In this update11
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Full The King is Watching update
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What changed
- Balance
- Maps
- Store
- Gameplay
- Events
- Compatibility
The King is Watching changes
Noble Kings,
The gates to the Shifting Sands now stand open.
Available now as a free update for all owners of The King Is Watching, the Shifting Sands expansion brings a wealth of new content to the realm. Customize your adventures with Danger Modifiers, face new bosses and enemies, discover powerful artifacts and spells, experiment in the new Free Reign Mode, and enjoy improvements to Endless Mode, progression, balance, and overall gameplay.
Before you march your troops into the dunes, watch the launch trailer and witness the wonders (and horrors) that await beyond the shifting horizon:
Short Update Summary
The Shifting Sands – a brand-new map where ancient magic pulls enemies, bosses, and events from all previously conquered lands into a single realm. Shape each run with 36 Danger Modifiers and face four new bosses, the mysterious Fennec tribe, and other desert horrors.
King Personas – unlock cosmetic appearances to give your rulers a fresh and regal look.
3 new dwarven units and 2 advisors to strengthen your kingdom and expand your strategic options.
10 new artifacts offering powerful effects and new build possibilities.
3 new spells added to your royal grimoire.
Improved Endless Mode with wave rewards and enhanced difficulty scaling.
Free Reign Mode – use Danger Modifiers on any map to create your own challenges and adventures.
Onboarding and progression improvements for newly crowned kings.
Numerous balance changes and quality-of-life improvements across the realm.
New Map: Shifting Sands
Before we delve into the latest affairs of the realm, a brief reminder: the official Hydragoose plushie remains available for pre-order. Should your court be in need of a loyal guardian, vigilant overseer, or exceptionally regal honker, now is the time to secure one.
The Shifting Sands are no ordinary desert. Ancient magic twists space and time as rifts tear open across the dunes, drawing enemies and allies from distant lands and forgotten ages. Here, the past, present and future exist side by side beneath an eternal, unforgiving sun.
In the Shifting Sands, you may encounter enemies and events from any land you have already conquered. As always, a prophecy at the start of each run will reveal the boss awaiting you. It may be a familiar foe from your past campaigns or one of four new bosses created exclusively for this map. Only the Kraken remains absent, too immense even for the rifts of the Shifting Sands to drag from the Dark Realm. After all, even magic has its limits.
Danger Modifiers
Instead of Threat Tiers, Shifting Sands uses 36 Danger Modifiers that can increase or decrease difficulty. Completing runs at higher Danger Levels unlocks rewards including:
New Units
New Advisor
New Spells
New Artifacts
King Personas
List of Modifiers
Each boss summons all previous bosses when entering the battlefield
Buildings cannot be demolished
Unit damage reduced by 25%
Unit health reduced by 25%
Add one Gold Seal to the castle
Receive 1 gold for each enemy killed
Get free non-legendary spells in each spell slot
+10 to unit limit
Start with Basic Construction
At the start of the run, choose one: 45 meat / 45 oil / 45 metal
Wine is consumed 50% slower
After defeating the first boss, receive an extra legendary artifact
Start the run with a temporary Goose Hydra
Spell damage increased by 100%
Wine provides 50% less morale
Start in debt: -30 to all resources
Two fewer Well blueprint at the beginning
New units spawn with 30 seconds of Weakness. The same applies to units leaving the Barracks
Marketplace works 75% slower
Using the King’s ability temporarily slows down a random building
Your people are unhappy: start with -20 morale
Unit cap upgrades provide smaller increases
If the player has more than 300 wheat, ravens will surround the castle and eat the excess
The 3 central tiles of the castle are blocked by a lake
Allied units are on fire and lose 0.5% HP per second
The castle has only 1 HP, but you start with a Brick Factory blueprint
All buildings are 25% more expensive
You cannot send troops to the Barracks
All enemy units resurrect once after death
Units are produced 50% slower
At the start of each wave, lightning strike deals 100 HP to your enemy
Enemy units explode after death
The castle loses 1 HP each time you build something
All corpses on the level turn into zombies at the start of each wave
Fewer spell slots
If you have wine, all units have a 20% chance to miss
King Personas
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King Baldwin → King Baldwin
King Leonid → King Leonid of Sparta
King Leo the Wise → Leonardo da Vinci
King Spellus → White Archmage
King Brezhnius → Ivan the Terrible
King Saladin → Grand Vizier
King Alucard → Lord Alucard
Queen Cleopatra → Queen Cleopatra
King Xerxes → King Xerxes
King Taizong → Emperor Taizong of Tang
These personas are cosmetic only and don’t affect gameplay.
