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9 Kings News

Patch #10: Special Army, New Cards, RNG & Endless improvements

[p]Patch 10 is bringing a brand-new event to give more protagonism to the Rainbow deck, new cards, RNG improvements, QoL, and more![/p][p][/p][h3]Steam Reviews: Your Feedback Matters[/h3][p]We've been reading through all your Steam reviews, and we appreciate the feedback we've been receiving. We'd love to continue seeing more of your thoughts! It helps us know what to focus on for each upcoming patch. [/p][p][/p][p]List of changes (0.7.87): [/p]
  • [p]New game event: face the Rainbow army! Get Rainbow loot![/p]
  • [p]New Rainbow card: Slime[/p]
  • [p]New Rainbow card: Patronage[/p]
  • [p]New Rainbow card: X-Ray[/p]
  • [p]When you lose a battle, you will now always get spoils of your own king (you didn't beat your enemy, after all)[/p]
  • [p]RNG improvement: Re-rolls will no longer show you the exact same previous rolls[/p]
  • [p]Rainbow troops now have a multicolored glow[/p]
  • [p]Added a "disable Endless red filter" option[/p]
  • [p]Haste now affects Mothership[/p]
  • [p]Endless enemy scaling is a bit milder (as we've mentioned previously, please bear in mind: endless mode is experimental. We'll keep tweaking it every patch with your feedback)[/p]
  • [p]An enemy preview is now showed every time you hover on the right side of the battlefield[/p]
  • [p]Temple now ignores all buildings that have no stats[/p]
  • [p]Beacon now works properly with Orchard[/p]
  • [p]Fixed a glitch when using Echoform after leveling up or Unifying the target card in a single year (the Echoformed troop now properly registers the final amount of units)[/p]
  • [p]Localization updates[/p][p] [/p]
[p]After downloading the patch, please start a new run, as your previous run won’t have the updates stored and they may cause conflicts. If you experience any issues, please email us at [email protected]. [/p][p][/p][h3]About RNG[/h3][p]This new patch is one of the many structural patches on the way. Thanks to your feedback, we're working hard to finesse the game's RNG, making sure there's a good balance between randomness, agency, and of course... fun. It's a work in progress and your input is very important!

*While we're here: we read someone say out there that the game forces card draws to make sure that cards you "need" don't show up as much. That is not true. Every card in the game from the same pool has exactly the same chance of appearing. And we'll always keep it that way. Furthermore: our main design goal is that there's no such thing as the one card you need in 9 Kings. The more cards we add to the game, the more this will hopefully be true to every possible build!
[/p][h3]Coming next[/h3][p]We're now working on some massive updates to the core mechanics of the game. Again, we've been really paying attention to your feedback. Perks will get a total revamp, a new king is being finessed, and that's just the start. Roadmap will be live on Tuesday![/p][p][/p][p]Please join us on Discord and Reddit. You can also find the 9 Kings wiki page here for information on the game! Love, Sad Socket team

Love,
Sad Socket team[/p]

Patch #09: New cards! New achievements! Quick restart!

[p]Patch #09... had to be a cool update right? Brace yourselves for some new content, folks.[/p][p][/p][h3]Steam Reviews: Your Feedback Matters[/h3][p]We've been reading through all your Steam reviews, and we appreciate the feedback we've been receiving. We'd love to continue seeing more of your thoughts! It helps us know what to focus on for each upcoming patch. [/p][p][/p][p]List of changes (0.7.81): [/p][p][/p][p]NEW CONTENT: [/p]
  • [p]14 new achievements are now available. [/p]
  • [p]A cool achievement screen is now in-game (track your progress, admire your shiny gold medals)[/p]
  • [p]New card: Gigantify (Rainbow Tome)[/p]
  • [p]New card: Echoform (Rainbow Tome)[/p]
  • [p]New card: Haste (Rainbow Tome)[/p]
  • [p]New card: Temple (Rainbow Building)[/p]
  • [p]New card: Ogre (Rainbow Troop)[/p]
  • [p]Added a credits screen (there's a lot of people we needed to thank) [/p]
[p]QoL:[/p]
  • [p]Added a quick restart button (you asked, you got it)[/p]
  • [p]Added more volume levels for audio customization[/p]
  • [p]Navigation issues during Perk selection on computers with peripherals should no longer occur[/p]
  • [p]Smoother intro transitions [/p]
  • [p]Faster transitions (Prophet screen, Stat screen)[/p]
  • [p]Skippable Prophet text[/p]
  • [p]UI visual tweaks[/p]
  • [p]UI is becoming keyboard/controller friendly (WIP)[/p]
[p]Fixes/Balancing:[/p]
  • [p]Fixed a localization issue that caused severe lag in some systems (sorry!)[/p]
  • [p]Spores from Mycelium now properly inherit buffs from Blacksmiths and Beacons[/p]
  • [p]Flametower is now properly getting movement speed boosts[/p]
  • [p]Earthworking a level 3 Concabulator will give you 2 Concabulators and 1 Broken Cabulator again[/p]
  • [p]Trappers now gain a bit of attack speed when leveling up[/p]
  • [p]Fixed a conflict caused by ending a run during an animation[/p]
  • [p]Re-enchant now properly works with all enchantments.[/p]
  • [p]Improved Executioner targeting system[/p]
  • [p]Fixed visual display of ranged projectiles (they would randomly be invisible)[/p]
  • [p]Damage pop ups now always display actual damage output of melee troops[/p]
  • [p]Fixed a glitch that charged 30 gold whenever using Explore/Earthworks during Endless Mode [/p]
  • [p]HOTFIXED: The Dispenser now processes attack speed properly again[/p][p] [/p]
[p]After downloading the patch, please start a new run, as your previous run won’t have the updates stored and they may cause conflicts. If you experience any issues, please email us at [email protected]. We're looking forward to watching you check out what the new stuff does![/p][p][/p][p]UP NEXT: We are posting a full road map next week, so you know exactly what to expect from us. We're working hard and we can't wait to share all our new ideas with you. We've also been reading all your requests. Know we'll address a lot of them in the next weeks! [/p][p][/p][p]Please join us on Discord and Reddit. You can also find the 9 Kings wiki page here for information on the game! Love, Sad Socket team

