Crownfall is a pixel-art medieval wave-defense incremental. You command a row of heroes on a stone wall. Goblins, chargers, archers, healers, witches, and crowned bosses pour out of the field on the right. Hold them off as long as you can — every death banks Research Points and Crowns that permanently upgrade your fortress.

You will die. A lot. Every run makes the next one stronger.


Latest Update — Levels, Crits & Commander Polish

A real progression layer for your heroes plus a top-to-bottom commander upgrade. Heroes now feel like characters, not stat sticks.

Hero progression

  • XP per kill — every hero gains XP from kills they land. Wave 1-2 minions pay 1 XP, deeper waves scale; bosses pay .
  • Levels with a real reward curve — level 1 needs 5 XP, level 10 needs 50 XP, capped at 99. Linear and predictable.
  • Crit chance scales with level — +1% per level above 1, capped at 30% crit chance. Crits hit for 2× damage.
  • Single roll per shot — cannon splash, mage chains, and timer-detonations all inherit the same crit fate as the launch shot. No double-rolls, no surprises.
  • Hero panel rebuilt — the slot panel now shows current Level, Crit %, and a live XP bar in addition to DPS / Kills / Splash. See exactly what's carrying.
  • Bards stay at level 1 — they don't kill or shoot, so leveling doesn't make sense. Their value is the aura.

Combat clarity

  • Every hero hit shows a damage number — small cream -N floats above the enemy on every direct hit. You can finally see your DPS.
  • Crits read in redCRIT XX in bright red so you instantly know when a 2× landed. Cannon timer-detonates also flash CRIT BLAST.
  • Splash and chain damage stay quiet — popups only fire on the primary hit so a cannon over a swarm doesn't bury the screen.

Bestiary upgrades

  • Moved to the Pause menu — sits next to Research and Stats where you'd actually look it up mid-run.
  • Boss section added — all 7 boss variants (Goblin King, Bull Champion, Iron Vanguard, Master Archer, High Priest, Coven Matron, Siege Lord) with their own portraits and threat-tier descriptions.
  • Real in-game sprites — each portrait is a snapshot of the actual sprite that walks onto the field, including bosses with their crowns, tusks, oversized accessories, and the boss-ram's iron-banded cart.

Commander upgrades

  • Auto-hire is free — commanders no longer spend gold to spawn their chosen hero, but each hero type can only be auto-hired once across all your slots. Manual hires (player click) still cost gold and still allow duplicates.
  • BROKEN flag — if you manually place a hero that doesn't match the commander's expected class, the commander's auto-upgrade and auto-imbue paths shut off so it doesn't burn gold on the wrong hero. The slot panel shows "Commander ⚠ BROKEN" in pulsing red and the commander overlay explains how to fix it. Cleared automatically when the run resets.
  • Reliable auto-hire at low gold — the gold reserve no longer blocks the one-time hire purchase, so your archer spawns on wave 1 even when you start with 25g and a 50g reserve.

UX fixes

  • Game stays paused through sub-menus — Pause → Settings / Stats / Research / Bestiary / Prestige used to silently resume the game in the background. Now the run stays frozen exactly where you left it; closing the sub-menu drops you back on the pause card.
  • Damage numbers stay readable on every screen size — the new DOM-based render keeps text at a fixed CSS size regardless of canvas zoom. The wave-clear popup shrinks too.

Previous update — Controls & Comfort Pass  (click to expand)

Focused round of quality-of-life: information, automation, accessibility, and a top-to-bottom commander rebuild.

Hands-off when you want it

  • Game-speed toggle — new button in the top-left cycles 1× / 2× / 3×. Persisted across runs.
  • Hold-to-damage — keep your finger or mouse pressed on an enemy to chain-tap them. Default is a deliberate ~1.4 hits per second; the new Restless Hand research node (Command chapter, 4 stacks) scales all the way to ~5.5 hits per second.
  • Swipe to collect coins — just drag your cursor / finger through coins on the field. Click still works.

Know what you're looking at

  • DPS & kill count on the hero panel — every slot panel now shows the hero's effective DPS and per-run kill count.
  • Hero range indicator — selecting a hero slot draws a pulsing gold arc showing exactly how far that hero can reach.
  • Wave preview — the HUD flags "BOSS NEXT" during the rest period before a boss wave so you can pre-cast Rally or stockpile gold.
  • Bestiary — codex listing every enemy with pixel-art portrait, behavior description, and color-coded threat tier.
  • Affordable research nodes pulse gold — no more reading every cost to find what you can buy right now.