New Bosses
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Four new bosses will challenge your reign:
Monkey King
Drentlyr, Ancient Leshen
Greedscale, Matriarch of Dragons
Goruk, The Chainbound
New Enemies
The Fennecs are an ancient desert tribe shrouded in legend. Whether born of flesh or shaped by the spirits of the sands, they have survived where countless others have perished. Masters of warfare and desert survival alike, they strike swiftly and vanish just as quickly, leaving little behind save ruined camps, unanswered questions, and unfortunate kings who underestimated them.
New Events
Shifting Sands introduces twelve new region-exclusive events, including:
A cult leader preaching devotion to the Eye
An advisor discussing work stress with a cat
Mysterious omen appearing in the sky
New Units
Dwarf Drunkard (Tier 1)
Dwarf Polymorphist (Tier 2)
Dwarf Shotcaller (Tier 2)
New Artifacts
Bone Tomahawk – Grunts can become Small Bones on death
Super Glue – Riders slow enemies after attacking
Smoke Bomb – Meteors strike if you have 3+ Arcane
Binoculars – Increased ranged attack radius
Valor Drum – Warriors provide Morale
Signal Horn – Flying units increase ranged attack speed
Lightning in the Bottle – Champion units cast Chain Lightning on death
Lumberjack's Kit – Grants Deforestation spells
Vital Energy Flask – Units gain Health each wave
Wicker Basket – Units provide Wheat on death
New Spells
Grave Grind — Turns corpses into Flour.
Black Hole — Pulls enemies together and deals damage over time.
Venom Mire — Slows and infects enemies. Infected enemies grant Fuel when they die.
New Advisors
Spectral Knight
Grants a Troop Training reward for every 4 enemy waves defeated.
Deck Builder
Choose three barracks blueprints, one of each tier, at the start of the run.
Endless Mode Improvements
Endless Mode has a special place in our hearts.
While it may not be every king’s favorite pastime, those who embrace it often create builds so outrageous that even we never saw them coming. However, Endless Mode had its shortcomings: rewards stopped once you entered it, and enemy scaling eventually struggled to keep pace.
To address this, Endless Mode now grants rewards for clearing waves, just like the rest of your run. We have also r eworked difficulty scaling. Enemy HP and Damage modifiers now increase with every wave, with their growth accelerating every 20 waves.
Enemy numbers and base strength will continue to rise, but only up to a limit. Beyond that, waves will feature up to 60 of the strongest available enemies, ensuring that difficulty scales through quality rather than quantity. The challenge will keep growing, while performance remains stable.
Free Reign Mode
We are delighted to introduce Free Reign Mode, a new way to experience The King is Watching.
By allowing Danger Modifiers on any map, Free Reign Mode places the design of the realm firmly in your hands. Create brutal challenges worthy of legends, craft a more leisurely royal experience, or experiment with combinations that would never appear in a standard run.
Even familiar lands may feel entirely different when viewed through the lens of your own rules.
