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Getting Started in Super Fantasy Kingdom

Tactical Quick Answer

A run in Super Fantasy Kingdom is 28 days plus a final Day X, with bosses on days 7, 14, 21, and 28. Each day runs through Morning, Midday, Sunset, Nightfall, Moonrise, and Night, and monsters start spawning at Midday and never wait for dark. Repair your Castle early to double your storage cap, and build Stables for Mules, because Carriers are what actually move resources back to the Castle.

The early game here is brutal. You will fail, your kingdom will burn, and you will lose your resources. The trick is to fail efficiently. Here is how you push past the initial wall and start building a self-sustaining economy.

The Core Loopโ€‹

A run, which the game calls a cycle, lasts 28 days plus an extra Day X. Bosses replace the wave on days 7, 14, 21, and 28, and Day X is an endless challenge. When your kingdom falls or the cycle ends, you lose your buildings, units, and most resources, and carry only meta progression forward.

Each day moves through seven phases and not a simple day and night split:

  1. Morning. Workers accept jobs. Ends when you pick your Fate, which decides what you face.
  2. Midday. Monsters begin spawning. This is in daylight, not at night.
  3. Sunset. Workers stop taking new jobs.
  4. Nightfall. No more spawns.
  5. Moonrise. Monsters become Angry and heroes get Pinned.
  6. Night. Building, moving, and upgrading are locked.
  7. Inside the Tavern, where units eat and one gets promoted.

Your units fight automatically. You control their placement, their promotions, and the Items you equip on them. Relics work differently: they apply at the run level and unlock based on which units you own, so nothing "carries" them.

tip

Put a Swordsman where it will meet what is coming. Its Taunt pulls enemies in a 50m radius, which is the real mechanic behind holding a line. Units go onto placement spots, plus the Castle Gate and the two Towers once you have walls, and Towers only accept ranged and magic units.

Resource Priorityโ€‹

Your Tavern and Lumberyard are both free, so put them up immediately.

  1. Day 1: Get workers onto wood and repair the Castle for 3 Stone, which doubles your storage from 4 of each resource to 8.
  2. Day 2: Build a farm. Food sustains your workers, and hungry units lose 40% of their stats.
  3. Onward: Take the Castle's gold and ingot upgrades when your economy supports them. Each one doubles storage again, up to 32.
tip

Walls are not just defense, and the first tier does not cost stone. Human wooden walls cost 6 Boards, with the Castle Gate and each Tower at 4 Boards. The gate and each tower add a unit slot, and ranged units posted on towers gain range and shrug off most damage. Only the Sturdy Walls tier brings a stone bill.

Note that no Castle upgrade costs wood, so "put everything on wood for the Castle" is the wrong instinct. Wood builds your Houses, walls, and Tavern upgrades.

Worker Managementโ€‹

Workers are the backbone of your economy, and mismanaging them is the most common early-game mistake.

Hover a building to read its job slots. You get one head icon per slot, and:

  • A shaded head is an open slot.
  • A white frame around a head means that worker is working right now. A bright head with no frame is assigned but has not started.
  • Three white Z's mean nothing is assigned at all. For the Undead, three red Z's mean the building's storage is full.
  • A red No symbol means you assigned more workers than the nearby deposits can feed.

The top bar splits your workforce into total, working, and idle, which is the fastest read on whether you have slack.

Carriers Do the Haulingโ€‹

Carriers move resources to the Castle, not idle workers. Idle workers pitch in when they have nothing else to do, but they are the fallback, not the system. The dedicated hauler is a Mule for Humans and a Zombie for the Undead, and you start with exactly one.

So the fix for resources not arriving is to build Stables (5 Wheat) for more Mules, instead of deliberately holding a worker back.

What actually strands resources is storage, not assignment. Gathering buildings hold very little on their own, a Lumberyard or Quarry only 6, and your Castle starts at 4 of each resource. Extra assigned workers simply wait instead of thrashing.

