I thought it would be a fun addition for players to be able to communicate in co-op mode to each other by drawing on the screen to show placement, purchase suggestions or realistically trolling. Hold right click to draw on the screen that both players can see. I have since completed flipping all item assets into higher quality, higher consistency art. King of the Hill has been reset back to fresh giving players a fair shake at the crown with all of the new balance changes. As I have said 100 times, your suggestions in the suggestion box are an invaluable part of the development and has been a total boon for me, please keep them coming. The greatest appreciation and support you can show the game is to leave a review on the store page.
Artifact — Fire, Burn, Weapon
45 Gold
20/40/80 Damage
6/12/24 Burn
6-second Cooldown
Permanently consumes a Fire Wand directly to its left and absorbs that Wand’s unmodified base Damage and Burn.
Absorbed bonuses stack permanently.
Legendary — Air, Light, Earth, Projectile
50 Gold
15/30/60 Damage
6-second base Cooldown
Gains +15/+30/+60 Damage and +1 Multicast for every Hatchet in its row or column.
Also gains +1 second Cooldown for every qualifying Hatchet.
Artifact — Earth, Weapon, Melee, Ward, Thorns, Heal
Created by combining three Tier 3 Spiked Shells.
Cannot appear in the shop.
Tier 4: 40 Damage, 80 Ward, and 8 Thorns.
5-second Cooldown
On cast, heals equal to your tower’s current Thorns before adding its own effects.
Crag God’s Shell does not use the normal tier-star presentation.
Legendary — Physical, Earth, Projectile, Crit
50 Gold
15/30/60 Damage
30% Critical Chance
250% Critical Damage
5-second Cooldown
When High Elf Bow casts, every Bow to its right in the same row also casts.
Bonus casts do not reset, restart, or synchronize the affected Bows’ cooldown timers.
Legendary — Water, Earth, Ward
50 Gold
25/50/100 Ward
7-second Cooldown
Water Walls extend their Ward through every item positioned between themselves and the Aqueduct.
Aqueduct tiers extend Water Wall Ward at 1x/2x/3x strength.
Multiple Water Wall channels stack.
Artifact — Air, Physical, Bleed
70 Gold
15/30/60 Damage
4/8/16 Bleed
5-second Cooldown
Every Razor Whip in the same row or column gains the All tag.
40 Gold
10 Damage
6-second Cooldown
The item directly below permanently grants Income equal to 1x/2x/3x its current Cooldown.
20 Gold
30/60/120 Ward
7-second Cooldown
The Gold item directly above gains +40/+80/+160 Ward whenever it casts.
35 Gold
30 Damage
6-second Cooldown
The item directly to its left generates 2/4/6 Gold whenever it casts.
30 Gold
10/20/40 Damage
7-second Cooldown
At battle start, gains Damage equal to 1x/2x/3x current Income.
15 Gold
15/30/60 Ward
5-second Cooldown
Gains +1/+2/+4 Thorns for every adjacent Gold item.
35 Gold
30/60/120 Ward
6-second Cooldown
While positioned in Row V, adjacent items gain +10%/+20%/+30% Haste.
Artifact
70 Gold
75 Ward
8-second Cooldown
Items below it in the same column gain Critical Damage equal to current Income.
30 Gold
30/60/120 Damage
7-second Cooldown
Generates 1/2/3 Gold whenever it casts.
35 Gold
2/4/8 Damage
7-second Cooldown
Deals 2x/3x/4x Damage to Ward.
Reduces its own Cooldown by 1 second this battle whenever it casts, down to the one-second minimum.
25 Gold
20/40/80 Damage and Ward
7-second Cooldown
While placed in the tower, permanently gains +5/+10/+20 Damage and Ward whenever the player levels up.
40 Gold
20/40/80 Ward
8-second Cooldown
Every successful shop reroll permanently gives adjacent items +1%/+2%/+3% Critical Damage.
The first free reroll also activates this effect.
30 Gold
5/10/20 Damage
30/60/120 Ward
Whenever the tower is damaged by a Physical item, applies 2/4/8 Bleed.
30 Gold
25/50/100 Ward
3/6/12 Thorns
While placed, increases Interest by 5/10/15 percentage points.
Multiple Vaults stack.
35 Gold
50/100/200 Ward
5/10/20 Damage
10/20/40 Burn
Each adjacent Earth or Fire item grants +3%/+6%/+10% Max Health.
Dual-tag items count once, and multiple bonuses add from base Max Health.
