Crown Siege Guide

Crown Siege updates: 1.0.6_g, unit balance and NG+

Current public release: 1.0.6_g — October 26

The first-loop difficulty ceiling is lower to better match a fully upgraded skill tree. Scorched-area enemy Armor is reduced for the new Armor system. These adjustments follow public 1.0.6, rather than remaining exclusive to the October 8 beta.

1.0.6_d — October 25

Cursed-area difficulty is reduced and cursed melee units have 30% less health. Dragon has less health but summons slightly more enemies. Use these hotfix conditions with the boss changes below.

1.0.6 — October 23

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.

Unit changes that affect a current build

Choose the problem your army needs to solve, then compare the current unit panel. Achievement popularity is a dated roster reference, not a damage ranking or a prerequisite tree.

Unit1.0.6 changeCheck before buying
MageLarger Fireball splash; Cascade Explosions chain from each enemy killed at full damage. Cascade Chance above 100% increases Cascade Damage. Upgrade costs fall.Compare the splash and chain payoff against the groups your army is fighting.
ElectromageAttack Speed falls 50%; base Damage rises from 1,000 to 1,500; Mage Damage upgrades add 600 instead of 400.Read both damage and timing; a larger hit does not itself establish higher damage per second.
NecromancerFaster summoning, two Skeletons instead of one, and +2 Skeletons per Additional Unit upgrade. Skeleton base Damage becomes 500 and upgrades add 500.Check summon count, upgrade price and whether the summoned army survives.
Golden KnightDamage multiplier becomes 3× Knight Damage, down from 5×.Revisit a launch-week plan based on the old multiplier.
PikemenCan hit three enemies simultaneously; upgrade XP costs change.Compare actual enemy grouping and the next upgrade preview.
Scout and melee unitsShield upgrades added.Distinguish an extra blocked attack from Armor's percentage reduction.
CrossbowAdditional upgrade levels added.Check the current upgrade endpoint rather than an older completed tree.

For support purchases, Tesla Tower attacks twice as fast; Arrow Spell gets a substantial damage increase. Poison Spell, Orbital Laser and Tower Spikes now scale with level Difficulty. Fire Damage upgrades give +20%, and Strength Aura Damage upgrades +25%, replacing their old +100% steps. Match the upgrade to the units or effect it actually benefits; use the preview rather than transferring one line's bonus to the whole army.

Current boss retry plan

In 1.0.6, Cursed King and Dragon summon larger waves as the fight continues. Compare whether your army is failing to clear the summons or failing to damage the boss; that distinction determines whether area damage or a different single-target plan deserves the next purchase.

Bosses no longer respawn at full health after taking damage, and repeated attempts become easier. Review the remaining health and your repeated-attempt Armor before abandoning the node. There is no need to turn an old launch-week full-health restart into a rule for the current build.

1.0.6_d (October 25) reduces cursed-area difficulty and cursed melee health by 30%. Dragon has less health but summons slightly more enemies. 1.0.6_g (October 26) then lowers the first-loop ceiling and Scorched enemy Armor. Keep those hotfixes separate from the base 1.0.6 numbers.

Frog Mages spawn fewer flies and wait longer between spawns in 1.0.6. Enemy spawning also changes in Swamp's Lilypad Entry. These are current fight changes; the achievement percentages below remain a September 20 snapshot.

Before and after New Game+

1.0.6 increases NG+ difficulty and changes skill costs to linear growth instead of exponential growth. Currency previously spent on skills in older saves is refunded automatically. If a returning save shows a different skill budget, inspect the refunded currency and the current tree before assuming that progress disappeared.

Spend against the next displayed cost and benefit. The patch does not provide one universal NG+ reset checklist for every inventory item, so follow the current game's confirmation when choosing a reset.

Announced next: Squad Mode

The October 23 post announces a future mode built around shorter preset challenges, with distinct squads and random/custom choices. It is a forthcoming mode, separate from the existing Sandbox. Follow later announcements for its release.

Earlier release history and beta notes

The archive below describes its named versions. The October 23 public update supersedes the earlier beta-only status for those shared balance changes.

Crown Siege 1.0 launched on 18 September 2026. Three patches went up inside 48 hours: v1.0.1_a, v1.0.2_e, and the v1.0.3 currency rebalance. Since 21 September the studio has also been running a public beta channel for larger updates, so its notes lead this page, newest first. Until a beta build ships to the public branch without that label, the version string in the bottom right of your main menu is what tells you which one you are running.

v1.0.5 (Beta) — 8 October 2026

Posted 8 October 2026 and labelled Beta in the post's own heading — the first of the "more frequent beta updates" promised after launch, and still on the beta branch at the time of writing. The post says a few small follow-ups come first, with the whole thing pushed public "sometime next week".

