
Fool King
A downloadable game for Windows and macOS
Fool King is a tactical autobattler where you build a powerful army on your road to challenging the immortal Fool King. Upgrade your units, bolster their stats and strategically place them on the battlefield to get the better of your opponents.
Proving yourself in battle draws the attention of the forgotten gods of The Everdawn. Choose which god to align with to unlock their unique strengths for your run.
Fool King lets you build your army in your way! Upgrade your base stats by combining unit types, or give your squads unique abilities like poison, chainlighting or teleportation. Will you go for a tank peasant build and add ‘corpse explode’ into the mix? Or pick enemy units off from afar by cranking up the range on your archers?
Tactical placement
When armies are evenly matched in power, strategic unit placement can make all the difference. In Fool King you can change squad formation, set squads into offensive or defensive positions and use elements of the landscape to your advantage.
Asynchronous PvP (ghost data)
Your opponents are real players! In Fool King we save session data (unit types, upgrades and their placement in each battle), so that you’re always playing against another player’s choices. In the future, we’ll use Steam handles to identify players, but for now you can pick a unique name in the character creation screen.
Unlock a pantheon of forgotten gods
Aligning with one of the forgotten gods of The Everdawn gives you access to unique upgrades that you can use to bolster your army. Whether you rely on the putrid abilities of The Bottlebrook Hag or the raging power of The Fallen Queen, god alignments will let you explore new, exciting synergies.
Spudonkey 'magic'
Spudonkey’s - aka Gareth Davies - art brings the world of Fool King to life with expressive, juicy fantasy characters and environments.
We’re still early in the development of Fool King and would love to get your feedback on where it’s at and where it’s going.
If you’d like to support what we’re doing, please:
- Download the game and leave us a comment!
- Join the Loot Donkey Discord. It’s a friendly place where we talk about the emerging Fool King meta and share art we like.
- Keep an eye out for our upcoming Steam page, where you'll be able to wishlist the game.

Thank you for playing!
Ben and Gareth (aka Loot Donkey)

In Game Music
Artist - Paweł Feszczuk
Album - Deadly War
Tracks - Battleground, Strategy
These tracks have not been modified in any way
| Updated | 26 days ago |
| Status | Prototype |
| Platforms | Windows, macOS |
| Rating | Rated 4.8 out of 5 stars (19 total ratings) |
| Author | Loot Donkey |
| Genre | Strategy |
| Made with | Unity, Blender, Clip Studio Paint |
| Tags | Deck Building, Dice, Fantasy, Medieval, No AI, PvP, Roguelike, Tactical, Unity |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
Download
Click download now to get access to the following files:
Development log
- Fool King version 0.1 - Now on MAC!34 days ago
- Art Overhaul & Mechanics Shake Up39 days ago
- [Devlog] Unity Security Update (0.0.14)84 days ago
- [Devlog] Loadouts, Dodge-y Upgrades and the Bottlebrook Hag (0.0.13)88 days ago
- [Devlog] Choices, choices and The Fallen Queen (0.0.10)Sep 03, 2025
- [Devlog] QoL and Bug Fixes (0.0.9)Aug 27, 2025
- [Devlog] More GOBLINS (0.0.8)Aug 18, 2025












Comments
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I have been having alot of fun, though i have found a personal problem. i end up fighting myself alot... and then past me beasts me every run... like i know its probably just not enough peoples content to draw off of, but it makes me feel like the game is mad at me for beating the other characters and is just throwing me at me to stop me. like all three choices are just past mes.
Hey BloodAngel, glad you are enjoying the game!
We hear you on this problem and are currently working on solutions for this on our back end.
Hopefully you will check it out next update where you will hopefully have more variety in opponents!
Finally succeeded a run with one last unit remaining on my last life!! Really great game, good cycle of fight and preparation, the flow is quick so it's easy to have a "10 minute session" with it.
Keep up the great work!!!
Thanks SittingOx & congratulations on the victory!
Really glad to hear that the flow was hitting with yourself.
We are working away and have more planned for the meta etc down the line.
