Dungeons and Kingdoms Fuses Manor Lords Ambition With Soulslike Dungeons — Can It Actually Work?

Dungeons and Kingdoms Fuses Manor Lords Ambition With Soulslike Dungeons — Can It Actually Work?

Game intel

Dungeons and Kingdoms

View hub
Genre: Simulator, Adventure, IndieRelease: 12/30/2013

Why This Mashup Caught My Eye

I’ve played enough settlement sims and soulslikes to know the promises that usually fall apart in the middle. Dungeons and Kingdoms, from indie studio Camlann, claims it’ll let you build a thriving medieval settlement, then descend into slow, deliberate boss fights to secure gear that literally advances your town’s tech. That loop-kill a dragon, bring home parts, unlock new buildings-hits a very specific Mount & Blade-meets-Kenshi nerve for me. It could be glorious. It could also be another “do everything” survival-RPG that does nothing deeply. The demo during Steam Next Fest (October 13-20) will tell us which way this swings.

Key Takeaways

  • Hybrid pitch: city-building, survival crafting, and soulslike combat feed one another-dungeon loot upgrades your settlement’s tech.
  • Serious scope: terraforming, roads, defenses, 500+ building types, and Steam Workshop support for custom structures.
  • Combat looks methodical, not hack-and-slash—think stamina discipline and boss learning over ARPG spam.
  • Demo lands Oct 13-20 for Steam Next Fest; Early Access targets Q4 2025—long runway means expectations should stay measured.

Breaking Down the Announcement

You’re leading refugees who bail on an “unliveable” homeland, settle in a lush, new fantasy world, and start from nothing. Early game reads like classic survival: craft basic gear, forage, fend off pests. There’s a charmingly chunky, angular aesthetic here—more Valheim than photoreal, with a bit of Old School RuneScape’s clean readability. The trailer flashes a voxel-y fox getting a head pat, which implies recruitable animal companions. Consider me weak to cute pets that also help in a fight.

Once your hamlet becomes a town, the systems lean hard into city-building. You can terraform (dig trenches, flatten fields), lay roads to boost trade, and shape natural defenses. The devs tout 500+ building types, plus the option to design your own and share them via Steam Workshop. If those categories have meaningful differences—not just ten flavors of the same hut—that’s a big deal for replayability and creative players.

Screenshot from Satori's Dungeon Kingdom 2: The Heart Of Masked Memory
Screenshot from Satori’s Dungeon Kingdom 2: The Heart Of Masked Memory

Then there’s the “dungeons” bit. You venture into caverns and face predators—from burrowing wyrms to towering demons and a full-blown dragon—where fights look slow and deliberate. That’s key: if stamina, poise, and animation commitment matter, the game lands closer to soulslike DNA than the looter speed of, say, Diablo. The interesting hook is that gear from these dives directly progresses your settlement’s tech tree. Bring home exotic resources to unlock new buildings and upgrades: it’s a clean motivator to leave your comfy keep and risk a beating.

Hype vs. Substance: The Real Questions

Genre mashups tend to whiff on balance. A few things I’ll be watching in the demo:

  • Combat depth: Do enemies have readable movesets, stagger windows, and punishable greed? Is hit feedback chunky and fair? If it’s just circle-strafe and poke, the soulslike claim is marketing fluff.
  • Economy clarity: 500 buildings means nothing if only a dozen matter. Does production chain complexity (farms → mills → bakeries) justify expansion, or is it all aesthetic?
  • AI and pathfinding: Terraforming and road networks are only fun if villagers use them intelligently and don’t faceplant into dug moats.
  • Pacing of the loop: How often should you dungeon-delver to meaningfully advance tech? If settlement progress stalls without constant dungeon runs, builders will bounce. If dungeons are optional, combat fans might feel sidelined.
  • Defense pressure: Are raids a real threat? Can you design valleys and walls that meaningfully change outcomes, or do enemies rubber-band over?
  • Performance and UI: Voxel-ish worlds are forgiving, but terraforming plus large towns can still crater frames. City-builder UI needs solid overlays (workforce, logistics, desirability) or the mid-game turns into spreadsheet hell.
  • Co-op and controller support: Not mentioned, but critical. This loop begs for buddy delves and a pad-friendly combat scheme.

Why This Matters Right Now

We’re in a hybrid renaissance. Valheim made survival crafting cozy and communal, V Rising showed how progression can be boss-gated without feeling grindy, and Manor Lords reminded everyone that medieval logistics can actually be fun if it’s tactile. Dungeons and Kingdoms threads between them with a promise many of us have been waiting on since Mount & Blade: make my personal combat runs matter to my city’s fate. The Kenshi crowd, the Banished/Going Medieval faithful, and soulslike diehards all have a reason to at least poke at this.

Screenshot from Satori's Dungeon Kingdom 2: The Heart Of Masked Memory
Screenshot from Satori’s Dungeon Kingdom 2: The Heart Of Masked Memory

Camlann is not a household name, and that’s both exciting and scary. Ambition this big from a smaller team lives or dies on focus. The smartest move here might be what they’re already doing: a demo far ahead of Early Access. Let players break the systems now, then spend the long runway to Q4 2025 tightening the screws.

What Gamers Need to Know Before the Demo

Mark October 13-20 if you’re curious. Go in looking for the feel of the loop rather than breadth of content: how satisfying is a single dungeon run, and does coming home with loot visibly change your town in the next hour of play? Try both settlement-focused and combat-first approaches to see which path the game nudges you toward. And check the building catalog—do early unlocks open strategic options, or just decorate?

Screenshot from Satori's Dungeon Kingdom 2: The Heart Of Masked Memory
Screenshot from Satori’s Dungeon Kingdom 2: The Heart Of Masked Memory

If the team nails three things—weighty combat, a readable and meaningful economy, and villagers who don’t sabotage your grand designs—this could be one of those rare hybrids that actually sings. If not, we’ll know fast. Either way, the idea of terraforming a valley to funnel beasts into a killbox, then marching into a cavern to harvest the parts for your next workshop, is the kind of fantasy that keeps this on my radar.

TL;DR

Dungeons and Kingdoms aims to make dungeon delving meaningfully power your city-building. The concept rules; execution is the question. Try the Steam Next Fest demo Oct 13–20, and watch for combat feel, economy depth, and AI sanity before getting attached to that future Q4 2025 Early Access.

G
GAIA
Published 9/15/2025Updated 1/2/2026
6 min read
Gaming
🎮
🚀

Want to Level Up Your Gaming?

Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.

Exclusive Bonus Content:

Ultimate Gaming Strategy Guide + Weekly Pro Tips

Instant deliveryNo spam, unsubscribe anytime