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Grim Siege PlaytestNewsGrim Siege 09092026 minor patch
Game update

Grim Siege 09092026 minor patch

Grim Siege Playtest · published 9 Sep 2026, 12:36 UTC · build 25207089

All newsPlayers around this dateRead on Steam

Tutorial

  • The tutorial has been reworked and split into five chapters that can be played separately and in any order: Basics, Building and Attack, Classes and Offerings, Effects and Combos, Economy and Magic.

  • Every chapter is a sandbox: your hand is free, draws are limited to the cards the topic needs, and the opponent takes one action per turn. You learn a specific mechanic instead of surviving a full match.

  • Pop-up hints explain what just happened and why, breaking down both your play and the opponent's with real numbers.

  • Chapters are picked on the "Tutorial" tab in the matchmaking window. A finished chapter is marked with a golden diamond.

  • First completion of each chapter grants 100 gold, 500 for all five.

  • Hint texts have been rewritten in every language.

Madness

  • Madness became a real archetype: 21 cards apply it instead of 9, and every school now has cheap ones — Fish-Eyed (2), Non-Euclidean Masonry (2), Spawn of the Shallows (4), Aspersion (4), Deep Gas (6).

  • Twelve cards were reworked for Madness instead of repeating what their neighbours already did for the same price: Nape Strike, Shapeless Thing, Flying Horror, Choir in the Deep, Slimy Flier, Ancient Statues, Crushing Tentacles, Deep Serpent and others.

  • Madness is drawn as an ordinary plate with its magnitude and duration, like Rot, instead of a special-effect line. It is no longer a card tag.

  • Bone Sowing reworked: while it is active (8 turns), every Skeleton that enters the enemy hand, is discarded or played by them gives the enemy Madness 1 for 3 turns.

Espionage

  • Looking into the enemy hand now means choosing, not just peeking:

    • Spy Raid — shows 5 cards, one of them leaves the enemy deck for the rest of the match;

    • Providence — shows the whole hand, you replace two cards;

    • Infiltrator — shows three, you replace one.

  • Your turn does not end until you pick. There is a cancel button.

  • Might cards can never be banished from a deck: they are dimmed and not clickable, and they do not use up a choice.

Might

  • Malgrim Forge — 6 charges, +4 to pure efficiency, cost 10.

  • Grimoire and Herald of the Cult — 7 turns.

  • Eye of the Sleeping God — 7 charges, Yos-Martra Beads — 5 charges.

  • Bone Chime — 10 turns, Bottled Gloom — 7 turns.

  • Blood Cement spends 3 Blood instead of 4 and builds +4, active for 5 turns. If you are short on Blood, you take 1 damage for each Blood missing.

  • Necromancy ignores the temporary draw block after playing or discarding a card, but banned cards and copies already in hand are still skipped.

Card balance

  • Funeral Bell reworked: wall +4, tower +4, Shield 1, destroys up to three living creatures in the enemy hand and removes them from their deck. Cost 17, legendary.

  • The Abyss — 7 damage, Chains for 2 turns and Madness 1 for 4 turns.

  • Treasury gives 4 wall per 3 resources.

  • Forbidden Lore works at any level.

  • Old Veteran lets you play again.

  • Beacon grants Ward 2.

  • Income cards were brought to one price: +1 income costs 10. Vessel of Filth costs 6 and no longer lets you play again, Magical Spring is 2 cheaper.

Deck builder

  • New filters: Ward, Madness, Might and Special effects.

  • A tag dropdown.

  • The clear button now resets the tag as well.

Fair play

  • A ban can be issued by Steam ID, and it survives account deletion.

  • Every ban carries a reason, a duration and a history of liftings.

Interface

  • Fonts in the deck builder and in hover tooltips.

  • The wallet in the chest window now matches the rest of the game.

  • Pack tile names no longer overlap the counter.

  • Japanese, Korean and Chinese text is readable in the special-effect lines.

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