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Martin

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A member registered Jun 14, 2026 · View creator page →

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I just released a first playable (tech) demo for my upcoming game "Roots of a Kingdom". 

It is basically a colony sim/survival game where you indirectly control a handfull of gnomes to create their own kingdom. You will direct them to dig for ressources, farm food, harvest various ressources from animals and let them build burrows, buildings or fortresses.. whatever you can imagine. 

The world is fully procedural and only limited by your computers hardware. The game runs on Windows and Linux and is currently in a somewhat playable state with a lot more to come in future. 


You can find the techdemo on my Itch page: 

https://magetec.itch.io/roots-of-a-kingdom-kickstarter-demo

As well as all the information on the upcoming Kickstarter campaign:

https://www.kickstarter.com/projects/magetec/roots-of-a-kingdom


See you!

Done. Sorry for not posting them directly :)


Here are some more:

https://www.youtube.com/@RootsOfAKingdom

(3 edits)

Hi, 

after more than a year of development i am finally at the point that i can release a first demo for Roots of a Kingdom :)

https://magetec.itch.io/roots-of-a-kingdom-kickstarter-demo

So.. what is this about? RoaK ist a colony building game similar to Gnomoria, Banished, Rimworld and so on.  With this preview i start the countdown towards my Kickstarter campaign beginning on October 15th.  

https://www.kickstarter.com/projects/magetec/roots-of-a-kingdom


At this point the demo is giving you a first glance into the game. The tech demo is limiting the time per world (2hrs) and the amount of gnomes you can have (8). Give it a try and let me what you liked.. and especially what i can improve!


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Dig. Farm. Build. Defend.

Start with nothing but a handful of gnomes and a bare hillside — then build a kingdom from the ground up.

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.

Every colony starts small. Your gnomes will dig for stone, coal, iron and gold, turn raw materials into tools and weapons, automate their underground workshops, raise animals, explore the wilderness and eventually defend everything they've built against goblin raids — and much worse.

There is no chosen one. No scripted kingdom. Just your gnomes, the world, and what you decide to build.

I've been developing Roots of a Kingdom solo for about a year alongside my day job, and the core of the game is already playable. World generation, colony simulation, farming, crafting, construction, combat, diplomacy, trade, seasons and multiple game modes are all in place.

The Kickstarter will help me take the game from its current PreAlpha state toward Early Access in Q4 2026 and a full 1.0 release in 2027 — while giving players the chance to shape what comes next.

If you love digging too deep, building too much, and watching your carefully planned colony descend into chaos, come build a kingdom with me.