Kingfish puts a kingdom on a leviathan's back for two-player co-op city building

Two-player roguelite co-op on the back of an ancient leviathan: the King gathers and fights, the Fish builds and plans. Kingfish hits PC via Steam in 2027.
Two roles, one kingdom
The reveal trailer for Kingfish, published through IGN, opens on a premise most city-builders never touch: the kingdom is on the back of an animal. The upcoming two-player roguelite cooperative city-builder puts players in charge of a settlement built on an ancient leviathan, drifting through a dangerous ocean. According to the announcement, Kingfish will be available on PC via Steam in 2027, and the trailer offers the first look at the story setting and co-op gameplay in action.
The pitch hinges on a strict role split. One player takes on the young King, the ruler of a community that makes its home on the leviathan's back. The other player takes on the ancient Fish itself. As the Fish, the player manages the kingdom's resources, builds structures, and plans for dangers on the horizon. As the King, the player gathers resources and marshals townspeople in real-time combat. Same kingdom, two completely different jobs.
That asymmetry is the most interesting thing in the reveal. Cooperative games constantly struggle to justify a second player. Many co-op survival titles end up with one player doing the real work while the other carries supplies or fills an identical role. Kingfish eliminates that problem by design. One player gets the macro view: resources, construction, horizon planning. The other gets the ground-level action: gathering, combat, rallying townspeople. The jobs are distinct enough that both players have clear reasons to be at the keyboard, and neither role reduces to helping the other finish their chores.
The scale mismatch is part of the appeal. City-builders usually treat the map as an inert grid, something the player floats above and rearranges. Kingfish asks one player to embody the ground itself. The Fish is not scenery or a transport system, it is a character with a job. The trailer's framing suggests the creature's condition matters to the settlement, and the settlement's demands presumably matter to the creature. If the Fish ignores the kingdom's needs, it is managing an empty shell. If the King ignores the Fish's state, the whole enterprise drifts into danger.
The ocean setting is more than decoration. A kingdom on a leviathan has no fixed borders and no stable geography. The city moves, which means the threats it faces change and so does the view from the walls. That gives both players a shared orientation problem: figuring out where the kingdom sits relative to the rest of the world becomes a co-op task before any combat starts.
The King's real-time combat duties suggest Kingfish is not a slow-burn management sim in the traditional mold. Marshaling townspeople into a defense implies encounters that play out in real time, with positioning and timing mattering more than spreadsheet efficiency. The Fish player's planning role suggests preparation will matter as much as execution. Stockpiling the right resources and placing structures in the right spots is probably what separates a kingdom that survives a crisis from one that washes away.
Roguelite structure and open questions
The roguelite label adds another layer. Roguelites are built around runs that end in failure, with some progress carrying over between attempts. That structure fits a co-op city-builder surprisingly well. A kingdom lost to a raid or a storm can be rebuilt in the next run, and incremental unlocks give the partnership something to work toward. The genre's usual cruelty, the total reset, is softened when the failure state is "your city fell" instead of "your character died."
The genre placement also puts Kingfish in a crowded field. Co-op crafting and survival games are everywhere, and city-builders are a staple of PC gaming. The leviathan is the differentiator. The trailer leans on the scale of the creature and the intimacy of the people living on it, and that image is the part of the pitch with no obvious comparison point.
The audience is a broad one. The announcement targets players who want a cooperative game where the two people playing are doing different work, not the same work twice. It also has an unusual draw for a roguelite: people who normally avoid punishing action games may be pulled in by the city-building side, while action players get real-time combat with townspeople under arms. Whether those audiences overlap is something the game will have to prove.
The Steam release points at a specific audience. PC is the natural home for both city-builders and roguelites, and the storefront choice makes sense even if it is the only platform announced so far. The 2027 window means a long wait, and announcement trailers this far out are common enough that players should treat the date as a target rather than a promise.
Some questions will have to wait for more footage. The trailer leaves open what happens when the Fish dives, and whether the dangers come from sea creatures, storms, or something else is unknown. It answers the basic question of what the game looks like and leaves deeper design questions open, which is the job of a reveal trailer.
The bigger risk is balance between the two roles. Asymmetric co-op is hard to get right. If the Fish's planning role feels passive while the King fights, the fantasy fades. If the King's combat feels pointless while the Fish's resource decisions decide everything, the action player checks out. Kingfish is asking a lot of its two players: trust that the other person is doing something meaningful at all times.
For now, Kingfish is a memorable idea with a clear division of labor and a long road ahead. The reveal trailer does what reveal trailers should do, it makes the concept impossible to forget. Whether the roguelite loop gives the leviathan premise staying power, and whether 2027 delivers a finished version of this odd two-person partnership, will be the story going forward.
Staff Writer
Zoe writes about game releases, indie titles, and gaming culture.
Comments
Loading comments…