Balance

ChangeDetail (official wording)
Armor reworked"Previously Armor was a flat damage reduction, now the incoming damage is halved per 300 Armor points."
Special Currency"Added upgrades that increase Special Currency drops" — and "Special Currency is now also awarded for completing levels"
XP pacing"Adjusted XP gain to better match level progression" and "Adjusted XP costs for Pikemen upgrades"
Tower and projectiles"Increased Tower Damage and added more Extra Projectile upgrades"
Arrow Spell"Increased Arrow Spell Damage significantly"
Unit XP"Increased Unit XP gain slightly"
Difficulty curve"Adjusted Difficulty Scaling for more consistent progression"; "Units now gain a small Armor bonus on repeated level attempts"; "Level Bosses no longer respawn at full Health after taking damage"
Frog Mages"Reduced the number of flies spawned by Frog Mages and increased their spawn cooldown"

QOL

ChangeDetail (official wording)
Skill tree"Increased zooming speed in the Skill Tree"
Bridge camera"The camera now transitions to the bridge when it is repaired"

Bug fixes

ChangeDetail (official wording)
Scout respawns"Fixed a bug affecting Scout respawns"
Music"Fixed a bug that caused music to stop abruptly"
Damage numbers"Improved performance when displaying Damage Numbers"
Empty selection"Fixed bugs that occurred when no Spell, Aura, or Special Unit was selected"
Journal alerts"Fixed a bug that prevented Journal alerts from being cleared"
Cursor setting"Fixed a bug that prevented the Cursor/Automatic Toggle setting from loading correctly"

What the post says comes next

Over the next month the studio plans more frequent beta updates, and says a new Mode will debut on the beta branch before the end of the month — aimed at anyone who preferred the demo's loop and progression. Nothing beyond that window carries a date.

Public beta channel opens · 21 September 2026

Posted 21 September 2026, after the first weekend. The studio reported landing on Steam's Popular New Releases and passing 200 reviews with the score trending upward — and used the post to open a public beta channel: upcoming "major updates and content additions" get tested on the beta branch first. Access from the post: right-click Crown Siege in your Steam library → Properties → Game Versions & Betas.

The post also carried the first beta patch notes — QOL, balance, NG+ and fixes, in the official wording:

ChangeDetail (official wording)
Spawn buttons"Indicate that QWER buttons can be held instead of repeatedly pressed"
Journal"The Journal now shows which currencies each enemy drops"
Unit info"Unit info now shows Shield and Yield" — Shield blocks one full attack; Yield is the currency that unit gets for its kills
Level scaling"Level scaling now has diminishing returns. Previously, units gained 1% Damage and Health per level. This now scales as 1% × 0.95^(level - 1)"
Positive upgrades"Positive percentage-based upgrades now have slowly diminishing returns. For example: Level 1 = 20%, Level 2 = 39%"
Negative upgrades"Negative-scaling upgrades can no longer reach zero, including Attack Cooldown and Respawn Cooldown"
Golden Knight"Golden Knight now deals 3× Knight Damage instead of 5×"
Electro Mages"Electro Mages now attack half as fast"
Fire damage"Fire Damage upgrades now provide a 20% Damage boost instead of 100%"
Strength Aura"Strength Aura Damage upgrades now provide a 25% Damage boost instead of 100%"
Pikemen"Pikemen can now hit 3 enemies at once"
Shield upgrades"Added Shield upgrades for the Scout"; "Added Shield upgrades for Melee units"
Crossbow"Added additional upgrade levels for the Crossbow"
Necromancers"Necromancers now summon faster"
NG+"Increased difficulty"; "Skill costs now scale linearly instead of exponentially"; "Currency spent on Skills in older saves is automatically refunded"
Localization and unit info"Fixed several small localization issues"; "Pyromancer target count is now shown in Unit Info"

The post closes by saying later beta notes will be held to the studio's Discord and only posted to Steam once a build is ready for the public branch — which is why the entry above is labelled Beta.

v1.0.3 — Currency rebalancing · 20 September 2026

Posted 20 September 2026, 04:38 CST, after the first full day of feedback. The developers say they read "feedback from every available source", and that after "a bit of recharge time" they are back to dive into larger rebalancing.