If you have any more suggestions be sure to share in our Discord!
Fun game btw, also wanted to ask if this game is coming to Steam?
Thanks AxI, we are really glad to hear we are enjoying the game. We do indeed have plans for steam and will hopefully have more details on that soon.
fun concept however I must admit the ai is incredibly weird when put on different maps and they sometimes just kinda go in circles on the river crossing map
Thanks Applewolf, we definitely have some way to go on the project and some bugs have crept in. (I have experienced the floating people too over the river.)
We will continue to polish and add more content so be sure to check back in and join our Discord to share more feedback and see some behind the scenes stuff.
Thanks again for taking the time to play and your feedback.
Of course, I do have more recommendations and constructive crtisism if your looking for it. Firstly it would be nice to be able to see exactly how many units of each class the enemy ai has when selecting them. secondly I truly wish I had more control over where my units move and their formation. Finally I have noticed most of the game is RNG based, while not an inherent flaw it does make the game feel a lot more like an elaborate game of rock paper scissors than a strategy combat game.
Hehe, got King on second run with exactly the same strat as the previous one, just better lol. Stacking 10+ items on archers makes them solo armies. On my fight against the king they were the only unit for me with damage dealt. which is cool i guess, but maybe it would be better to restrict units to a certain number of items? Then again, might be self-balancing, since shield-gobos with thorns straight up invalidate archers. Speaking of which, I was offered shield-gobos in both my runs only on the very last shopping phase. Maybe just bad luck, or has that sth to do with how many gods you have unlocked?
And oh, I didn't even say, but very awesome game, even in this early stage it is very addicting.
Also would be nice if some things were more clear, like what being undead does, or how much damage crits do. Also, I think Shield-gobos only return damage to melee units, while the thorns upgrade returns damage to ranged as well? Could be good if those things behave similarly, or to clarify if not. Oh, and I think self-sharpening is too good on archers. It more than doubles their attack after 3 attacks. So if you run into somebody that got that combination early, theres very little you can do about it.
Hey Endaarr,
Thank you for taking the time to try out the game and your feedback, well done on reaching and defeating the Fool King!
Thankyou for all your feedback, we have definitely got some balancing and refining to do with clarity of mechanics & those pesky ranged units... I think the shield goblin thing was just a luck thing, I have had a lot of runs where I could get three in the starting selection.
If you haven't already we would love you to join our Discord where we post more about where we are heading and would really appreciate if you could share the project with your friends so you can gloat over your ghost beating them!
good good
thanks thanks
Really cool update I like how everything looks and the removal of the dice is a good decision overall the ability to combine units is a bit bugged though and trying to combine a bronze and silver unit bugs the bronze unit out and makes it so it can't be combined again that round. surprisingly I found a way to defeated the fool king originally in my review I was gonna complain about how range is overpowered but I eventually found a counter.....
Congratulations on your victory!
Definitely still work to be done as you say with balancing and bug fixing, as the build came in a bit hot.
We are really excited about the coming content and improvements and look forward to hearing your thoughts moving forward.
Now the cat is out of the bag with the overhaul we can hopefully be a little more incremental once more.
Long live Paweł "The Not Fool At All" Feszczuk.
Great stuff you started here, thank you. I finally beat it with fully all around army BUT with insanely armored Goblins returning damages.
Dead end battles "catapults vs catapults without ammunition [with eventually with goblins]" shall be fixed in some goal average way.
I'd say upgrades need balance, but with statistics you may find some relevant tweaks. For example, I don't see a world in which you can build upon "pin" + "crits against on pinned units". Too low % of pin with only a 1s pin, units attacking usually less than 1 per second... the mix of % and seconds appears really odd. And you need to sacrifice more "immediatly decisive" upgrades to build upon higher % of pin and then find the %crit against pinned... naaah.
Have a good development, sir.
Hi Montag,
Thanks for checking out the game and taking the time to comment!
Apologies for the very late response, we have been deep in the trenches for the latest update and must of missed your comment.
We have addressed some of the things you have mentioned (in particular the stalemates) but know there is still balancing to be done.
Anyway we are really excited and hope you check it out again!