Accessibility + options

  • Music & SFX volume sliders — separated in Settings instead of a single mute toggle. Each channel persists.
  • Reduced Motion toggle — disables screen shake and damage flashes for motion-sensitive players.
  • Restart Tutorial button in Settings for players who skipped it the first time.
  • Consistent pixel scrollbars — every scrollable menu now uses the same chunky brown/gold chrome instead of the default OS scrollbar.

Commander overhaul

  • Every setting is opt-in — Auto-Hire, Auto-Upgrade, Auto-Imbue, and Auto-Skin each start at Off so commanders never surprise you by draining your treasury.
  • Default 50g reserve — commander upgrades stop above this floor so you always have spending money.
  • Commanders persist across every run — including wall breaches. They're meta-progression, not run-specific.

Combat fixes

  • Projectile lifespan scales with range — mage / cleric / crossbow bolts no longer vanish mid-flight at upgraded ranges.
  • Cannons always splash — shells detonate on a timer at the predicted impact point. Even if the target dodges, nearby enemies still eat the blast.
  • Mage damage bumped — base 6 → 7 so it feels competitive with Crossbow and Cannoneer.

Under the hood

  • Damage numbers now render as crisp DOM text at a fixed size — they used to scale 4-5× with the canvas and dominated the screen.
  • Save-backup reminder — a one-time nudge after three runs points you at Settings → Export Save so a cleared browser can't wipe your progress without warning.
Older update — Player Feedback Patch  (click to expand)

Big quality-of-life pass based directly on early reviews. If you bounced off an early build, give it another shot — the rough edges you hit are gone.

Better aim, better fights

  • Heroes now lead their targets — archers stop firing behind moving chargers. The arrow predicts where the enemy will be when it arrives.
  • Cannoneers always land their splash — shells detonate on a timer at the predicted impact point, so even if the target dodges at the last second, nearby enemies still eat the blast.
  • Bosses register taps clearly — bigger click hitboxes scaled to sprite size, plus a floating damage number on every tap so you can see your clicks landing.
  • Ranged enemies stay on-screen — archer goblins can no longer park past the visible edge and snipe the wall from nowhere.

Less grind, faster onboarding

  • Start with 3 hero slots open (was 1) — build a real team from your very first run.
  • First skill slot visible from run 1 — no more discovering skills exist hours in.
  • First skill is WAY cheaper — 5 Research Points and 15 gold to equip Smite (was 12 RP and 25 gold).
  • +25% Research Points per wave — early-run progression actually feels earned.
  • Enemy HP nudged down and Cannoneer/Crossbow/Cleric base damage nudged up — heroes actually kill things.

New content

  • Battering Ram — siege-engine enemy with massive HP and devastating wall damage. Shows up as a 10th-wave boss or during the new SIEGE event wave.
  • Sentry Marksmen research — unlocks wall auto-tap so the guards chip at the closest enemy automatically.
  • 5th skill slot — one more slot unlockable in the late game.
  • Double-click the WAVE block to skip rest between waves — or to force the next wave in mid-fight. Enemies stack between waves.
  • Wave-clear gold is held until the last enemy dies — skipping waves no longer hands out free gold for enemies you didn't kill.

Bugs squashed

  • Browser zoom no longer teleports enemies around the field.
  • Tutorial coachmarks can no longer cover the button they're pointing at.
  • Skill buy menu is smaller so it doesn't cover the battlefield.
  • Save progress auto-flushes when the tab closes or the page hides.
  • Wipe Everything in Settings is now a true factory reset.

