- All of the above apply to Expeditions as well
Generally speaking, it should be a lot clearer now why a Festival/Expedition cannot be started. Just look out for anything red - the exclamation mark, efficieny, participants, ship amount.
Initially, we wanted to include more in this patch, but making the mentioned menus nicer needed some additional effort in the game's code to grab some more info and make it available in a useful manner. So, instead we have a small outlook this time:
We hear your feedback regarding micro management in the Prosperity/Magic menus. These are meant to act like a resource drain to convert high outputs to something useful instead of piling up like crazy and all going to waste. However, balancing it out during gameplay turns out to be quite tedious. We're still thinking about how to solve this in the best way possible. We want to make management easier and less tedious without taking all the needed brain power from it and making management obsolete. Once we figured something out that fits our vision, these menus should become way more comfortable to handle.
Another big point on our list - visible progression targets. We've already worked on some asset adjustments to add special highlights to Upgrades/Quests/etc. that unlock something new. While it is part of the game's magic to unlock new Workers, Buildings, Systems, and being surprised what comes next - it can be very difficult to decide what item you want to pursue next as it is not always 100% clear which one will unlock something new and
which one won't. As such, we'll try to make it clearer in the next patch already.
And that's it for today! As always, take all our gratitude for playing our game and leaving so many positive reviews recently. We greatly appreciate it and can't believe we climbed up to 93% at this point! Scrolling through the reviews, reading your thoughts and just seeing how many people enjoy the game is truly a gift.
As such, all your feedback keeps helping us to improve the game more and more - and we don't plan to stop it right here. Keep it coming and we'll make the best out of the game that our small two people team can do <3
It's been a few days since release and we are super stoked to see how many people enjoy the game! It's something we really didn't expect and we are extremely grateful for everyone of you playing the game. Cheers to you!
In regards to that, the game was exposed to a much bigger audience which finally gave us a good base for gathering more valuable feedback. This time, the patch targets some of the midgame balancing regarding Gold - something that ended up feeling a little bit like a show stopper.
Many of you perceived the introduction of Gold Ore/Bars as a very grindy phase and after we played this part of the game again we have to agree. After playing the game over and over again, it looks like we lost a bit the feeling for this particular section of the game. This patch makes a lot of changes to Upgrades and similar that require Gold Ore/Bars and adjust a few other areas that felt a bit unbalanced to us. Also, this patch includes a little fix.
- Fixed an issue with the "Royal Mortar Enhancement Cap" not showing up properly
- Increased Gold Ore dropped by all golems and increased Gold Ore rewards from earlier Combat Quests
- Reduced the crafting cost for Gold Bars by 33%
- Added Gold Ore as a reward for the "Rescue The Baker" and "Spider Pests" Quests
- Decreased the first "Gold Bars Crafted +1" Upgrade's Gold Bar requirements by 50%
- Decreased the second "Gold Bars Crafted +1" Upgrade's Gold Ore/Bar requirements by roughly 40%
- Decreased the first "Gold Bars Additional Crafting Line" Upgrade's Gold Bar requirements by roughly 40%, other requirements by roughly 50%
- Decreased "Advanced Tooling" Upgrade's Gold Bar/Tool requirements by 33%, Mushroom/Animal Claws requirements by 50%
- Decreased all "Unlock Master <Worker Type>" Upgrades Gold Bar costs by 25% to 60%, Tool costs by roughly 40%
- Decreased all Tier 3 Worker Upgrades for collecting resources Gold Bar/Tool requirements by roughly 50%
- Decreased all Tier 3 Worker's creation Bread/Tool requirements by roughly 20%
- Decreased Bread crafting time by roughly 10%
- Decreaesd Tool crafting time by roughly 10%
- Decreased Gold Bar crafting time by roughly 10%
- Decreased "Build Castle" Prosperity requirements by roughly 50%
- Decreased Spearman/Swordsman/Archer Lvl 3 Upgrades' Glory requirements by roughly 30%
We hope you are looking forward to the new balance. If you've got the time, feel free to let us know what you think!
