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CaveToKingdom - Feel the Past!


CaveToKingdom - Feel the Past!

  CaveToKingdom News  

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

New CaveToKingdom Patcher: Version 1.5!

Starting on June 24, the CaveToKingdom patcher version 1.5 will be required!

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

You do not need to uninstall the client, simply run the new file over the old installation.

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

Patcher version 1.5 and later will detect and download new versions of itself automatically.
View Article
2019-06-19 12:23:12

Cave to Kingdom Version 2! War is Coming!

Up to the 1st of June, version 2 of CaveToKingdom will be launched through a series of consecutive updates.

War is Coming!

Up to the 1st of June, version 2 of CaveToKingdom will be launched through a series of consecutive updates.

In the new version, the war module will be completely functional, while changes will include the possibility to relocate your armies to any friendly territory, troop losses and skill gaining for the soldiers, as much as completing the rules for modifying territories and ranks after battles.

New buildings for making military equipment will be added, also food and gear costs will be reduced in order to simplify the maintenance of a great army.

Rank Advancement and Conquering Territories

Once you have created your first army you can conquer new territories in order to increase your rank.

With the conquering of a location with the Town Rank, you become a Baron. As the owner of a Town, you will receive production taxes from all the citizens of that City.

After you conquer a province's capital, you will rule over the Province and will gain the Count title. All the citizens in that Province will pay taxes to you.

When you conquer a second Province's capital, the two provinces will form a Kingdom and you will be named King. All the citizens from the Kingdom will pay taxes to you.

If you already have a Kingdom and conquer a second Kingdom’s capital, both Kingdoms will form an Empire and you gain the title of Emperor, which is the highest rank. All the citizens from the Empire will pay taxes to you.

Army Control Rules

Creating an Army

In CaveToKingdom at the moment there are 3 types of swordsmen, which can be trained according to the military equipment you own in the Stockpile: Light Swordsman, Medium Swordsman and Heavy Swordsman.

In order to create an army you need at least 5 trained soldiers, no matter their type.

By using the “Create Army” option you create an army in your home town that can be named and renamed depending on the needs and preferences one has. Once the army is created, one of the soldiers will become a general.

Merging, Dividing and Forming Alliances with your Army

Once you have a number of armies in the same location you can use the Merge button to combine them, or you can transfer soldiers from one army to the other. The soldiers’ transfer can be done with the condition that you have at least 5 soldiers in each army, including the generals.

If you have a bigger army that you want to divide, using the Split button you can create a 2nd independent army.

If there are other players’ armies in the city where your army is stationed, you can form Alliances with them by using the Merge option. Select an army from the list with the available armies.

In the case of a military Alliance, the leader is the army to whom the request has been sent. This leader will be able to control the movements of the formed Alliance. To disband an Alliance, the leader can use the Split option.

Relocating your Army

With the new War system update, new general rules have been established regarding troop transfer, attack and conquest of territories.

Relocating armies can only be done on friendly territory.

A territory is considered friendly if it belongs to the same political entity of which you are a part of (if your rank is higher than Baron), in the cities you are the Baron of, and the cities that have activated the “Open Gates” option.

An example would be when you have a Kingdom and want to transfer your army to another city that belongs to the same Empire as the Kingdom.

As a Baron, you can attack and have multiple Towns, all of them being considered friendly territory.

The “Open Gates” option will be activated or deactivated by Barons for the Towns under their rule. As long as the option is active, any army will be able to relocate to that location.

Attacking a Territory

When you attack a location there are 2 options:

a) You can attack EVERYONE in that location, including friendly armies;

b) You can attack only the ENEMIES – in this case, if there are friendly armies at the attack site, they will be ignored;

These options will help in situations where you, as a King, want to cast out a traitor Count from one of the Kingdom’s provinces.

The Effects of War over Armies

The result of a battle will depend on the type of attack used, the soldiers and generals’ abilities, their number and type.

We have the following types of attack:

a) Light Attack when the army will attack the chosen territory but will retreat after 20% of the soldiers are lost;
b) Medium Attack when the army will attack the chosen territory and will retreat after 50% of soldiers from the attacking army is lost;
c) Heavy Attack through which the army will attack the territory without retreating, no matter the losses;

After each attack, depending on the strategy used and the strength of the enemy army, soldiers will be lost, but at the same time the soldiers that remain will improve their skills, increasing their power.

The Info Panel with the result of a battle will be implemented and will include details about the soldiers and the armies engaged in the battle, information concerning skill improvement, and also territory and rank changes.

