Update log
Full One King Is Enough update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Fixes
- Gameplay
- UI and audio
2025-12-06 Update
Fixed an issue where abnormal behavior occurred under specific conditions when protecting land.
2025-12-04 Update
Fixed an issue where the appearance and behavior of Soldiers and Monks differed under specific conditions.
Fixed several potential error occurrences.
Issues Still Under Investigation
The issue of incorrect combo displays on the card selection screen.
Phenomena where abnormal behavior occurs due to errors.
2025-11-21 Update
Fixed a bug related to the Monk and Swordsman. This was causing multiple issues with Villagers, such as differences in their appearance and behavior.
Fixed an issue where an accelerated Monk would circle around a building after activating it, preventing a second activation.
Nerfed the Blacksmith.
2025-11-20 Update
Fixed a bug related to translation display issues.
Fixed a bug where the cost of Decoy and Golem did not change upon destruction.
To All Players,
The Demo has been updated. Thank you for all the feedback you have provided.
In our last update, we changed the rule so that destroyed cards would not return to the deck, and we received multiple opinions regarding this change. We realized that far more players were utilizing this feature than we had anticipated, and we have decided that card reuse should be restored.
However, we also received valid points about the previous specification. Therefore, we have adopted a middle-ground approach: when a destroyed card returns to the deck, its cost is doubled.
The frequent changes in specifications are due to our lack of experience, but we believe this update will make the game much easier and more fun to play.
The main changes in this update are as follows:
Game Rule Changes
Card Reuse
Destroyed cards on the board now return to the deck at double their original cost.
Goblins
Opponent players will only be partially revealed in early rounds; instead,"Goblins" will appear. This is because the first round has a large element of luck based on the quality of the starting hand, making it difficult to control. It should now be easier to aim for a win, 2nd place, or 3rd place in the first round.
Treasure Chest Nerf
Treasure Chests were introduced as an incentive to win rounds. Experienced players were aiming for 3rd place instead of winning the round in order to progress their builds. However, this creates a difficult situation for new players who are unaware of this method, making it hard for them to win.
We have also received feedback against the Treasure Chests. For this adjustment, we will halve the amount of Coins gained when activating a Treasure Chest and reduce the maximum amount of Coins contained in the Treasure Chests from 500 to 300.
Card Changes
| Card | Change Details |
|---|---|
| Clock Store | Automatic effect activation interval: 3.5s → 3s |
| Magic Tower, Witch's House, Alchemist's Workshop, Devil's Tower | Automatic effect activation interval reduced by 20% |
| Crystal Mine | Automatic effect activation interval x 0.6 → x 0.65 |
| Tavern, Barber, etc | Villager maximum speed 500% → 600% |
| Blacksmith (New Card) | Cards that accelerate Villagers, such as the Tavern, were previously underutilized. The Blacksmith is a shop that scales with Villager speed. |
Other
UI improvements, bug fixes, etc.
Source