Features

  • 6 hero classes — Archer, Crossbow, Cannoneer, Mage, Cleric, Bard. Each with its own pool of weapon imbuements (Fire, Ice, Poison, Bleed, Knockback, Stun, Holy, Hex…).
  • Hero leveling & crits — heroes earn XP per kill, level up, and unlock crit chance scaling 0% → 30% across the run. Crits hit for 2× damage and inherit through splash + chains.
  • 7 enemy archetypes including the Battering Ram, plus 7 boss variants every 10th wave.
  • 6 active skills — Smite, Meteor, Heal Wall, Rally, Frost Nova, Stun Bomb.
  • 5 field hazards you can place — Wooden Spikes, Caltrops, Tar Pits, Watchfire Braziers, Bear Traps.
  • Special event waves — Blood Moon, Night of the Restless, Goblin Horde, Champion's Challenge, Plague Wave, Siege Engines.
  • Research Book with 11 chapters and 100+ nodes — your meta-progression spine.
  • Prestige layer — wipe research for permanent Crown Shards to spend on a 10-bonus tree.
  • Daily Challenge — same seed for every player on a given day, score-chase mode.
  • Commander automation — per-slot commanders with independent Auto-Hire / Auto-Upgrade / Auto-Imbue / Auto-Skin toggles. Auto-hire is free but unique per hero type. Wall auto-tap available via research.
  • 15 achievements + a Hall of Records stats page.
  • Bestiary — look up every enemy and boss variant from the Pause menu.
  • Save export/import — back up your progress to a single text code.
  • Mobile-friendly — works in landscape on phones; built-in fullscreen button.

Controls

  • Click — hire heroes, buy upgrades, collect coins, tap enemies
  • Hold on an enemy — keep damaging it while pressed
  • Swipe over coins — auto-collect as your cursor passes through
  • Double-click WAVE block — skip to the next wave (works mid-fight)
  • 1–5 — cast skill in slot N
  • Q — end run, bank Research Points
  • R — open research book
  • Space — pause/resume
  • M — mute sound

Tech notes

Single self-contained index.html. No installs, no accounts, no analytics. Runs offline once loaded. Progress is saved in your browser's localStorage — clearing site data wipes your save. Use the in-game Settings → Export Save to back it up.


Made with Canvas, coffee, and a deep love of crunchy pixel art.

Updated 4 hours ago
Published 1 day ago
StatusReleased
PlatformsHTML5
Rating
Rated 2.5 out of 5 stars
(2 total ratings)
AuthorWesticles
GenreStrategy
Tagsbrowser, Idle, Incremental, Medieval, Pixel Art, prestige, Singleplayer, Tower Defense, wave-defense
AI DisclosureAI Assisted, Code, Graphics, Text

Comments

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(2 edits)

I don't understand the commander. It just wastes all of my gold on one hero. 

Edit: it seems fine after you get mages/cannoneers and only need one carry.

Also I think the projectiles are being deleted too fast. Even if my mage has high enough range it will shoot a projectile towards monster and it will be deleted before hitting the target.

Hey, thanks for sticking with it long enough to flag both of these — they were real and they're both fixed now.

The commander problem was the design itself. Every setting used to be on by default, including auto-upgrade, which is exactly what was vacuuming up your gold into one hero. Total rebuild this update:

  • Every setting (Auto-Hire / Auto-Upgrade / Auto-Imbue / Auto-Skin) now defaults to Off — the commander does nothing until you explicitly turn something on.
  • Auto-hire is now free of gold but each hero type can only be auto-hired once across your wall, so a fleet of commanders can't all spawn archers.
  • Default 50g reserve so even when auto-upgrade is on, it never drains the treasury below your spending money.
  • New BROKEN flag — if you manually drop a hero into a slot whose commander expected something else, the commander pauses its automation (with a pulsing red "Commander ⚠ BROKEN" warning on the hero panel) instead of dumping gold into the wrong hero. Resets when the run resets.

Projectile lifespan was a hardcoded 1.8s, which was way too short once you upgraded mage range. Now it scales with range / projSpeed with a 50% margin (capped 2s–5s). Long-range mage bolts make it to the target.

Both shipped in the latest build. Give it another shot if you've got the time — appreciate the feedback either way.

(+1)

I played for a few hours while ignoring the less optimized gameplay, as others mentioned here, but I have another big big issue: I had to restart my computer and the save was lost completely. 

With the amount of grind there is right now, I'm not touching the game until a future update addresses some of the points. 

The artwork is very nice (for me), the gameplay is good too, but definitely needs a lot more work on rebalancing. 

I only reached the progress that I reached through auto-clicking, otherwise my units are simply useless (tried the mage, tried the crossbowmen, tried the archers... all equally bad even with upgrades).

