CaveToKingdom Buildings

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In order for all the CaveToKingdom elements to be in harmony, both visually and technically, we brought upgrades to the buildings, following that we focus on the character upgrades next. For starters, there will be over 20 types of buildings that will be built element by element, each material being made through a production process. Moreover, each building will be upgraded on 5 levels, a process that requires technological research, each upgrade bringing additional benefits. For example, the house will be able to host multiple members of a family and the production buildings will offer multiple job places so that more citizens can work in the same place. CaveToKingdom represents a virtual world in which the user can develop step by step from the lowest level up to the highest. As in real live, in CaveToKingdom life evolves normally, with hard work and a well-established objective. As the user progresses, he will have multiple options available, each decision he makes bringing a series of consequences, all actions leading to the development of his kingdom. In CaveToKingdom life seems to run its natural course, people fall in love, have children, build houses, roads, castles, take care of the animals in their farms, the trees blossom and bear fruit, and the merchants carts follow their courses. But that's not all, because the adventure is about to begin!
Are you ready?

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The citizens are still looking for their prince that will help them rebuild their kingdom. Register now and help them achieve their goal!

CaveToKingdom - Feel the Past!


CaveToKingdom - Feel the Past!

  CaveToKingdom News  

The Fishery is now active!

In this update, the Fishery has been made available for use.

You can now produce basic food (fish) with the Fishery and by assigning the job of a Fisherman to one of your citizens.

In order to build the Fishery, you first have to research the technology behind it.

Together with this new addition, the missions have also been modified. Several new missions have been added while previous ones have been updated or removed.

Release Notes for Version 2.7:

- added fishery level 1 building & fisher man / woman jobs:

~ research costs 6 CaveCoin;
~ fisher produces 1.8kg fish / hour IRL;
~ covers food requirements for 9 citizens.

- added new "build fishery" mission & updated previous missions:

~ "Build House" mission rewards extra 3000 gold (to help with buying a coin);
~ "Buy Cave Coin" mission rewards 5CC (before it was 8CC);
~ removed "Buy Seeds" mission, so the 6CC the user has at this time will suffice for buying the research for the fishery.

- added new "Build an Army" and "Conquer a Territory" missions:

~ "build barracks" mission rewards full equipment for 4 light swordsmen to help with building an army;

- reduced "traitor" army size from 5 to 3 soldiers:

~ so that users creating their first army don 't lose it in the first battle.

- fixed mission requirements UI positioning;
- world map navigation improvements:

~ fixed moving armies not being displayed unless either the source or the target location was in view;
~ fixed moving armies being displayed at the wrong location sometimes;
~ made selected army & city always visible on the map;
~ activate anti-aliasing for army peons;
~ only display populated cities at "city" (province capital) zoom level;
~ general performance improvement for loading & navigation.

- show marching duration in the attack / relocate window;
- fixed city search button not focusing input on click;
- fixed city search field keeping focus and preventing map navigation with keys;
- fixed some descriptions not being entirely visible in the world map info / help menu;
- display unit names in multiple character selection menu;
- autofocus input fields only in modal windows;
- fixed water in low quality mode not covering same ground as in high quality;
- fixed log transport from stockpile to Lumber Mill not working sometimes;
- fixed when second carrier not working sometimes when there is an active construction site.
- fixed carrier not carrying last building element (plank).
View Article
2019-07-12 12:20:45

The Second Carrier is now Available for Verified Accounts!

In this new update, Verified accounts can choose to upgrade the Stockpile to level 2 and as a result unlock the second Carrier.

To unlock the 2nd Carrier, once your account has the Verified Status, you can research “Stockpile Level 2” from the Research menu, Buildings. Once Research, you can choose to Upgrade your Stockpile by selecting it, and clicking on the Upgrade button.

The 2nd Carrier will follow the Priorities list, depending on your settings. For example, while the 1st Carrier will transport the materials with the 1st priority, the 2nd Carrier will transport the materials with the 2nd priority.

Once the stock of the transported materials will be gone, the Carrier will continue with the 3rd priority on the list, and so on.

Remember! The second Carrier will only be available for the duration of the Verified status. Once the status has expired, the stockpile will automatically downgrade to the 1st level and the second Carrier will return to be a citizen.

You can apply to Verify your account in the Invest menu, Verify Account option. There are a total of 3 packages available, for different prices which offer different availability for the Verified Status.

Keep in mind that the Verification may take 3 working days to be processed and you can extend the availability of the status.

