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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
In the old system, units would eat everything they can in the order it is available in the Tavern till they get to 90% satiety. This had several drawbacks: It would look odd to see units consume both Ale and Cider, or Fish and Sausage. Sometimes units would ov…
While revamping graphics pipeline to implement PBR, also been adding underwater caustics effect:
December 2025 - Just in time for the Christmas season, Knights Province reaches a major development milestone with the release of Alpha 13, the major update after two years since previous Alpha 12. Following the previous Alpha 12 release, this new version deli…
October is a special month in Knights Province history - the game was conceived almost exactly 10 years ago back in October of 2013. It has been three years since the last big release of Alpha 11. There was a lot of work done to make the game look and play bet…
Animations are super important in Knights Province. The game is meant to be playable in different styles, but one of the bigger focuses are - chill, laid-back experience where players can enjoy building their towns and interact with others towns (including AI)…
Following periodic requests, I’ve checked and revised the decals used to place bridges in Knights Province. Usually they have been faked with “Pier” decal, but it has one unfortunate property – it’s unwalkable. Not to mention gaps between boards don’t look tha…
Knights Province AI opponents in Skirmish have a known occasional issue of not producing enough food for their servants, resulting in citizen starvation and early collapse of their town economy due to that. Let’s look into what it takes to fix that issue! What…
It’s been a long time since Alpha 11, but at last, Alpha 12 is entering its public Wip cycle! Starting from today, you can find a link to fresh Alpha 12 wip build on Discord Long story short - lots of coding, game design, artists interactions and debugging wen…
Thanks to monthly support from my patrons on Patreon I was able to buy Substance Designer! SD is a tool for procedural texture generation. Those nice shingles, wooden beams, plaster and whitewashed walls, grass and lava. Guess what, instead of painting by hand…
It is the most worked-on version of the Knights Province yet (except for Alpha 1, of course). Last release was 7255 and this one is going to be at least 8930. Means that a whole 1600+ bits of changes and improvements went into it. Main features of the new vers…
Knights Tavern (KT for short) is a codename for the accounts server we have been developing since 2019. Accounts were one of the more often requested features in KaM Remake, but we never had expertise or bravery to actually implement it (well, for numerous rea…
Fences have been long on the game’s todo list. Being a really neat feature described by a single word, it comes with a lot of problems to solve. How does one approaches a feature like that? First the “wants” had to be outlined. Fences might have a number of va…
Campaign menu is one of the menus that received the least attention during Alpha development so far. Why is that? Well, it’s not as important as the main game or map editor - it’s rarely used and serves a small role of allowing to click “Start mission” or choo…