Kingdom Inc Market Quest Guide: Fix the Output Full Bug and Finish the Adventure
Stuck on the Kingdom Inc market quest because your quest board says output is full? Learn why it happens, how to clear it, and how to prep adventurers.
The Kingdom Inc market quest is one of the first places where this minimalist factory and city builder asks you to juggle two systems at once: your production chains and your adventurers. You outfit a party, send them out, and expect a clean reward — but a surprising number of players hit a wall where the adventure simply won't finish. If your quest board is telling you the output is full right after the market quest, you're not alone, and this guide walks through what's happening and how to get moving again.
Kingdom Inc is developed by Leaping Turtle and available on the official Kingdom Inc Steam store page. Because the game is a factory builder at heart, almost every quest problem traces back to how your workflow handles items — including the items your adventurers bring home.
What the Kingdom Inc Market Quest Actually Asks of You
Before troubleshooting a stuck quest, it helps to understand the loop the game is built around. According to the Steam store description, Kingdom Inc has you harvest resources, build equipment, outfit adventurers, and send them on dangerous missions to recover lost territory. The market quest sits squarely inside that loop: you produce gear, hand it to a party, and the quest board resolves the trip.
That means the Kingdom Inc market quest is not a self-contained minigame. It depends on:
- Your production chain supplying the equipment your adventurers need
- Your quest board having room to receive whatever the adventure returns
- Your adventurer roster having enough bodies to complete the run
When any one of those three links breaks, the quest stalls. The most commonly described stall in the Steam Community hub is the output problem, which we'll cover next.
Why the Quest Board Says "Output Full"
A Steam Community discussion thread titled "Quest Board - Output Full?" describes a player who finished the market quest with four adventurers remaining but could not complete the adventure because the output was full. The player asks where those adventurers are supposed to go, notes that the incinerator isn't an option, and wonders whether another quest board is the answer.
This tells us something important about how the quest board behaves: it appears to function as a destination with limited capacity, much like other nodes in your factory. If the receiving side can't accept the returning adventurers or the quest loot, the adventure can't resolve. The thread is a question, not a confirmed fix, so treat the following as diagnostic steps rather than a guaranteed solution.
| Symptom | Likely Cause | First Thing to Check |
|---|---|---|
| Quest won't complete after market quest | Quest board output is full | Whether the board or its connected storage has free space |
| Adventurers "remaining" with no destination | No valid receiving node | Connections into and out of the quest board |
| Reward items never appear | Loot has nowhere to land | Storage linked to the quest board |
Diagnosing a Stuck Kingdom Inc Market Quest
The Steam Community hub is full of players running into throughput limits they didn't expect. One negative review with 29 helpful votes describes 64 furnaces merged through three layers of collectors, all reporting "output is full" while the consumers of iron bars sit resource starved. The reviewer points out that nothing in the game explains that a collector can only handle a certain number of items per second.
That same underlying mechanic — a node with a hidden throughput ceiling — is the most plausible explanation for a quest board that refuses to accept a finished adventure. A separate thread, "Large Resource Farming Issues," describes players building tall "silos" of mines feeding into stacked collectors and then wondering whether there's a maximum number of items that can pass through a collector at once.
So when your Kingdom Inc market quest won't close out, work through this checklist:
- Trace the path from the quest board to storage. Confirm every link in the chain has capacity.
- Look for a bottleneck collector. If several production lines merge before reaching the board, the merge point may be saturated.
- Split the workflow. The developer's own patch notes for a slowdown fix suggest splitting your factory into multiple different workflows to mitigate performance and throughput problems.
- Check for a second quest board. The forum poster speculated about adding another board; whether that resolves the issue isn't confirmed in the thread, but adding capacity at the receiving end is the logical direction.
The "Split Your Workflows" Principle
The most useful piece of official guidance in the reference material comes from the developer's bugfix update addressing critical game slowdown. Tom, the developer, notes that players can mitigate most slowdown by splitting the factory into multiple different workflows. While that note is about performance, the same architectural advice applies to throughput: long merged chains concentrate traffic, and concentrated traffic hits ceilings.
For quest logistics specifically, keeping your quest board on its own short chain — rather than at the end of a shared trunk line — reduces the chance that an unrelated production backup blocks your adventure from resolving.
| Approach | Effect on Quest Board | Trade-off |
|---|---|---|
| Quest board at end of a shared trunk | High risk of inherited backups | Fewer connections to manage |
| Quest board on a dedicated short chain | Lower risk of blockage | Uses extra space and nodes |
| Multiple boards / extra receiving capacity | More room for returning adventurers | More infrastructure to build |
Preparing Adventurers Before You Send Them Out
The Kingdom Inc market quest is only as smooth as the party you send. The Steam Community hub surfaces several adventurer-related questions worth knowing about before you commit a run.
A thread asking "How can I make one conscript wear several items?" points to a real friction point: outfitting is not always obvious. Another thread asks whether you can enchant and engrave the same piece of armor, suggesting players are experimenting with gear stacking and hitting unclear limits.
