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Patch #29: The big deck rework!

9 Kings · Community Announcements · July 29, 2026

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1.0 update is on the way but we still have time for more major updates before that and we couldn't be more pumped.

In this patch, we're making several meaningful design improvements based on your feedback. Our ultimate goal for 9 Kings is that you have fun no matter how you choose to play. This means we want to get rid of any F-tier cards/decrees and make sure every mechanic in the game is comprehensible.

With the data we've gathered over the last 12 months, we're now implementing big changes we believe will be undeniable improvements across the board, always keeping simplicity and fun in mind. We're also adding several new QoL features, implementing new balancing tweaks and addressing bugs as usual. TL;DR: New cards, new features, better gameplay. Let's go.

0.9.5 patch:

Card rework

Blood Deck:

Progress Deck:

Stone Deck:

Greed Deck:

Rainbow:

Other Deck Improvements:

Battle pathfinding

In this patch, we've drastically improved battle pathfinding! Troops will now be distributed more evenly on the battlefield and "clusterization" of troops will occur much less often. Troop placement before the battle begins was also heavily improved. This not only makes battles more aesthetically pleasing but also drastically improves clarity and balancing.

Game optimization

Enchantments like Static and Smite were considerably optimized. Invisibility and targeting are more efficient. Battle FXs were also considerably optimized.

Trash cards

We created a proper "trash card" type. This category will nest cards like Broken Cabulators, Temp Nulls, Broken Gachas, Spare Change, and the new Bone Pile.

Tutorial revamp

If you're reading this, you probably already know how to play 9 Kings. But let your newcomer friends know the tutorial has been completely revamped! It's now much more detailed, accessible, and overall... it just looks better.

The Pit

The pit is something that's been awfully underused until this patch, and we believe the new cards we're adding today will create whole new strategies to play the game. You can expect more updates where we'll add decrees and other mechanics to make it an interesting play style for those who want to test it out.

Gameplay clarity

QoL

Fixes

Hotfixes (0.9.5.3)

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]

Dev notes:

On the blood deck:

Our main goal with those changes is to make sure that the Blood deck has better synergies within itself, enabling new potential strategies while also offering cards that can be valuable to any other king.

Oblation is a very cool card that will help make the pit a more interesting mechanic throughout the game while also creating very strong synergies with the King of Blood and other decks. We're also excited to see new destruction strategies being explored with the new synergy with Pagodas and the passive mechanic from Cemeteries.

Important: Oblation is replacing Vampirism. After studying a lot of data, we realized that Vampirism was not an effective card and also didn't really integrate well into a diverse set of builds, like we want all cards to. Long story short, a healing card wasn't really matching with a death-focused deck. We're adding a new Enchantment to fill the void left by Vampirism, and don't worry: Vampires might still make a come back with a more interesting design in another form.

On the Progress deck:

We paid close attention to the community here and learned that Precision was the least used card in the game as of today. We believe that the current decks lack proper combos to make it work, making Precision loose in a deck that doesn't really synergize with it. That's why Recycler is taking its place.

We believe Recycler fills a few voids that are gonna make King of Progress more interesting: it enables completely new strategies (diversifying the meta), unlocks new synergies with pit cards and other kings, and adds one support building to his deck. We'll keep studying to implement new crit mechanics to the game in the future.

As for the old Reinforce: someone might say that the card was functional with Lab Rats, but that was its problem: its limited use cases. As mentioned above, the core idea behind 9 Kings is to make every card synergize in as many unexpected ways as possible, and we felt that previous iteration of Reinforce only led to dead ends. We will keep working to add a new Enchantment with an interesting passive effect to the game.

On everything else:

We've been trying to address as many community requests as possible in the last few months. The good news is that many of those were already aligned with what we had planned in our roadmap, which made our job much easier. There are still several improvements to be made, new cards and decrees to be added, and a few other surprises on the way. Please keep the feedback coming. We'll keep polishing the game, balancing everything, and making 9 Kings as fun as it can be.

Coming next

We're moving full speed ahead, and our eyes are locked on the 1.0 release. We'll keep working hard to bring new content and balance the game. We'll be back with more news soon. For now, make sure to keep sharing your feedback :)

Steam Reviews: Your Feedback Matters

We've been reading through all your Steam reviews, and we appreciate the feedback we've been receiving. Please continue sharing your thoughts, so we can know to focus on for each upcoming patch and make 9 Kings the best game it can be. It's really important to us!

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

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