As always, thanks a lot for all your support and patience with us first time devs. We will happily keep reading all the feedback we get and try to improve the game even more :)
Due to the amazing help of one of our players - felix.rostrum - we were finally able to consistently reproduce a crash issue exclusive to Linux! Huge shoutout to them!
When scrolling through lists using the mouse wheel at high speeds, sometimes the tooltip ended up displaying under the mouse. At times, when the mouse was hovering over the resource then, it would create an engine bug that leads to a crash without any additional info in the logs. Thankfully, we were able to find a solution which made this crash not appear even after recreating the same situation several times!
As such, Linux players should finally experience no crashes anymore when scrolling through lists.
Thanks again for the help! We hope you can continue to enjoy the game a bit more now :)
This one is just featuring a few fixes, let's keep it concise.
- Fixed an issue that would cause infinite worker creation when saving and loading while refunding is ongoing
- Fixed an issue where Upgrades would sometimes take more than 99,999 of a resource although displaying otherwise
- Fixed an issue where Magic extraction would show long decimal numbers after selecting the Mana Capacitor Relic
- Changed how combat difficulty applies based on the selected difficulty; adjusted easy difficulty based on the new calculation, lowering the difficulty overall a bit more
We received more feedback and therefore keep improving the game as much as we can.
First of all, there is one bugfix:
- Fixed an issue with Units on Expeditions getting stuck and never returning
If you have Units stuck on Expeditions from a save file prior to version 1.0.3: Wait for all Expeditions to finish if any are running and do not auto-start them or start a single Expedition if none are running. Once the last Quest finishes, your Units will be recovered.
Also, in the last patch we introduced changes to the max storage to make it easier to idle during early/midgame. However, the patch just shifted the curve more to the beginning of the game and made your storage grow rather quickly and then towards endgame make it move very slowly as it still went towards the final 99,999 max cap. Also, Glory and Favor still could have been rather small due to storage limitations.
This patch changes this.
- Raised storage increase of castle upgrades to +100,000
- Raised storage increase per warehouse research in the university to +1,300
- Raised max knowledge per University to 25,000, adding up to 500,000 in total
- Raised starting max Glory and Favor to 100,000
- Castle upgrades grant a lot more max Glory and Favor, adding up to 1,000,000 in total
Through these changes, max storage of the endgame is 1,000,000 for regular resources, 1,000,000 for Glory/Favor, and 500,000 for Knowledge which should leave plenty of room to enjoy the game a lot more when idling.
We hope you like the new changes and it makes you enjoy the game a bit more.
As always, thank you for your continuous support!
This is another patch to address mainly one big issue: storage limitations.
While it was initially planned as a tool guide players into a direction when it might be necessary to prestige, it ultimately ended up just feeling like an artificial blocker for many. Of course this is not what we intended and therefore we did drastic changes to how much storage you have and how it carries over.
In detail, that's:
- Warehouse costs curve was flattened, making it overall a lot cheaper later on and allowing to build more warehouses sooner
- Warehouse upgrades costs curves were flattened allowing to increase storage sooner
- All prestige upgrades regarding storage have been boosted to increase overall storage at the earlier half of the game drastically
- Starting storage has been increased to not force prestige due to storage limitations in the beginning
- Any warehouse ever built will translate into new runs as long as you get any buildings at the start of a run after prestiging - no limitations anymore. The stock you finished your last run with should be the starting stock of the new run from now on
- Any purchased warehouse upgrades will always translate into new runs, there should never be a need to re-purchase them after prestiging
- Reduced additional storage of a few later upgrades to balance things out
These changes do not touch the overall cap for storage. In the end, we intended to keep resource numbers relatively low compared to other games as there are already so many in it anyway and different upgrade may need completely different resources - so depending on what upgrades you try to pursue, you won't need 100k of X, but 20k of a, b, and c.
So what does this do?