Onboarding & Progression Improvements
Tutorial Updates
Expanded tutorial coverage
New tutorial ending with a boss encounter included
Threat Tier 0
Reduced from two bosses to one
Yellow Eye Upgrade Tree
No longer requires Town Denarii
Unlocks are earned by completing maps on Threat Tiers 1–3
Red Eye Upgrade Tree
Banish and Re-Roll upgrades split into separate branches, with earlier access to both systems
Additional upgrades added to the Research Table, each unlocking new blueprint options
Banish upgrades now grant 2 banishes instead of 1
Earlier access to Noble banishing and extra building slots
Araknor’s brother provides you with resources before the boss fight
Map Progression
New maps unlock by completing the previous map on Threat Tier 1
Quality of Life Improvements
Added "Send All Troops to Barracks" button
Artifacts and building upgrades can now be banished during a run
Balance changes
Buildings:
Hospital:
Amount healed 10 → 70
Time to heal 1 sec → 3 sec
Resources consumed: 1 wheat
Explosive cart factory:
Build cost: 40 metal, 120 wood → 40 metal, 100 wood
Production time: 20s → 15s
Production cost: 30 ore, 20 wood → 30 ore, 10 wood
Barbarian Tent:
Upgrade Weapon melting: Metal received from death 8 → 20
Firing Range:
Upgrade: Critical shots: crit damage 500% → 800%
Catapults Factory
Catapult trait: bonus HP of Grunt troops 10% → 20%
Academy of Lightning:
Starting capacity 3 → 2
Production time 25s → 22s
Academy of Fire
Upgrade Combustion: bonus damage 6 → 12
Pangolin Stump
Build cost: Meat 70 → 90, Wood 100, Grapes 150
Ram Pasture:
Upgrade Twins: chance to produce an extra Ram 10% → 20%
Execution Ground:
Production time 8s → 4s
Sacrificial Stone:
Resource cost 40 gold, 40 clay → 80 clay
Dove Cote:
Pigeon damage 15 → 10, Pigeons cost 4 wheat → 3 wheat.
Wheel of Fortune:
Production time 110s → 130s, Now consumes 20 water
Build cost 100 gold → 80 gold
Fairy Fountain
Upgrade Anti-Goblin Dust: damage dealt 15 → 100
Troops:
Anubis Saber Masters:
Damage decreased 12 → 8
The blades now fly further and pierce enemies
Enchanted Stump:
Centaurs' trait: flying troops' poison chance 5% → 10%
Goose Hydra Nest:
Goose Hydra trait: bonus HP to all troops 5% → 10%
Academy of Nature:
Healer Mage trait: bonus to Arcane troops’ HP 5% → 10%
Ballista Factory:
Ballista trait: bonus HP to Flying troops 10% → 20%
Artifacts:
Old Dice: resource given per wave 40 → 50
Wood Pile, Golden Bull, Miner's Lamp, Porcelain Chip: resource given per wave 25 → 35
Wooden Key: wood given 3 → 4
Sacrificial Vessel: spell damage bonus per enemy killed 0.1% → 0.2%
Memento Mori: healing 1 → 2 HP per second
Iron Hoe: extra production limit 100% → 75%
Mage's Robe: spell damage per Arcane unit 3% → 5%
Mystic Stone: damage 12 → 16
Kings:
Xerxes damage from morale 0.5% → 0.25%
Increased Immortals' invincibility time 5s → 6s
Reduced Immortals' damage by 15%
1st ability cost 10 gold → 10 wheat
1st ability cooldown 240s → 220s
2nd ability cost 20 wheat → 15 gold
Other:
Wine consumption speed reverted back to 1 wine per second
We wish you the best of fortune in your conquest of this new realm. May your walls stand firm, your coffers remain full, and your banners fly proudly above every victory.
Once you have ventured into the Shifting Sands, we invite you to share your thoughts, strategies, and discoveries with your fellow rulers. Which boss proved the greatest challenge? What rewards have you uncovered? Join the discussion and let us know how your kingdom fares.
Good luck — the conquest begins now.
— Hypnohead Team
Source
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