Patch v1.0.9 also changed something relevant to party building. The developer restored intended behavior so that training a Conscript a second time has halved effectiveness, and a third or further training session has no effect at all. Conscripts trained to extreme levels before the patch were returned to a more mortal size. If you were relying on over-training a single unit to carry quests, that strategy is now capped.
| Prep Step | Why It Matters for Quests | Notes From the Source Material |
|---|---|---|
| Outfit each adventurer with gear | Gear appears to drive quest success | Players have asked how to equip multiple items on one conscript |
| Avoid over-training Conscripts | Effectiveness is capped after two sessions | Patch v1.0.9 halved second training and nullified further attempts |
| Keep spare adventurers available | Extra bodies help complete runs | The forum poster had four adventurers remaining at quest end |
| Track quest loot destinations | Loot needs somewhere to go | Eye of the Watcher was patched to count as dungeon loot for the Hoard |
That last row matters more than it looks. Patch v1.0.9 fixed an issue where Eye of the Watcher now counts as dungeon loot and can be added to the Hoard, and also fixed adventurers upgraded through a quest showing up in the Hoard. Quest rewards interacting with storage is clearly an area the developer has been actively tuning, which supports the idea that a full output is a storage-side problem rather than a quest-logic bug.
Reading the Quest Board Like a Factory Node
The mental shift that makes the Kingdom Inc market quest click is treating the quest board as just another machine. It has inputs — adventurers and equipment — and outputs — returning adventurers and loot. Everything you already know about feeding machines applies.
Players in the Steam Community hub have repeatedly run into the same lesson from the production side. The 29-helpful-vote review describes hours of building modular components rendered irrelevant by an unexplained collector limit. The "Large Resource Farming Issues" thread asks directly how a player would know the maximum number of items that can pass through a collector at a time.
The honest answer, based on the reference material, is that the game does not appear to surface that number clearly. That's a legitimate criticism raised by multiple community members, and it means you should design defensively:
- Assume every merge point has a ceiling and keep chains short.
- Watch for "output is full" text as your primary diagnostic signal — it appears on furnaces in the review and on the quest board in the forum thread.
- Leave headroom rather than running every line at maximum saturation.
- Separate quest logistics from bulk production so a furnace backup never reaches your board.
A Practical Layout Habit
If you want a simple rule of thumb: give the quest board its own collector and its own storage, fed by a short dedicated line. That way, when your iron or battleaxe production backs up — and it will — the backup has no path to your adventure output.
| Node Type | Recommended Handling | Reason |
|---|---|---|
| Quest board | Dedicated short chain | Prevents inherited production backups |
| Collectors feeding the board | Keep layers to a minimum | Hidden per-second limits are easier to hit with stacked collectors |
| Storage near the board | Give it spare capacity | Returning adventurers and loot need room |
| Bulk production lines | Keep separate from quest chain | Isolates "output is full" errors |
Known Fixes and Patches That Touch Quests
Kingdom Inc launched recently, and the developer has been shipping rapid patches. Several of them touch systems adjacent to questing, which is useful context if you're troubleshooting.
Patch v1.0.9 added a Credits panel to the main menu (click the turtle), made Requisition Contract rerolls free when you have no Requisition to prevent getting stuck on an unusable contract, fixed a crash when auto-upgrading a worker with only the worker upgrade unlocked, patched a memory leak from long idle sessions, and fixed a glitched "ghost" node created by picking up an object with the middle mouse button while already holding something.
An earlier "Tiny Patch For Big Problems" moved the game to the latest LTS Unity version to fix crashes some players were seeing. Neither patch note mentions a specific fix for the quest board output issue, so if you're still stuck, the layout workarounds above remain your best bet.
| Patch | Quest-Relevant Change | Takeaway |
|---|---|---|
| v1.0.9 | Free Requisition Contract reroll with zero Requisition | You can no longer be permanently stuck on an unusable contract |
| v1.0.9 | Conscript training effectiveness capped | Rely on gear and party size, not one over-trained unit |
| v1.0.9 | Eye of the Watcher counts as dungeon loot for the Hoard | Quest loot has a defined home |
| v1.0.9 | Adventurers upgraded via quest removed from Hoard | Fewer phantom entries in storage |
| Slowdown bugfix | Split factory into multiple workflows | Reduces both lag and throughput pileups |
FAQ: Kingdom Inc Market Quest
Why won't my Kingdom Inc market quest complete even though I have adventurers left? The most likely cause, based on a Steam Community thread titled "Quest Board - Output Full?", is that the quest board's output has no room to receive the returning adventurers or the loot. Check the capacity of the board and any storage connected to it, and look for a saturated collector between the board and your storage.
Is the "output is full" message a bug? The reference material doesn't describe an official fix for it. Similar "output is full" messages appear on furnaces in a Steam review discussing collector throughput limits, which suggests the message reflects a real capacity ceiling rather than a display error. Treat it as a signal to add capacity or shorten the chain.
Can I fix a stuck Kingdom Inc market quest by building another quest board? A player in the Steam Community thread raised this as a question, but the thread does not confirm it as a working solution. Adding receiving capacity somewhere in the chain is the logical direction, but the specific fix isn't verified in the available source material.
How should I prepare adventurers for quests after patch v1.0.9? Training a Conscript a second time now has halved effectiveness, and further training has no effect, so spread your investment across a party rather than stacking one unit. Outfit each adventurer with gear, and keep spare adventurers available so a run can still complete if some are lost along the way.