For comparison - prior to this patch, it was possible to have only 12500 storage at the end of the demo. Now it is more than double with 30650. Basically, the midgame more or less had the biggest storage boost before. Now the curve is shifted more to the early game to make idle gaming a lot more accessible and more senseful in the beginning. When you play the game while idling, you should feel that especially in the earlier stages of the game, you really get to pile up resources and when you return - you can buy several upgrades without issues. However, it's not just the early game, as the upgrades and warehouses became cheaper, you can get more of them sooner which allows you to have higher storage in general.
Feel free to tell us what you think of the changes and what else we should improve on. We're eager to create the best experience possible.
Besides all of this, we fixed two more issues:
- Auto-start of Combat Quests with Danger Level 15 and 20 have been disabled as they are pretty unique and this can cause troubles if finishing the Quest takes too long, worst case resulting in softlocks
- An issue where the Happiness Potion would get too strong and make its effect overflow and therefore render Prosperity generation useless was fixed
That's all for now. Again, thanks for reporting all the issues. We will continue to tackle them asap.
We've been carefully reading all your comments. As such, we've prepared a patch to address several issues that popped up. Also, it includes a few suggested improvements.
- Added the functionality to hold and click crafting buttons to adjust queue quicker; added a LCTRL +100 modifier
- Added the functionality to free Tier 1 Units
- Fixed damage/heal numbers to use the right font regardless of selected language
- Fixed several typos
- Fixed an issue where tooltips displayed behind the regular UI when closing the Prestige Preview through pressing Escape
- Fixed University Research levels to carry over the correct level progress instead of only 1. If you've encountered this issue, prestiging again will fix it
- Changed prestige point progress bars to show a crown once they are completed to cause less confusion
The added features for crafting and unit deletion are already present in the game.
However, since we need to coordinate with LocQuest for the localization to be present in all available languages, it will take a bit until the tooltips reflect this addition too.
There seems to be an issue with cloud save transfer when transferring between Linux and Windows. We're already working on it and hoping to have it fixed and tested by tomorrow.
In the meantime, it was reported that forcing Proton through Properties → Compatibility fixes the issue.
Also, should you be playing on Steam Deck and encounter issues of not getting any input and therefore not making it past the main menu, please try using Proton 9.
This already fixed the issue for several players.
Thanks for all your continous support!
- Added a sound when bookmarking or toggling progression recommendations when clicking the consultant
- Changed grass textures and placement
- Changed Tavern distributions layout to have enough space for longer names
- Changed regular resources panel to hide when it's empty (either due to filtering and none are depleting are all are pinned)
- Changed unique formations layout to get a faster overview of valid formations
- Fixed "clear formation" button in formation selection not clearing correctly
- Fixed animal production/breeding distribution arrow buttons still functioning when the slider is disabled when only one animal is present
- Reduced cursor size for less overlapping with tooltips
- Fixed an issue where canceling a Worker refund didn't work
- Fixed certain tutorial behaviour that would cause softlocks
- Various UI adjustments
Greetings, fellow rulers! 👑
Steam Next Fest is in full swing, and we're continuing to improve the demo based on player reports and observations from the past few days.
Today's update includes the following changes:
Improvements
Added main combat quests to progression recommendations
Improved positioning of environmental objects to reduce visual obstruction
Minor adjustments to menu unlock animations
Fixes
Fixed tooltips sometimes not adjusting their height properly
Fixed slaughtering all animals still consuming resources
Fixed progression recommendations showing already purchased unlocks after prestiging
Fixed an issue where upgrades could exceed their intended maximum level after prestiging
Added a launch option for Linux users that should help prevent crashes on some systems
We'll continue reading your feedback and release additional fixes and improvements as needed. Thank you for your support!
See you in your Next Reign!
- Tiny Tulip Games
Current Release
Build 25347241
Uploaded Sep 16, 2026
System Requirements
How to Install
next-reign-kingdom.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
B6C51348
68bd9d39178abc5b12ec14707212b495efdea2f9e2a8eced526a0ff247951a35
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View AllDownload Next Reign: Kingdom for PC with a direct link or via torrent. Get the full version of Next Reign: Kingdom for free. Next Reign: Kingdom is a Indie released by Tiny Tulip Games.