Compare Kingshunt prices across 50+ stores and find the best deal. Developed by Vaki Games. Published by A List Games. Released on 11/3/2022. Available on PC. Genres: Action, Indie, Strategy, Early Access.

A dead-on-arrival Early Access MOBA-brawler with a genuinely interesting hook - every player deploys their own towers and minions - buried under a player count so thin it makes solo queue feel like a LAN party for one.

I want to give Kingshunt a fair shake because the core idea is legitimately worth something: in a third-person, dark fantasy 5v5 arena, every single hero on the roster can personally summon minions and place towers, not just a dedicated support or carry. That is a structural twist that most MOBA-adjacent games have not tried. You are running capture-and-hold across three control points, pushing toward the Faltering threshold that locks the enemy team out of respawns, and simultaneously micromanaging your own deployable structures that can heal allies, amplify abilities, or dish out independent damage. On paper, that layering of lane brawler, tower defense, and real-time strategy in one third-person package sounds like exactly the kind of ambitious indie swing worth paying attention to. In practice, there is a problem that no amount of design ambition can patch around: the lobby is empty. Concurrent player data shows the kind of numbers where you could count active sessions on one hand. Queue times were a documented issue even in pre-alpha, and they did not improve after the November 2022 Early Access launch. A 50/50 split in Steam reviews - roughly 131 positive against 131 negative across the full review lifetime - tells you the community that did show up was divided, and the community that did not show up never came at all. For a competitive online game, that split combined with a microscopic player base is a compounding problem. Netcode quality and time-to-kill balance become irrelevant conversations when you cannot find a match. The hero roster launched with fifteen characters covering melee bruisers, ranged casters, and utility classes, and the rune system lets you bolt on passive buffs to tilt each hero toward a preferred playstyle. The dark fantasy art direction is one of the few areas where Vaki Games clearly punched above its weight for a small Finnish studio - the game actually won awards at the WN Unreal Dev Contest for visual quality. But choppy animations and delayed feedback in combat were complaints that surfaced early and stayed in the conversation. For a genre where reading the exact moment an ability lands matters enormously, sluggish hit response is not a cosmetic flaw. The hardest thing to write around is the studio situation. Vaki Games has since closed its doors. The last developer update on Steam is flagged as over three years old. There is no active development roadmap, no new heroes incoming, no ranked ladder to climb. This was an Early Access title that never exited Early Access, sold by a studio that no longer exists. Whatever goodwill the concept earned, the execution window has closed. The Conquest mode is the only substantial game mode that shipped, and while the three-point control structure has enough strategic texture to be interesting for a few hours, it was never built out into the full content slate the developers had described. If you are genuinely curious about the third-person MOBA space, SMITE is still operating with a real player base. Paragon's assets were released and rebuilt into Predecessor, which actually has people playing it. Kingshunt had an idea worth chasing. It just ran out of runway, and then the team ran out too. Picking this up now means paying for a ghost town with good bones and no future. Fred, Scout Team

Kingshunt
ActionIndieStrategyEarly Access

Kingshunt

Nov 3, 2022Vaki GamesA List Games
GamerScout Says

A dead-on-arrival Early Access MOBA-brawler with a genuinely interesting hook - every player deploys their own towers and minions - buried under a player count so thin it makes solo queue feel like a LAN party for one.

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Screenshots & Media

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About Kingshunt

I want to give Kingshunt a fair shake because the core idea is legitimately worth something: in a third-person, dark fantasy 5v5 arena, every single hero on the roster can personally summon minions and place towers, not just a dedicated support or carry. That is a structural twist that most MOBA-adjacent games have not tried. You are running capture-and-hold across three control points, pushing toward the Faltering threshold that locks the enemy team out of respawns, and simultaneously micromanaging your own deployable structures that can heal allies, amplify abilities, or dish out independent damage. On paper, that layering of lane brawler, tower defense, and real-time strategy in one third-person package sounds like exactly the kind of ambitious indie swing worth paying attention to. In practice, there is a problem that no amount of design ambition can patch around: the lobby is empty. Concurrent player data shows the kind of numbers where you could count active sessions on one hand. Queue times were a documented issue even in pre-alpha, and they did not improve after the November 2022 Early Access launch. A 50/50 split in Steam reviews - roughly 131 positive against 131 negative across the full review lifetime - tells you the community that did show up was divided, and the community that did not show up never came at all. For a competitive online game, that split combined with a microscopic player base is a compounding problem. Netcode quality and time-to-kill balance become irrelevant conversations when you cannot find a match. The hero roster launched with fifteen characters covering melee bruisers, ranged casters, and utility classes, and the rune system lets you bolt on passive buffs to tilt each hero toward a preferred playstyle. The dark fantasy art direction is one of the few areas where Vaki Games clearly punched above its weight for a small Finnish studio - the game actually won awards at the WN Unreal Dev Contest for visual quality. But choppy animations and delayed feedback in combat were complaints that surfaced early and stayed in the conversation. For a genre where reading the exact moment an ability lands matters enormously, sluggish hit response is not a cosmetic flaw. The hardest thing to write around is the studio situation. Vaki Games has since closed its doors. The last developer update on Steam is flagged as over three years old. There is no active development roadmap, no new heroes incoming, no ranked ladder to climb. This was an Early Access title that never exited Early Access, sold by a studio that no longer exists. Whatever goodwill the concept earned, the execution window has closed. The Conquest mode is the only substantial game mode that shipped, and while the three-point control structure has enough strategic texture to be interesting for a few hours, it was never built out into the full content slate the developers had described. If you are genuinely curious about the third-person MOBA space, SMITE is still operating with a real player base. Paragon's assets were released and rebuilt into Predecessor, which actually has people playing it. Kingshunt had an idea worth chasing. It just ran out of runway, and then the team ran out too. Picking this up now means paying for a ghost town with good bones and no future. Fred, Scout Team

Tags

multiplayerpvponline-pvpcooponline-coopachievementstier:indieThird-Person MOBATower PlacementMinion SummoningCapture and HoldHero RosterRune SystemAbandoned Early AccessDark Fantasy CombatLane Brawler

System Requirements

Minimum

OS
Windows 10
DirectX
Version 11
Network
Broadband Internet connection
Storage
9 GB available space
Graphics
Radeon RX 580
Processor
AMD Ryzen™ 7 1800X

Recommended

OS
Windows 10
DirectX
Version 12
Network
Broadband Internet connection
Storage
9 GB available space
Graphics
Radeon RX 5700
Processor
AMD Ryzen™ 5 2600x

Reviews & Ratings

No ratings available

Game Info

Developer
Vaki Games
Publisher
A List Games
Release Date
Nov 3, 2022

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