Territory Changes after Winning Battles

The territory changes that result from winning a battle may vary according to attacker’s rank compared with the rank of the attacked location. There are a total of 3 general situations which we should mention.

The Attacker’s Rank is lower than the Attacked City’s Rank

If the attacker’s rank is lower than the attacked city’s rank, after winning the battle the attacker will replace the attacked realm’s owner, and their old territory will join and become the new capital of the realm.

An example would be attacking of a Kingdom (King) by a Count. After the battle is won, the Count will become King, and the Kingdom will extend to include attacker’s old province, which becomes the capital of the Kingdom.

An exception from this rule is the Baron, who loses all their previous titles after gaining the Count title. When a Baron becomes Count like this, the home town of the attacker becomes the capital, if the city is located in the conquered province and is under their rule.

The Attacker’s Rank is equal to the Attacked City’s Rank

If the Attacker’s Rank is equal to the Attacked City’s Rank, after the battle is won, both territories will merge into a new territory of a higher rank.

In this case, the attacker’s capital at the moment of the attack becomes the capital of the new territory.

One of the exceptions is the case of the Baron that can have multiple cities belonging to different Kingdoms or Empires. The only limitation given is that the cities must belong to neighbouring provinces.

The second exception is when an Emperor conquers another Empire; all the Kingdoms from the conquered Empire are passed to the attacker’s Empire.

An example would be attacking of a Count by another Count. The two provinces will form a new Kingdom, and if both belonged to the same Empire, the new Kingdom will remain in that Empire.

The Attacker’s Rank is higher than the Attacked City’s Rank

If the Attacker’s Rank is higher than the Attacked City’s Rank with at least 1 level, the conquered territory joins the territories belonging to the attacker. The owner of the attacked territory is cast out and the territory remains undistributed.

For example, if a King attacks a Count, after winning the battle the province will join the Kingdom and will initially remain without a Count.

As an Emperor, King, or Count, you can attack any cities that are under your ruling to cast out the local leaders.

As a new participant in Wars, you can attack any territory located in the political realm your Home Town belongs to, and its neighbouring provinces. After conquering a territory, only the cities within it and its bordering provinces can be attacked.

If the Home Town does not belong to any political realm, your first attack can target any city from your Home Town’s Province and its Neighbours.

New Buildings and General Changes

The Kiln and the Blacksmith

In the next time period, two new buildings will be added, namely the Kiln and the Blacksmith, along with the required jobs.

In the Kiln logs will be processed into charcoal by the Charcoal Collier. To produce a sack of charcoal 20 logs are needed.

The Blacksmith building will allow in time the creation of weapons and armour using charcoal and steel bars. The first product to be made in the Blacksmith building will be the sword necessary for training of Swordsmen.

Steel bars will be available for purchase in the Global Market.

In order to build these buildings, buying research will be necessary from the menu Research / Buildings.

Changes to the price of items and the amount of food needed

To ease the creation of armies and their maintenance, weapon and armour prices will be lowered.

The amount of food required for feeding citizens and soldiers will be reduced from 500 grams to 100 grams temporarily. This amount will be modified later, taking into consideration current market prices.

Another change affecting the economy will be doubling of prices’ volatility. This means that prices will raise and decrease more strongly with buying and selling of products.

Activating all province capitals

All the provinces’ capitals will be activated on the map to ease conquering of territories, whether any citizens live there or not. These Cities will be under the ruling of Traitors.

The production tax received from every province’s capital will have a minimum, founded from a specially created global fund.

These modifications were conceived in order to solve the current problems regarding the war system, but also to allow a more rapid development both economically and militarily.

With the launching of CaveToKingdom version 2, War is coming, and the possibilities to form and betray alliances with other participants will allow bigger flexibility in creating strategies.

Good luck!
View Article
2019-05-15 19:43:17
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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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  Active Projects  

MarketGlory is a strategy game,in which you have the possibility to convert your virtual currency into real money.It is an online browser game,therefore you do not need any other programs installed in order to play.It is one of the few business games where you are rewarded for your daily activity.As a simulation game,it offers you the possibility to fight,work,open companies,start wars.It is a very complex game,and the more you play it,the more options you will find for your own development.

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GoalTycoon is an online football manager, in which you can convert the virtual currency to your benefit. It is a strategy game that relies on the management of a football team. The Manager will be the one that picks the best game strategy, choosing the players, the training strategies and also the financial strategy. Every user from the GoalTycoon community will have a football team and a club park, which is made out of a stadium, hotel, restaurant, clinic, parking lot, administrative building and training field. The manager will also have a team of advisers that will help him develop his club, giving him information about the necessities of his club park.

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