I only have done one run jet and I already fell addicted :). I was surprised how tactical the gameplay was after I fist thought: "Argh dice to determine the number of fighter." And the game feels balanced. Looking forward for more updates (and maybe even a Steam release?)
Thanks for taking the time to write a comment! Glad to hear that it is grabbing you, we have been tweaking the balancing recently so pleased to hear it is feeling good for you.
More updates are lined up so keep your eyes peeled (although the game should now let you know if you are running an old version too) and yes we are planning a Steam release down the line just want to make sure we have things set up properly first.
Pretty fun game, ended up doing a ranged build after quite a few failures. The enemies seem to get easier towards the end for some reason but at the final fight I just got outranged by a mile and couldn't do anything since the opposing archers had ridiculously high range. I feel like most builds don't cut it but after figuring out you can space out units a lot on the map the ranged build seems like the best since you can end up getting cheesed by catapults or 1 stack of guys with a billion buffs otherwise I also noticed the first battle sometimes I would face units with buffs or ones that already had an extra unit. I got soft locked 1 fight and had to concede since all the units were defensive /: the shield goblins and the peasants seemed like the worse units while axe mans and archers generally seemed like the best. The 50% movement decrease along with the increased attack speed seem very OP with archers since you don't want archers moving towards the enemy quickly so the decrease is very negligible. I feel like the only way you could beat those archers at the end is with counter death damage..... anyway its a cool game with a lot of different potential strategies but not for the feint of heart.
Hey Ilcante,
Thanks for trying the prototype and we are glad you enjoyed it! Did you manage to defeat the Fool King?
We agree with a lot of your comments and are working hard to fix some of the balance issues as well as building on the lore and depth of the world. We want to find the balance of it feeling a hard but fair game, so it is all the more rewarding when you get to take the title. However, as you say there are some more obvious metas at the moment.
Thanks again for taking the time to write a comment and we hope you come back and check out the upcoming updates!
Love the concept - got pretty hooked this afternoon. I think i better take a break now though.
Here some thoughts:
All the 2d art is super charming and even though the 3d doesn't look bad at all, i feel there is at least a slight disconnect in style.
It would be great if we could adjust keybinds for the camera and formations in the settings. The controls work but feel kinda unfamiliar to me.
Balance felt fine especially for such an early version.
My biggest nitpick is that rerolls quite often don't seem to really "roll". The die does a 360 then returns to what it was before - this might be coincidental but player mentality will say "this is unfair".
Feature suggestion: Make perks in the shop lockable so they appear again after the next battle. This would also allow more design space for expansive but powerful perks.
All in all this demo (V0.0.8) plays really fun already - will definitely check later updates.
Thanks, we're glad you're enjoying it! Did you manage to dethrone the Fool King?
Keybinds are definitely on the todo list but thanks for bringing it up (I'll nudge it up the list). In terms of the controlling the formations, is there anything in particular that feels weird or off?
We've just pushed an update that ramps up the rolling forces on the dice to reduce the chance of them landing on the same face :)
I've put shop locks on the list, thanks for the suggestion!
Sadly Eleonora is a worthy king (queen?) that can't be toppled by neither might nor wit.
I checked the new version and indeed the rerolls feel better now.
The formation controls are just a bit clunky to me, as you have to do two actions (lineup and rotate) seperately. If there was a way to set the formation and the rotation in one move, it would feel more streamlined.
It seems Jarek Starstrike has managed to end Eleonora's reign. So now's your chance!
That makes sense, I'll put it on the list and hope I can get a gap to improve those controls soon.
Jesus loves you all
As does Eleonora Darkwatcher, the current Fool King of the Everdawn
woooooooo!!!! I finally won!!! (cheesed it a little by mass upgrading my swordsmen) btw - could I suggest some qol improvements? I would really like to be able to see the dice faces of my actual unit displayed in the same format before I purchase a face upgrade cos otherwise I have to remember it since the spinning dice isn't helpful in that regard.