Looking forward to the future :D

(1 edit)

Thanks for the detailed write-up — you flagged four real problems and they all got addressed in subsequent updates.

Save loss on restart. Added visibilitychange / pagehide / beforeunload flush handlers so progress writes to localStorage on tab close, page hide, or browser shutdown — not just at run end. Also added a one-time Save Backup nudge that fires after 3 runs pointing you at Settings → Export Save, which copies your full save to a paste-anywhere code. That's the real safety net — browser storage can still get evicted under disk pressure or by clearing site data, and only an export survives that.

Grind. RP yield up +25% per wave, you now start with 3 hero slots open (was 1) so you build a real team from run 1, first skill is way cheaper (5 RP + 15g to equip Smite, was 12 RP + 25g), and the skill bar is visible from your very first wave so you know skills exist. Plus a 1× / 2× / 3× game speed toggle in the top-left to chew through the slower stretches.

Units useless even with upgrades. Root cause: heroes were firing at where enemies were, not where they'd be. Arrows landed behind moving chargers basically every time. Fixed with full intercept-quadratic target leading on every projectile-firing class (archer, mage, crossbow, cleric). On top of that:

  • Cannons now always splash — shells detonate on a timer at the predicted impact point, so even if the target dodges the splash still lands.
  • Projectile lifespan now scales with range so upgraded mage / cleric / crossbow bolts don't vanish mid-flight.
  • Mage / Crossbow / Cannoneer / Cleric base damage all nudged up.
  • New: Hero leveling + crits — every hero earns XP from kills, levels up, and gains crit chance scaling 0% → 30%. Crits hit 2× and inherit through splash/chains.

Auto-clicking. This is now a first-class feature, no external tools needed:

  • Hold-to-damage — press and hold your finger / mouse on an enemy to chain-tap them.
  • New Restless Hand research node (Command chapter, 4 stacks) scales the hold-tap rate up to ~5.5 hits per second.
  • Sentry Marksmen research auto-taps the closest enemy automatically while you focus on upgrades.

Bestiary, hero panel DPS / KILLS / LVL / Crit% display, range indicators, and a real commander rebuild also shipped. If the artwork pulled you in originally it might be worth another shot — appreciate either way.

(+2)

So this totally looks like it could be a good game but unfortunately the dev took great length to make it not be one. There are obvious bugs like you can not finish the tutorial because the UI elements overlap each other and the things that you need to click. Or enemies that can be outside the screen damaging your wall without you being able to do anything about it. 

The slow progression is extremely annoying. As is the bad aim of the "heroes". If you save up to get another hero like the cannoneer, thinking that the splash damage might at least offset the bad aim, you will get even more disappointed because their aim is even worse, rendering them almost worthless. 

The game forces you to constantly click on the enemies and there seems to be no way to automate around that. That clicking gets tiresome soon. Then you do not really have time to manage the updates of your heroes taking all the fun out of a potential micro-management. 

Too bad, this looked like it might be fun.

(1 edit)

Honest feedback like this is what actually moves a game forward — every single thing you flagged was real, and they're all fixed in the current build.

Tutorial UI overlap. The coachmark placement code used to fall back to "below the anchor" and clamp into viewport, which sometimes pulled the explanation box ON TOP of the very button you needed to click. Rewrote it: now it tries 8 candidate spots (4 sides + 4 corners), each clamped to viewport AND rejected if it would overlap the anchor rect. Worst case it lands in an opposite corner — it can never sit on the target.

Enemies attacking from off-screen. Archer enemies used to park at their stop distance which on narrow phone screens (and for boss archers) could be past the visible edge. arriveX is now capped at W - 18 so any ranged enemy that's shooting at the wall is guaranteed to be on-screen and tappable.

Bad aim — the big one. Heroes were firing where enemies were, not where they'd be. Arrows landed behind moving chargers basically every shot. Fixed with full intercept-quadratic target leading on every projectile-firing class (archer, mage, crossbow, cleric). On top of that:

  • Long-range bolts no longer vanish mid-flight — projectile lifespan now scales with range / projSpeed.
  • New hero leveling system — kills grant XP, levels grant crit chance scaling 0% → 30% (crits hit for 2× and inherit through splash + chains).