Balance

ChangeExact wording
Fire-unit ember"Fire Archers and Pyromancers no longer get ember for kills, but instead when they first set an enemy on fire. So other units stealing the kill don't also steal the currency drop from an enemy being on fire"
Corn"Corn is awarded at a much higher rate!"
Next hurdle"With Ember and Corn both now being rebalanced, we're hoping to take a look at Magic next, as that appears to be the next most common progress hurdle."
Knight SP"ShadowKnight and Paladin award Knight SP"
Third unit slot"You can gain a 3rd Unit slot MUCH sooner, as it now costs Petals instead of Ember"
Endless difficulty"difficulty cap in endless mode is now higher"

QOL

ChangeExact wording
Currency screens"Clearer presentation on how to gain all currencies"
Upgrade screen"Clearer presentation of which Units will benefit from a given upgrade"
Level markers"Level indicators of which currency that level will primarily give"
Save backups"Save files now store a backup in Old folder."
Spawn buttons"Unit spawn buttons can now always be locked by holding them."
Ambience slider"Ambience Slider to turn off background noise (like the birds)"

Fixes

ChangeExact wording
Dragon boss"Fixed an issue that could make the Dragon Boss unbeatable"
Ballista"Ballista now gets the bonuses from ranged upgrades instead of melee upgrades ... whoops"
A 9000-cost upgrade"A stray 0 made one particular upgrade cost 9000 instead of 900. We're very sorry about the resulting grind for that singular upgrade!"
Completion achievement"Main menu tries to award the game completion achievement if it was not awarded earlier"

v1.0.2_e — 19 September 2026

Posted 19 September 2026, 16:06 CST. This is the second of the two day-one updates the v1.0.3 post mentions, aimed at the early game:

ChangeExact wording
Northern swamp"Lowered the difficulty of the northern swamp levels."
Cursed levels"The first three cursed levels now award a crown each."
Swamp movement"The swamp levels no longer apply a movement reduction."
Melee stacking"Melee units block each other less when attacking, making them more viable."
Frog Queen quest"Added a quest indicator to the frog queens location on the map."
Damage numbers"Fixed an issue where damage numbers would get too big and then roll back to 0."

v1.0.1_a — 19 September 2026

Official Steam news, posted 19 September 2026, 06:59 CST. Three lines, no more:

ChangeExact wording
Flying combatAll unit types can now attack flying units
ScalingDifficulty scaling is slightly lowered
Late gameLate game difficulty is capped now, which should feel less brutal

The developers' preface: they are working on balance from the feedback so far.

Why those three lines exist

A launch-day Steam thread titled Needs some Rebalancing said enemy stats scaled faster than maxed units could keep up. The writer tried every unlocked type, settled on Archers plus Knights, bought every upgrade for those lines, barely beat the toad boss, and could not reach a wheat region.

That is a player report, not a patch note. It is also the exact shape of problem v1.0.1_a claims to fix: global scaling down, a cap at the top, and melee/ranged both able to hit fliers so a two-button composition is not auto-dead into air.

If your save still feels like that thread, find out which build you are actually on before you reroll the tree — the version string sits in the bottom right of the main menu. The newest build with its own Steam notes is v1.0.5, posted for the beta branch on 8 October; the post says it would move to public "sometime next week", and later beta notes were said to move to the studio's Discord. The newest public-branch Steam post remains v1.0.3.

1.0 launch — 18 September 2026

Official launch post, the facts that matter for playing:

  • Shipped with 42,000 wishlists (30,000 the week before).
  • Sandbox Mode is in. Unlocked toys can be taken there. No promise it stays optimised at the extreme.
  • Full UI localizations at launch: English, Brazilian Portuguese, French, German, Japanese, Korean, Russian, Simplified Chinese, LATAM Spanish.
  • Launch-week focus is balancing, not new biomes. Adaptive difficulty is already in because the map-plus-tree combination space was too large to hand-tune.
  • New content, modes, and expansions are being brainstormed; nothing in that paragraph is a date.

What 1.0 added versus the demo

From the 12 September Coming in 1 Week post, which is the last official preview:

  • The map is no longer a preset sequence of levels.
  • The skill tree expanded, spending experience, extra map resources, and unit-specific SP.
  • Enemy and player rosters grew past just knights and goblins.

The May demo post had already named the fantasy/medieval setting, the Right Click To Necromance inspiration, and Astral Beam as the developers' favourite spectacle. Those are still the right words for the 1.0 pitch.

Crashes after the patch

A Steam thread from after v1.0.1_a reports the new build freezing the whole PC with no error dialog. That is a reported stability issue, and nothing in the v1.0.2_e, v1.0.3 or v1.0.5 (beta) notes names a stability fix. If you hit it: OS, specs, and the version string in the corner, into the pinned Bug Reports thread. Include the current version and failure details in the pinned Bug Reports thread.

Current update sources