30 Gold
6-second Cooldown
Gains Ward equal to 1x/2x/3x currently held Gold whenever it casts.
Its tooltip displays the resulting Ward value live.
30 Gold
15/30/60 Burn
7-second Cooldown
Physical items in its column gain the Fire and Burn tags and +10/+20/+40 Burn.
45 Gold
40/80/160 Ward
5/10/20 Bleed
6-second Cooldown
On cast, heals for 1x/2x/3x the enemy’s resulting current Bleed.
Shop rarity progression now advances at half speed.
Levels 1–2 share one rarity row, followed by Levels 3–4, 5–6, and so on.
Artifact odds remain at zero through Level 14.
Artifacts begin appearing at Level 15 and reach their existing maximum chance at Level 21.
Overtime damage now increases every second by 0.4% of the lower-health tower’s Max Health, with a minimum increase of 2. Both towers receive equal overtime damage.
End-of-battle XP begins at 10 on Battle 1 and increases by 5 each battle: 10, 15, 20, and so on.
Dark Stone gives every item Heal equal to its Poison.
Air Stone grants +50% Critical Damage.
Creature Stone reduces every Creature item’s Cooldown by 1 second.
Sainted Bulwark: Weapons to its left in the same row gain +40/+80/+160 Ward per cast.
Ogre Leg Guards: Each adjacent Earth or Fire item grants +3%/+6%/+10% Max Health.
Druid Talisman: Gains +1 Multicast and +1 second Cooldown for every Creature in its row or column.
Ironbark Stag: Gains +2/+4/+8 Thorns this battle whenever it casts. Its Damage bonus always equals its current Thorns, with no minimum requirement or permanent growth.
Dipped Dagger: Gains +3/+6/+12 Poison this battle whenever it casts.
Verdict Mace: Ward changed to 20/40/80.
Gauntlet of Midas: The item to its left generates 2/4/6 Gold per cast.
Whet Stone: Rarity changed from Uncommon to Rare. Its permanent adjacent Weapon Damage remains +1/+2/+4 per cast.
Cauldron: Rarity changed from Uncommon to Rare. The item above permanently gains +1/+2/+4 Poison per cast.
Ashen Venom: Now Epic and no longer a Projectile. Each hit permanently gives the Weapon above +1/+2/+3 Burn and the Weapon below +1/+2/+3 Poison.
War Banner: Now Epic and costs 35 Gold. Row and column Creatures permanently gain +1/+2/+4 Damage per cast. It no longer grants Haste.
Cinder Brand: Now Epic. The item above permanently gains +1/+2/+3 Burn; if it is a Weapon, it also gains +15/+30/+60 Damage this battle.
Ember Anvil: Weapons to its right and below gain +20/+40/+60 Damage this battle. The Weapon below also gains +20/+40/+60 Burn.
Oath Lantern: The item to its right permanently gains +2/+3/+4 Burn. Its Light-item Critical Chance bonus remains +5%/+10%/+20%.
Chronomancer’s Pocketwatch: All allied items gain +100% Haste until their first cast and −100% Haste afterward.
Meat Cleaver: The qualifying Creature gains +1/+2/+4 Multicast and +1 second Cooldown per Cleaver cast.
Blessed Plate Mail: Adjacent Ward bonus reduced from +100%/+200%/+400% to +30%/+60%/+120%.
Staff of the Frost Magus: Ward conversion reduced to 5%/10%/20% of the enemy’s current Shatter.
Gargoyle: Row I Poison increased from +10/+20/+40 to +20/+40/+80.
Locust Swarm: Base Multicast reduced to zero, giving it one normal attack before bonuses. It gains +1 Multicast and +1 second Cooldown for every adjacent Creature.
Hunting Spear: Gains −1/−2/−3 seconds Cooldown when a Creature is directly to its left.
Blood Well: The Water item directly below gains +3/+6/+12 Bleed.
Grave Bell: The item below gains +4/+8/+18 Bleed and +25%/+50%/+100% Power this battle per cast.
Frostbolt: Added the Shatter tag.
Enchanted Quiver: The Projectile to its right now has x2/x3/x4 Multicast.
Earth Totem: Row Damage bonus increased to +10/+20/+40.
Bramble Trap: Row V Bleed and Thorns increased to +5/+10/+20.
Viper Totem: Every other item in its row gains +5/+10/+20 Poison.
Stone Abomination: Adjacent Thorns increased to +3/+6/+12.
Ankh of Reincarnation: Fatal-blow healing increased from 1,000 to 2,000.
