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Super Fantasy Kingdom – Advanced Level Guide

Hey folks!

If you’ve been grinding Super Fantasy Kingdom and feeling that mid-run slowdown around Day 10–15, this guide’s for you. I’ve been experimenting a ton lately and I wanted to share a setup that’s been working consistently.

This isn’t some min-max “perfect” meta route, but it’ll help you stabilize early, grow faster, and set yourself up for smoother, longer runs. And hey, if you’ve found a trick that works better — let me know! Always down to learn new combos.


1. Smarter Ways to Spend Blue Shards

Your Blue Shards basically shape how powerful your next run starts out. Don’t throw them at random — put them where they’ll make a real difference.

Best early upgrades:

  • Starting resources: A solid setup is 4 Wood | 3 Stone | 1 Wheat | 2 Gold. That’s enough to hit Castle Tier 3 right away on Day 1.
  • Second Witch slot: One of the biggest upgrades early. Having two starting boons makes every run more flexible.
  • New heroes & roads: Unlocking these broadens your synergies and opens up extra shard sources.

Think of Blue Shards as momentum — each one you spend smartly makes the next loop stronger and more efficient.


2. Build Order That Actually Works

If you follow this pattern, you should consistently reach Day 17+ without much trouble.

Here’s the flow:

  1. Upgrade your Castle to Tier 3 immediately.
  2. Build your first Peasant Hut to get another worker.
  3. Set Outposts: 1 Gold | 1 Wheat | 1 Flex (Wood or Stone) depending on needs.
  4. Recruit a Monk early — great sustain and strong Holy synergy.
  5. Rush berries, then build a Small Fisher Hut (Day 1) so your Monk doesn’t go hungry.
  6. Skip the Quarry early; focus on Wood → Boards.
  7. Make a Sawmill, then a second Peasant Hut.
  8. Add a Church for Faith boosts, then a Port once unlocked.
  9. No Port yet? Drop another Fisher Hut for stability.

Pro Tips

Quick early-game guidance to speed up progression and economy.


  • Get as many huts as possible early Aim for 8 workers and 2–3 donkeys. It pays off later when you start upgrading units with gold bars. Don’t worry too much about early food; buy some if your Kingdom level gives you extra gold.
  • Early build targets Try for two huts on Day 1 and a Fisher Hut by Day 3. If you can’t hit Hut 3 right away, prioritize food first.
Strategy • Early game

3. Workers, Food & Resource Flow

Your workers are your real win condition. The more you have working efficiently, the faster everything snowballs.

Resource priorities:
Food → Wood → Boards → Faith → Gold

Key tips:

  • Don’t overbuild walls early — they’re not worth the resource drain yet.
  • Keep an eye on storage caps — upgrade before resources stall.
  • Always have something building or crafting; downtime is wasted time.

Pro Tips

Balanced early resource setup for efficient hero growth and stability.


  • Early setup Go 1 Fisher + 1 Forager early. Buy berries at the Market and use the berry artifact before the last bush. Apply Double Nun boosts on Wood/Stone, then build the Wonder for Faith to unlock hero upgrades.
  • Food balance combo Try 2 Fish + 1 Berry — keeps your heroes fed and leveling quickly. Combine with 2 Houses + 4 Mules for smoother scaling.
  • Limited land tip If land plots are tight, skip the second Fisher and use that slot for another House instead.
Economy • Early game

4. Combat Tips & Hero Synergy

Your heroes aren’t just units — they’re puzzle pieces. You’ll perform way better if you build around synergies instead of random picks.

Combat basics:

  • Stick to 4 heroes early on — easier to maintain and feed.
  • Look for combo effects:
    • Monk (Holy) + Runescribe (Shock) = bonus damage vs. wet enemies.
  • Feed and heal heroes often — morale and XP matter.
  • Avoid triggering early “X” monster sites — they make future waves tougher.
  • Save Gold for key moments — repositioning heroes or boss fights.

