Please note that some information on this wiki is still based on the demo version.
If you notice any errors, feel free to correct them.
Cycle: Difference between revisions
From Super Fantasy Kingdom Official Wiki
imported>Whitepawne4 m noted that outpost options are peramnent |
imported>Emilyba No edit summary |
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{{infobox | {{infobox game mechanic | ||
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| info = History repeats itself | | info = History repeats itself | ||
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* Any remaining Shards after the upgrade process will increase your starting {{ItemLink|Coins}} in the next cycle, up to a maximum of an additional 100 coins. | * Any remaining Shards after the upgrade process will increase your starting {{ItemLink|Coins}} in the next cycle, up to a maximum of an additional 100 coins. | ||
* Unlocking abilities from the [[Witch]] stay unlocked. | * Unlocking abilities from the [[Witch]] stay unlocked. | ||
{{nav game mechanics}} | {{nav game mechanics}} | ||
Revision as of 01:25, 23 November 2023
A cycle (also called run) is the time when the king arrives at the destroyed kingdom until it is destroyed again. Once a cycle ends, the buildings, heroes and most of the resources are lost and need to be regained in the next cycle.
In the currently available demo a cycle is limited to 14 days.
Meta progression
There are some mechanics for a persistent (meta) progression:
- Built roads will be preserved in the next cycles.
- Unlocked outpost options will be available in all future cycles
Orbs can be bought and remain available at the start of a cycle to trade for a raw resource.
Shards can be used to buy permanent upgrades for the Guardian.- Any remaining Shards after the upgrade process will increase your starting
Coins in the next cycle, up to a maximum of an additional 100 coins. - Unlocking abilities from the Witch stay unlocked.