Release notes for Version 2.6:

- added a second carrier option for verified users

~ research stockpile level 2 (costs 0 but available only to verified accounts)
~upgrade stockpile to level 2 to allow for a second carrier
~when verified status expires stockpile will downgrade & second carrier will turn to citizen

- display battalion speed in place of (deprecated) health in UI
- fixed soldier training timer starting from "24H" instead of the real "10H"
- don't allow making soldiers from last 2 non-prince males

~ before the validation was only done on soldier deploy, but the user did not get any error message, causing soldiers to remain in training indefinitely

- convert partner funds' gold stocks to cave coin more often to avoid large swings in cave coin price
- add a single "RE:" when replying to a message
- set building specific names to research tokens
- fixed private messaging system not working after clicking on "Traitors"
- fixed wrong autofocus on last input instead of first
- transport UI: always show active buildings raw materials in transport list
- fixed multiple characters of same job not showing up in the menu
- fixed buildings sometimes disappearing from the menu
- added job & inhabitants information to building research details
- added missing stage descriptions for blacksmith & charcoal collier
- fixed flour particles when baker puts flour into the trough
- fixed carrier not carrying logs sometimes
- fixed carrier not working when construction site has priority but no construction materials
- fixed game settings window saving wrong settings sometimes
View Article
2019-06-28 16:41:08

The new Private Message System Update!

Because we encountered some issues that needed to be patched, we have forwarded the deactivation of the old Patcher to today, 21st of June instead of 24th of June.

If you haven't already, download the new patcher from the official website and run it.

Starting the game with the old patcher after this date will cause patcher errors involving incompatible Unity AssetBundle manifest files.

Release Notes for Version 2.5:

- added a basic private messaging system:

~ click on a user name in the city info panel to open the "send message" window;
~ added a new category of alerts to the top left user info panel;
~ get alerts for message sent & message received;
~ reply to messages and navigate within a conversation with back / forward buttons;
~ block / unblock users from further sending messages to you.

- fixed steel bar not appearing sometimes in blacksmith's Interface;
- fixed thresher products (oat sack / wheat sack) not appearing in the transport list until farming the first harvest (oat / wheat);
- updated forest song;
- added buy CaveCoins button in financial market panel & updated layout;
- added totem to the blacksmith building;
- added totem to the charcoal building;
- modified bakery particles and some props;
- upgraded to Unity 2019.1.6f1;
- updated Alliance, Army & Battalion icons;
- fixed loading & displaying details of military alliances;
- send battle report alerts to all participants in the battle, no matter where they are located or if they are part of an Alliance;
- send special alert if somebody is relocating their army into your Capital;
- fixed the attack window opening when selecting your army on the map;
- display top level unassigned Kingdoms & Empires in a default color;
- when opening World Map, it zooms at 25% on your Capital or Hometown;
- reduced by 20x the zoom level after own army or city selection;
- show inhabitants when clicking on the 4 / 4 part of houses info panel;
- offline mode: allow producing on stock a quantity > 9999;
- fixed battle rounding issue causing both armies to die when they are small;
- fixed Farmer watering can particles being rotated 90 degrees;
- Blacksmith: fixed blade state when put on anvil;
- Bakery: visual bug fixes:

~ fixed bread being fully baked in the oven when being shown for the first time;
~ fixed bread not being baked on the pallet when taking the bread out of the oven;
~ fixed bread not being visible on the table when putting down;
~ fixed bread pan not being visible when taking out bread out of it;
~ fixed the water pouring out when carrying the water bucket.

- Bakery & Windmill: changed carried sack texture to a flour sack;
- added rank symbol in Prince/Princess info panel;
- fixed Carrier getting stuck sometimes when carrying charcoal from the Charcoal Kiln;
- fixed sword stack appearing full when empty;
- transport interface: fixed non-transportable items changing their priority.
View Article
2019-06-21 16:49:20
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  CaveToKingdom Buildings  


The stockpile is where the carrier will leave all resources that he will gather until he needs to take them somewhere else, such as a building site. In order to sell your products on the Marketplace, they must first be transported to the Stockpile by the carrier.

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The Wind Mill is the building that will allow you to process the cereal seeds, such as wheat, corn, and oat and turn them into a fine powder which can be later used in your Kingdom. A citizen can be tasked to be a Miller from the Task Manager, in order to process the cereals into flour.

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  CaveToKingdom Characters  


The farmers are the citizens that have been assigned the task of growing crops and livestock.

Any citizen can become a farmer as long as there is an available place for them at the farm. In order to work, farmers need energy.

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The Builder belongs to the working class of CaveToKingdom. It will build, upgrade and repair buildings that you need in the Kingdom.

Without a builder, your Kingdom will not be built and you will not be able to advance in the game.

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The Lumberjack will help you obtain one of your most essential resource – the wood.

He will cut the trees from the forest, using a large range of tools specific for his range and he will transport the wood cut into logs to the Lumber Mill.

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The carrier will help other citizens, taking the materials and resources to the stockpile.

The carrier will foremost help the builder to provide the resources needed to build your Kingdom's buildings, diverting them from the stockpile to the building ground, following that as you develop he helps other citizens in carrying resources to and from the stockpile.

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