Aztec Smoking Mirror: Other items in its row retain their original left/right bonuses and also apply them in the opposite direction.
Stormglass Shard: Air or Water items above apply 0.5/1/2 seconds of random Shock whenever they cast.
Odins Gungnir: Deals 100 Physical Damage whenever an adjacent item applies Shock. Its own Shock cannot activate this effect.
Heavens Harp: Adjacent Cleanse increased to +10/+20/+40.
Rat King: Its +2 Income per Creature now counts every Creature in the tower. Rat King also gains the Gold tag.
Cursed Skull: Cooldown reduced from 8 seconds to 7 seconds.
Righteous Flail: Rarity changed from Uncommon to Epic and Multicast reduced from 3 to 2.
Totem of Unity: Row and column items gain +10%/+20%/+30% Power for every different element in the Totem’s row or column.
Goblin Alchemist: Burn-to-Shatter conversion changed from 3x at all tiers to 1x/2x/3x.
Purity Chalice: The item below gains +1 Ward this battle for every point of Burn, Poison, or Bleed removed.
Behemoth Heart: Max Health gained on cast now lasts for the current battle instead of becoming permanent.
Saint’s Needle: Gains +1/+2/+3 Damage per point cleansed this battle.
Zombie Hand: Grave Grip’s Cooldown drawback is now a fixed +2 seconds at every tier.
Wand of the Necromancer: The empowered item below now has a minimum 4-second Cooldown at every tier.
Event decisions now include Inspect Tower, allowing players to review their current layout before returning to the unresolved choice.
Day 15’s Elemental Tag event no longer blocks progress when inventory is full. Players can use Make Room to sell items before claiming both Tags.
Fountain of Life now has a clear Drink from the Fountain button.
Either co-op player can activate the Fountain, with the host resolving the shared reward.
Occupied tower blocks can be moved by dragging the surrounding block frame, carrying the block and item together.
Dragging the item still moves only the item.
Shift-drag always selects the entire block.
Tower block dragging no longer rebuilds the complete tower interface every time the cursor crosses a grid cell, preventing the associated FPS drops.
Gold-producing items display a Gold number above themselves whenever they generate Gold during combat.
The Rule Book now explains held Gold, Income, Interest, and combat-generated item Gold.
Battle results display Gold Gained, Income, Interest, and Item Gold with the same prominence as DPS, HPS, and WPS.
The Interest result displays the player’s current Interest percentage, including all placed Vault bonuses.
Diamond Silk Sash displays its current Gold-based Ward directly in its stat line and updates immediately when Gold or tier changes.
French, German, Spanish, Brazilian Portuguese, Simplified Chinese, and English are complete selectable game languages.
Menus, tutorials, the Rule Book, item names and descriptions, Update Notes, combat results, and live-value tooltips are localized.
Non-English tooltips retain the same compact width as English.
Damage, Burn, Ward, Heal, Poison, Bleed, Thorns, Cleanse, and Shatter use consistent semantic colors in every language.
Tooltip overflow is measured after wrapping settles, preserving compact ordinary tooltips and the wide two-column format for genuinely long items.
The Great Aqueduct treats “Water Wall” as an item name instead of incorrectly highlighting “Water” as a tag.
Gold cost appears inside the upper-right tooltip frame without covering long item names.
Damage values use red, while Cleanse stats and tags use a consistent rose-gold.
Layout-dependent Cooldowns update immediately outside combat for Zombie Hand, Wand of the Necromancer, Locust Swarm, and other affected items.
Totem of Unity and Covenant Prism affected-item tooltips display their complete Power bonuses instead of only their per-element values.
Goblin Alchemist targets display their resulting live Shatter instead of Burn.
Critical Damage bonuses add correctly to existing critical multipliers without double-counting the base value.
Corrupted Divine Blade’s combat tooltip no longer previews its already-applied Life Steal bonus twice.
Totem of Unity now displays its correct 6-second Cooldown.
The complete Encyclopedia and Rule Book load before the main menu becomes interactive, with visible progress.
The main menu displays the exact MMR needed to reach the next named rank.
Ranked profiles include a five-segment gold meter showing progress through the current rank.
King of the Hill and King of Co-Op cards use one unified background without the former nested panel.
Champion cards are wider, cleaner, and easier to inspect.
Champion inspection uses the friendly blue tower view, normal health bar, proper tooltip layering, player MMR badges, talisman, and Stone choice.
Shop item art remains centered after every refresh.
Placed item art now uses the tower room’s correct projection plane, fixing the increasing horizontal misalignment toward Column I.