Cannoneer "even worse." You called this exactly right — slow shells + moving targets = the splash never fired. Now cannon shells detonate on a timer at the predicted impact point. Even if the target dodges or dies before the shell arrives, the splash still lands and damages whatever's nearby.

Constant clicking with no automation. Three new features, all built-in, no external tools:

  • Hold-to-damage — keep your finger / mouse pressed on an enemy to chain-tap them.
  • Restless Hand research (Command chapter, 4 stacks) scales the hold-tap rate up to ~5.5 hits per second.
  • Sentry Marksmen research unlocks wall auto-tap so the guards chip at the closest enemy automatically while you focus on upgrades.

No time to manage upgrades. Same root cause — once auto-tap and hold-tap exist, your hands are free for actual decisions. Plus a 1× / 2× / 3× game speed toggle in the top-left to chew through the slow stretches.

Slow progression. RP yield is up +25% per wave, you start with 3 hero slots open (was 1), first skill is way cheaper (5 RP + 15g vs the old 12 RP + 25g), and the skill bar is visible from your very first wave so you actually know skills exist.

The artwork still pulled you in. If you've got it in you to give it another shot, the rough edges you hit are gone. Either way — appreciate the receipts.

(+1)

Suuuuper grindy. Some bosses are immune to clicks with no explanation.  Archer aiming and arrow speed makes no sense with the enemy speed. Enemies spawn off screen. Archer enemies can stay entirely off screen while damaging you.

The skill menu covers part of the screen, hiding enemies.

Huge oversight is zooming in and out the page, allowing you to move enemies around.

Spent an hour. Can't even afford to buy the first skill. Trainwreck of a game. Needs time in the oven, its so raw its pink on the outside.

The overall polish is fine, but with the balance its unplayable. I love that theres a hundred of upgrades but if the archers keep missing whats the point.

(1 edit)

Brutal but every single point was real and they're all fixed in the current build. Receipts:

"Bosses are immune to clicks with no explanation." They weren't immune — your taps were just landing invisibly against a huge HP pool with a hitbox sized for goblins. Boss tap radius now scales with sizeMul (a 2.55× ram had the same 9-pixel hitbox as a normal goblin), and every tap spawns a floating damage number so you can SEE it landing.

"Archer aiming and arrow speed makes no sense." This was the worst bug in the game. Heroes were firing at where enemies were, not where they'd be — arrows landed behind moving chargers basically every shot. Fixed with full intercept-quadratic target leading on every projectile-firing class. On top of that, projectile lifespan now scales with range / projSpeed so long-range bolts don't vanish mid-flight, and there's a new hero leveling system with crit chance scaling 0% → 30% per level.

"Enemies spawn off screen / Archer enemies stay entirely off screen damaging you." Ranged enemies' stop position is now capped at W - 18 so any archer goblin that's actively shooting the wall is guaranteed to be on-screen and tappable.

"The skill menu covers part of the screen." Shrunk #skill-panel (narrower min/max width, tighter padding, smaller font) plus a mobile-landscape override that goes smaller still. The battlefield stays visible.

"Browser zoom moves enemies around." This was a real bug — resize() re-derived canvas W/H from innerWidth on every zoom tick, which visibly shifted the simulation. The handler now short-circuits when visualViewport.scale !== 1, so Ctrl-+/− is a no-op for game state.

"Super grindy / spent an hour, can't afford the first skill." RP yield is up +25% per wave, you now start with 3 hero slots open (was 1) so you can field a real team from run 1, the first skill is way cheaper (5 RP + 15g for Smite, was 12 RP + 25g), and the skill bar is visible from your very first wave so it doesn't take 2-3 runs to even discover skills exist. Plus a 1× / 2× / 3× game speed toggle in the top-left.

"100 upgrades but the archers keep missing what's the point." This was the heart of it. Lead-targeting fix means archers actually hit moving things now. Affordable research nodes pulse gold so you know what you can buy at a glance. And there's a new Bestiary in the Pause menu that explains every enemy + boss including the Goblin King, Bull Champion, Iron Vanguard, Master Archer, High Priest, Coven Matron, and Siege Lord boss variants.

Polish was the part you said was already fine. The balance and bugs you called out are the ones we burned through this update. If you've got the time to take another run at it, the rough edges you hit are gone. Either way — your write-up was concrete enough to actually act on, so thank you.