Crown Siege Guide

Crown Siege beginner guide

Spending after 1.0.6: inspect the reward and the recipient

Use the Journal to see which currencies an enemy drops. The Unit Info panel now shows Yield, the currency earned from that unit's kills, and Shield, which blocks one full attack. These panels help separate a missing currency source from a unit that has not secured a kill.

The Automatic Pickup upgrade now collects Rubies and Diamonds after a short delay. It is an upgrade benefit: do not assume that every save already owns it or that collection is instantaneous. QWER prompts also show that the keys can be held, so repeatedly tapping is unnecessary when the indicated spawn action supports holding.

Unit-level gains now diminish: the announced per-level scaling is 1% × 0.95^(level - 1) for Damage and Health. Positive percentage upgrades also taper—the developer's example is 20% at level one and 39% at level two. Compare the next upgrade's displayed gain with another useful purchase instead of multiplying the first level's bonus by the number of levels.

Attack and respawn cooldown upgrades no longer reach zero. Respawn Chance above 50% also has diminishing returns. These are reasons to read the next preview before committing the entire budget to one line, rather than treating an old screenshot's theoretical instant-spawn build as a current target.

Armor and repeated attempts

The current Armor rule is a halving of incoming damage for each 300 Armor, replacing the old flat subtraction. Under that rule, 300 Armor leaves half the incoming damage and 600 leaves a quarter; it does not make a unit immune. Shield is different: Unit Info describes it as blocking one full attack.

Repeated level attempts grant units a small Armor bonus. Bosses also retain damage rather than returning at full health on the next attempt, and their repeated-attempt difficulty is eased. Check the next attempt before discarding the route and starting an entirely different grind.

The October 26 1.0.6_g patch lowers the first-loop difficulty ceiling to better fit a fully upgraded skill tree. It also lowers Armor on Scorched-area enemies to match the Armor rework. A launch-era wall and a current attempt therefore need different spending checks.

The first hour of Crown Siege is one loop: kill enough of a wave to afford the next troop, keep the tower alive, then spend the currencies that drop so the next node is not a wall.

The current progression checks below cover public version 1.0.6_g. Keep the older patch history separate when comparing a launch-day video with your current shop and unit panels.

The HUD, from official screenshots

Store screenshots of live combat show a top bar with four numbers:

ReadoutWhat it is tracking
GOLDSpend this on the troop buttons along the bottom of the screen
TOWER HP / BASE HPThe keep. If this hits zero the node is over
TROOPSHow many of your units are currently alive
KILLSEnemies defeated this node

Troop buttons are bound to keys. Early shots show Knight on Q and Archer on W. Later shots add Fire Archer, Ranger and Pike on the same bar. The gold number on each button is the current spawn cost for that unit in that run.

The version string sits in the bottom right of the main menu. When you file a bug, that is the number the developers asked for.

The three spend currencies

The 12 September post is the cleanest source for what you are actually spending:

  • Experience — levels the units you already have.
  • Crowns — unlocks nodes on the skill tree.
  • Unit-specific SP — upgrades that belong to one troop line.

The launch-week patches add the rest of the currencies you will meet: Ember drops when a Fire Archer or Pyromancer first sets an enemy on fire (v1.0.3 — previously it came on kill), Corn comes in faster now, and the third unit slot costs Petals instead of Ember. The developers name Magic as the next hurdle. Screens added in v1.0.3 show how to gain each currency, which units an upgrade benefits, and which currency a level mainly gives.

The 12 September post also says adaptive difficulty exists because the developers could not fully balance every map-plus-tree combination before launch. If a node feels unfair, the numbers have already moved: v1.0.1_a lowered scaling and capped the late game, v1.0.2_e eased the northern swamp and dropped its movement penalty, and v1.0.3 fixed the upgrade that cost 9000 instead of 900. The live rule, not the demo.

How a node is supposed to play

  1. The wave walks in. Official copy: spawn troops, gold comes from defeating enemies, each wave pushes harder.
  2. Spend gold on the troop you can actually field. Early official screenshots show Knight and Archer on the spawn bar.
  3. Keep the keep's HP off zero. Early Forest shots show BASE HP in the teens out of 20; a later wheat-field node shows TOWER HP 65/65. Read your current Tower HP cap before planning the next fight.
  4. After the node, spend XP / Crowns / SP before walking to the next map node. Official pre-launch note: the world is no longer a linear list of levels.

First-hour mistakes the Steam board is already hitting

  • Starving the tower to stack one unit line. A day-one thread said a maxed Archer + Knight pair barely beat the toad boss and could not reach a "wheat" region. That post is from before v1.0.1_a. The patch run since exists because that complaint was fair.
  • Ignoring flying units. v1.0.1_a made every unit type able to attack flying enemies. If your save is on 1.0.0, update before you decide a composition is broken.
  • Expecting Healers to work in Goblin Lair. One player reports Healers stand idle only on that node and heal everywhere else. Treat that dated player report as a location-specific problem, rather than a universal Healer rule.
  • Chasing Ember blind. This now has an answer: v1.0.3 says ember drops from Fire Archers and Pyromancers when they first set an enemy on fire. Field one of those two if you want the resource moving early.

What "short incremental" means here

The developers call it a short incremental siege game. Length is not published as a number of hours; the achievement list is the better yardstick: two days in, Enter the Forest is at 97.8%, Cursed Kingdom at about 29%, and the namesake "Crown Siege" clear at about 21%.

Current update sources