Small mechanics that help:

  • Crossbowman: Passively gives a shield to the unit in front of him.
  • Werewolf: Gains +2 power per adjacent ally. Not huge, but noticeable.

Recruitment pacing:

  • Don’t unlock too many new units early — aim for 2 until around 350 Glory so your draw odds stay good.
  • Wait until Day 5–6 for world-map recruits, then push Arbalests hard. They can delete the ‘Squid’ mini-boss around Day 6 for an early wheat reward. Save your gold for expeditions, siege, and castle slots instead of food.

5. The Witch System (Massive Early Boost)

The Witch mechanic is one of the best parts of progression — don’t ignore it.

How it works:

  • Each Witch gives you a starting item or boon.
  • Unlocking the second Witch (with Blue Shards) basically doubles your opening power.
  • Combining a resource-focused item with a combat one gives great early balance.

Where to find the second Witch (confirmed spots):

  • Above the wheat fields in the top-right area.
  • Left of the armor quest building (behind a mountain).
  • Behind a tree near the Ice Gate.
  • On the golden island above the card building.
  • Near the leech NPC’s forest path (go up and right).
  • Behind intersecting fences at a forest exit.
  • South of the water wheel (follow the river).

6. Small Optimization Tricks

A few little habits can make a huge difference in your early economy:

  • Build your worker huts fast, then switch your King (K) to collect Faith when idle.
  • Once you’ve unlocked ~200 Glory caches, you can hit Castle Tier 3 + Mule on Day 1.
  • Keep ~15 gold handy at all times for random world events or recruits.
  • Don’t open caches that would overflow storage — wasted resources are gone forever.
  • Check the Bounty Board every day — you can’t start new ones until you finish the current quest.
  • Remember: specialists like Road Builder or Geologist cost gold, so plan ahead.
  • Build Quarries and Gold Mines close to their resource nodes; you can even place a House nearby to upgrade faster and get an extra worker.
  • Faith spending differs by playstyle:
    • Some go Demon Caravan early for artifact stacking.
    • Others save for Church → Wonder → Hero upgrades later.
  • If you can build a Port by Day 2, you can start exploring islands right away — a huge tempo boost.

7. Understanding Game Pacing

If it feels slow early on, that’s normal. The game’s progression curve is designed to ramp up once you stabilize your infrastructure.

When You Reach This Setup

Your economy and production are now stable enough to expand efficiently.


Two Witches unlocked
A Port built
Stable Food and Board income by Day 3
Progress • Key Milestone

You’ll feel your runs start to flow much smoother.


TL;DR – Quick Game Plan

Each Loop:

  1. Upgrade starting resources
  2. Push Castle to Tier 3 immediately
  3. Build Peasant Hut + recruit Monk
  4. Fisher Hut → Sawmill → 2nd Peasant Hut
  5. Add Church → Port
  6. Use Church Banish + Bonfires for Shards
  7. Send Voyages.
  8. Focus hero synergy and team balance
  9. Save Gold for major fights and repositioning
  10. Repeat, stronger each run

Condensed Meta

A quick reference for efficient progression and early combat readiness.


  • Rush 8 workers and 2–3 donkeys early; buy food if you start with spare coins.
  • Build two huts on Day 1, a Fisher by Day 3, and push an Arbalest rush by Day 6 for the mini-boss.
  • 1 Fisher + 1 Forager + Nun boosts → Wonder → hero upgrades.
  • 2 Fish + 1 Berry + 2 Houses + 4 Mules = reliable food and steady growth.
Meta • Quick Summary

Final Thoughts

Super Fantasy Kingdom’s early game is all about momentum — once your workers, food, and Faith production click into place, everything else follows naturally.

Keep experimenting with different hero setups, Witches, and build orders. The game’s still in early access, so the meta’s changing fast — your strategy might end up being the next one.

Good luck out there, kingdom builder — and may your next run last one day longer than the last!


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