Also I can't see information on damage types? Like which ones deal more damage? Also the dove upgrade didn't seem to work on my goblins but they are the only unit that I think has less than 5 base dmg? I can't see their dmg though cos I think the hover tooltip hasn't been implemented yet but I believe it is 0?
Also, would be cool to see data such as the map level progress, how many deaths etc. in the shop and be able to navigate back and forth. I do think the difficulty is a bit tough though. There's a lot of rng which makes sense but I noticed once or twice I even faced someone who had 4 units on the first level? Also when I restart my run if I didn't lose it gives me the same battles. Regarding battles, might I suggest having a draw option if neither side can damage the other?
I think would also be nice to have a custom lobby where you can test out strats and ideas where you can decide each side's units and upgrades. That way I could for example test out if 10 swordsmen beats 10 axemen without upgrades for example and figure out damage type advantages.
I really enjoyed playing the game! Sad it's over now. Also just an idea which you might wanna ignore haha but what if you made a separate easy mode campaign (that's essentially the same but you can get more permanent upgrades by doing achievements - like use only ranged units for a run etc.) So more casual players can win too.
Finally, was wondering if might be an idea that if you buy a reroll and don't use it - it carries over to the next round?
oops - you can see how many deaths my bad, completely forgot - but I'd like to see how many levels are left? just a small thing but yeah
My dude you just created a new meta with your swordsmen.
Congrats on the win! Seems like you've shaken up the meta with your army. We all thought that it was full ranged or bust!
Thanks for sharing your thoughts. You're totally right about that, we're going to get a new update soon that shows the dice faces in the forge!
Yeah the damage type info hasn't been surfaced properly. Its more the interaction between armour and damage types. Its quite minor at the moment but Ill try squeeze that info in the next update. As you say, the tooltip is missing but its on the list of fixes coming soon!
What do you mean by map level progress? We're keen to track that sort of data and in future we want to better fine tune the ghost-matchmaking so things are a bit more balanced. The "draw" option is a good idea - on the list it goes!
The custom lobby is a cool idea and Ill definitely put it on the backlog :D
We're stoked you enjoyed the game and hope you continue to shake up the meta. Keep an eye on the game, we have new content and updates coming soon. Plus as more players join, your Fool King may fall and you'll have to regain your throne!
Currently you will have base reroll of 1 for every battle and can buy extra "once-off" rerolls in the shop. If you don't use one of these temp reroll then you hold onto it until its used.
god i hate that king. nice game tho
Yeh they are pretty brutal. I think it is one of the people hanging out on our discord, where you get all the best tips!
Be sure to join and let us know when you take their throne…
Beautiful game, let me win it.
Thank you!
It is all the better when you earn it 😄
This game is AWESOME! Well polished, only lacks some battle SFX. Here’s my playthrough and full feedback
Hi Heti,
Thank you for sharing the video it was really useful to watch and note down your feedback!
We are really glad you are enjoying the game. Apologies about the lack of a web build but some of the ghost data technology that we use has caused that to be a little more complex than we hoped.
We checked on the backend and it looks like it was Ben's ghost (Azrael Lightblade) that took you out, sorry about that!
This game is sick!
Thanks Pseudo glad you are enjoying it!
What a treat! I'm so keen to see the game expanded.
Thanks Cukia. We are just back from Develop and will be looking into what is next on Monday, so watch this space!
Fun game with hilariously bad pathfinding
Hey, thanks for playing! We're glad you like it
Sorry about the pathfinding, these lil guys are hard to wrangle but we're working on it and will be improving it as we go
Very fun, nice work guys
Thanks Snoop!
Great game! can't wait to see this grow :)
Thanks Andy, we are looking into what is next and hopefully more info soon
Wonderful game! So much fun!
Thank you!
So much fun! Well done guys!
Thanks OG Robbi P! We're glad you enjoyed it :D
Terrific job, fantastic!
Thank you David, much appreciated!
This is such a cool concept, and once I got the hang of it, I had a lot of fun! Nice job, guys, excited to see where this goes!
Thanks so much! We're glad you like it and keep an eye out, we've got some plans for new units, upgrades, etc.
SO EXCITED FOR THIS!
Thanks muchconfuse <3