2026-05-20 Patch Notes

King's Haven Playtest · published

Thank you all for your feedback! Im not good at writing these updates often but ill try to keep updates about the game more transparent going forward.

From the feedback I've read these are the 4 main things that I've seen brought up:

1. The game is too easy to break

I love breaking roguelites, and i love seeing you break this game, but the excitement of breaking a game is that its a rare and powerful. Right now the frequency of game breaking runs is too high.

2. When you dont break the game, its too difficult

While the game is build around synergies and building comboes, there should be space for "pile of good cards" decks, atleast somewhat. My goal is to bring the game breaking runs and the normals runs closer in terms of power, while still allowing for the 1/20 complete blowout combo deck.

3. Gold loses its useage later in a run

This will need more of a system wide change and will not be adressed yet. I have plans for more chances to spend gold, both in events and in the shop, but none of that will come just yet.

4. Not enough content

This game is still in a playtest state, there is a lot of content currently gated behind unlocks that are not available in the playtest. I understand that a lot of the feedback is around the ease of finding certain landmarks and the repetative events. Both of these will be adressed with further content patches. The fact that poeple have played the playtest enough to be sick of the current content ill take as a good sign and i hope you check back in when more cards, landmarks, events and leaders are added!

Im fully aware that this balance patch will not adress all theses issues at their core, but i hope it can be a step in the right direction while I work on adressing them and improving the game further!

Changes:

Quality of life:

* Game speed now goes up to 4x
* You will see your current seasonal progress when returning to the kingdom

* Plenty of bugfixes

Balance changes:

* Spearman: Food cost 1 -> 2, Deal 5 damage, draw a card -> Deal 13 damage, draw 2 cards

* Executioner Food cost 3 -> 2

* Larva (from Hive Mother): Wake and Bloodthirst Damage 2 -> 3

* Rancher: Invite a sheep -> Invite and draw a sheep

* Wolf: 3 damage per wolf and sheep -> 4 damage

* Paladin: Deal 15 damage, heal 10 -> Deal 20 damage, heal 12

* Spider: Summon 2 Spiderlings -> Summon 3 Spiderlings, damage unchanged

* Lieutenant: +1 Food per Knight -> +3 Food if atleast 1 Knight on board, damage unchanged

* Guard: Deal 6 damage twice -> deal 7 damage twice

* Everflowing Fountain: Whenever you empty your deck -> the first time you empty your deck per day

* Vulcano: Gain 1 trigger per demolished adjacent landmark -> Allience(3) and nightfall: Apply 3 Burn

* Warroom: Knights gain autoplay and draw a card -> no autoplay, draw 3 cards. Shuffled knights 5 -> 3