Meta-Progressionโ€‹

When a cycle ends you lose your kingdom but keep your meta-progression:

CurrencyWhat It Does
GloryA running total you never spend. Passing a threshold reveals Outposts, Villages, and Roads on the world map, which you then pay for separately. You earn +1 per 10 monsters killed and +3 per boss, and lose 1 per downed unit.
ShardsPermanent upgrades between runs: unit passives at the Mystic for 1 each, Village upgrades, Heroes in the Throne Room, and cleansing corruption for extra starting resources.
CoinsNightly unit promotions in the Tavern, extra battlefield slots, and Amaya's relics.
StarsEarned from bosses, minibosses, and first-time Curse wins, and spent on resource buildings and permanent workers.
Kingdom LevelThe real spine of progression. You gain +1 for each new Unit, Siege Engine, or Relic you use, and it unlocks Outpost options, Challenges at 15, and the Super Metal Trader at 20.

The Witch lets you start a run holding a resource of your choice, and she is paid in Shards, not Glory. She first appears in the ruins just east of your kingdom entrance, then relocates each run.

Hold Alt to see unit health bars, the current weather, your reserve resources, and every permanent buff you have earned from achievements.

Recruiting Unitsโ€‹

There is no opening draft. You pick a starting unit and relic in the Throne Room, then units arrive through the run: the Hermit gives you a free tamed monster on Day 2, Gevald sells one for 10 Coins, the Adventurer appears on Day 6, and the Portal, the four Guilds, and the Halls of Destiny all offer more.

Since Patch 15, adding a new unit type to your pool means catching the matching monster in a trap. The Trapper gives you one free trap per run.

Combos matter more than raw rarity, so build toward kingdom trait thresholds instead of chasing individual power.

The Promotion Systemโ€‹

Units level up through two parallel systems, both called promotion:

  • Daytime: Spend resources through the General, 3/6/10 Ingots for Humans or Books for the Undead. He charges 1 Berry or 1 Rat on top.
  • Nighttime: Spend Coins at the Tavern during the nightly ceremony.

Run both, for a specific reason: the Tavern only promotes one unit per night. The daytime path is how a second unit improves the same day.

Units also gain experience by eating in the Tavern, so keep food flowing. A hungry unit loses 40% of its stats.

Frequently Asked Questionsโ€‹

What should you build first in Super Fantasy Kingdom?

Your Tavern and Lumberyard are both free, so put them up straight away. Repair the Castle for 3 Stone to double your storage from 4 of each resource to 8, and get a farm up on Day 2 so your units keep eating. No Castle upgrade costs wood, so do not funnel everything into lumber for it.

How long is a run in Super Fantasy Kingdom?

A cycle is 28 days plus an extra Day X, with bosses on days 7, 14, 21, and 28 and an endless challenge on Day X. When the cycle ends you lose your buildings, units, and most resources, and carry only meta-progression into the next run.

Why are my gathered resources not reaching the Castle?

Carriers do the hauling, not idle workers, and you only start with one Mule. Build Stables for 5 Wheat to add more. The other cause is storage: gathering buildings hold about 6 units each and your Castle starts at 4 per resource, so upgrade the Castle to raise the cap.

What do the meta-currencies do when you die?

Glory is never spent, it is a running total that reveals Outposts, Villages, and Roads as you pass thresholds. Shards buy permanent upgrades like unit passives at the Mystic. Coins pay for Tavern promotions and battlefield slots. Stars come from bosses and first-time Curse wins. Kingdom Level rises with each new Unit, Siege Engine, or Relic you use.

How do you recruit units in Super Fantasy Kingdom?

There is no opening draft. You choose a starting unit in the Throne Room, then the Hermit gives you a free tamed monster on Day 2, Gevald sells one for 10 Coins, and the Adventurer arrives on Day 6. To add a brand new unit type to your pool you have to catch the monster in a trap, and the Trapper gives you one free trap per run.