Love,
Sad Socket team[/p]

9 Kings and other useful games

I've been feeling spiritually, physically, and cognitively exhausted recently - jelly of limb, soul, and mind - and 9 Kings is picking up the slack something tremendous. The idea is that each king has a themed card deck, used to build structures and units to defend your base against the other 8. Each king's deck contains its own synergies (a bad corporate word we've somehow adopted in lieu of the superior 'interfuckery' or 'mingle-jinks', but I'll use for simplicity's sake), and the cards you gain from fighting other kings create even more. You'll even get chances to make peace or wage war on new kings to chase certain playstyles.


Read more

Build a kingdom and watch overpowered tiny armies fight in 9 Kings

9 Kings is a fast-paced roguelike kingdom builder where you get to watch tiny armies fight and it's surprisingly absorbing of your time.

Read the full article here: https://www.gamingonlinux.com/2025/06/build-a-kingdom-and-watch-overpowered-tiny-armies-fight-in-9-kings/

Patch #08: Big Optimizations (pt. 2), Flametower, Spire, Fixes

[p]8th patch is live! Besides fixing issues you reported and some cool rebalancing decisions, we're implementing part two of our performance updates. This is a huge improvement to the late game, and, performance-wise, we expect all builds to be playable up to year 99 now.[/p][p][/p][h3]Steam Reviews: Your Feedback Matters[/h3][p]We've been reading through all your Steam reviews, and we appreciate the feedback we've been receiving. We'd love to continue seeing more of your thoughts! It helps us know what to focus on for each upcoming patch. [/p][p][/p][h3]Join the 9 Kings Community[/h3][p]Please join us on Discord and Reddit. You can also find the 9 Kings wiki page here for information on the game![/p][p][/p][p]List of changes (0.7.69):[/p]
  • [p]Animation revamp (this should meaningfully improve performance on all systems)[/p]
  • [p]RAM usage is considerably enhanced[/p]
  • [p]Improved attack speed processing during late late game (if attack speed grows beyond the speed of a single frame, it is now converted into damage in the backend)[/p]
  • [p]Glass Staff's decree no longer caps stats[/p]
  • [p]Overwork now works with Shrines[/p]
  • [p]Flametower now moves faster when it levels up![/p]
  • [p]Trebuchet and Flametower now properly display stat increase when leveled up.[/p]
  • [p]Fixed Mycelium summoning speed (it's now faster - and actually 9 seconds - on normal speed)[/p]
  • [p]Warden perk is no longer re-triggered upon load[/p]
  • [p]Spire now officially heals walls[/p]
  • [p]Fixed an issue that caused Mercenaries to slow the game down[/p]
  • [p]Fixed a glitch that caused Boars to get "stuck" on their plots after a battle[/p]
  • [p]Fixed a glitch that caused broken Concabulators to work again after loading a game[/p]
  • [p]Fixed a glitch that caused Dispenser to gain extra buffs every time you loaded the game[/p]
  • [p]Fixed a Lab Rat save data glitch on very high levels (those Rats love to break the game, don't they)[/p]
  • [p]Overhaul no longer "levels up" every time you load a run[/p]
  • [p]Fixed a glitch that caused the game not to load properly when you quit in between game states.[/p]
  • [p]Got rid of the double Scapegoat glitch in the shop [/p]
  • [p]Fixed Expansion Tower pivot + other minor visual tweaks[/p]
[p]After downloading the patch, please start a new run, as your previous run won’t have the updates stored and they may cause conflicts. If you experience any issues, please email us at [email protected].

And this is it for today. Hopefully, the core gameplay will be stable now, and we can start focusing on new content. There's exciting new stuff coming very soon. Expect a roadmap post next week!

Love,
Sad Socket team[/p]