Roots of a Kingdom is a colony-building game inspired by classic games like Gnomoria, RimWorld and Dwarf Fortress. Mine deep into a procedurally generated world, grow your own food, craft hundreds of items, build workshops and defenses, trade with neighboring kingdoms, and keep your gnomes alive through changing seasons and nightly threats.
The game: https://magetec.itch.io/roots-of-a-kingdom-kickstarter-demo
The campaign: https://www.kickstarter.com/projects/magetec/roots-of-a-kingdom?tab=prelaunch-up...
Steam: _pending_
Youtube: https://www.youtube.com/@RootsOfAKingdom
BlueSky: https://bsky.app/profile/rootsofakingdom.bsky.social
What happened so far / Game design (History...):
Back in August of 2025 i began working on a small prototype of a colony sim by drawing yellow dots onto green sqares on a simple grid. After a few hours those green dots moved arround and took blue quares into black holes.
Working full time as project engineer and programmer for a large company i am familiar with setting up projects and developing not just programs but the full lifecycle of a product. Therefore i began making my plans on what i would imagine a colony sim to look like. And with every idea, with every thought i came closer to the games i played - like most of us do, when they start building something. I was inspired by those classics like Rimworld, Gnomoria and so on..
With that evolving plan I also had to make my first decisions on the look and feel of what i was going to create. Top down like Rimworld? Isometric like Gnomoria? Maybe directly going the 3D route? Pixellated? Sprites? Nice and simple drawn graphics like, for example, the Ultima series had? And what about the world? What about...
So i spent days writing up ideas rather than programming but when i was done i had the basics on what i wanted to create.
An isometrics multi level pixellated colony builder with sprites and animations on a procedural, basically endless terrain.. The game should be sandbox.. but also should have winning conditions, it should get a high complexity but a low bar to start playing and hopefully enjoying.
Or shorter: I wanted to create a good game. What a surprise.
Now with everything written down i went back to the technical stuff. Constraining myself right at the beginning by choosing the wrong engine or an obscure programming language would have been a death blow to a game later on: We all know that noone likes redoing everything just because an engine has to be changed... well... most of us. I am old enough to remember waiting for Duke Nukem Forever and Daikatana ;)
Technical Stuff:
Godot? Unity? Well... i played arround with Unity for ages but never really liked it enough to consider doing something serious with it. Godot is an excellent piece of software. You wouldnt believe how many HMIs in the german concrete industry are now running on GodotC#. But... i like coding. Plain and simple. Also... some things i had in mind are challanging to do with Godot (at least for me). So i went with the obvious path:
Using https://ebitengine.org/ with my favorite programming language of the decade: GO.
Why using GO?
Go has a nice syntax, allows creating a lot of stuff quite easily that other languages take way longer build (Ever tried to create a websockets enabled http server with C?). Also.. it is dead fast on compiling, allows cross compiling and has multithredding under its hood - especially useful when simulating a lot of entities..)
What is Ebitengine?
A great 2D Engine for Go. It took me maybe a day or two to get into it and start working on Roots.. I can only recommend it everyone to try it.
In a way using this combination feels as easy as creating a python prototype software and as sturdy and performant as using C++. In other words: It is just great.
Graphics and AI usage:
I used to create pixel art ages ago.. really... ages. Back in the find days of using Quick- and DarkBasic for games. So... very long ago. And although i can and still do that i tend rather to spend my time writing the game rather than nudging single pixel through multiple frames. That is why i chose to use Pixellab to assist me in creating assets during this early development stages. It makes a huge difference to just use a few minutes for an entire animation sequence rather than hours on it - especially while creating the code to use this animation. But... despite its usefullness it is inconsistent in quality and style and feelswrong to keep using. That is why i want to phase out AI generated stuff by the end of development.
Organisatory decisions:
I am currently creating a kickstarter campaign. Lets be honest. The game is developed while i work 50hrs a week on my dayjob and some more thanks to be self employed. So.. what i need is time off to finishe everything and buy some assets. So.. I'd rather find people who want to support the game in the early stages rather than hope for people buying it in half a year or so.
That is also why i created my Itch page and keep uploading demos of the current version. Once the kickstarter campaign is running and hopefully concluded with the project being fully backed i am going to start enrolling the game (also) to Steam. I think about releasing a DRM-free version here as well.. but i have not yet decided on doing this.
With all that.. I'll keep you updated :)
Current state:



