Patch notes

Beta Update 3: Seasons and Chronicles

Live since August 24, 2026

Everything below is live right now. Streamers: right-click your Stream Siege browser source in OBS and choose Refresh once, so your stream picks up the on-stream fixes.

The world map now runs in monthly seasons

At midnight US Eastern on the last night of each month, the season ends:

  • Every zone you hold on that final day pays triple: 3 honor per zone instead of the usual 1.
  • The month’s final standings are written into the record for good, winner first.
  • Then the world resets. Every zone returns to unclaimed at difficulty 0, and the new month starts on a fresh map with everything up for grabs.

Honor you have earned is never taken away. The monthly race is a second count on top of your all-time total.

The first season ends on the night of August 31. Whoever leads August when the clock strikes is the game’s first monthly champion.

The leaderboard: This Month and All Time

The leaderboard on this site now opens on This Month: the honor race for the current season. The All Time tab keeps the full record beside it. And once the first season closes, the home page gains a Monthly Champion spotlight: last month’s winner, on display until someone takes the next crown.

Every channel gets a chronicle

Every channel that has ever run Stream Siege now has its own page under streamsiege.com/channels: a written chronicle of its career, next to its live record: honor, wins, zones held right now, month-by-month standings, captures and defenses. Names on the leaderboard link straight to the chronicles. They are refreshed after every monthly reset, and a brand-new channel gets its page the same way. Play one match and you are in the book.

Summons now fight where you are

The three roaming summons (the Fire Elemental, the Ice Twister, and Ball Lightning) had a bad habit of spawning with nobody around and marching off across the map. Now:

  • A summon waits, invisible, until an enemy is actually near your tower, then appears right on top of its target and starts dealing damage immediately.
  • Fuel only burns while the summon is beside enemies. With nothing in reach it dissipates and keeps its unused fuel, which shortens the recharge.
  • They hunt in a much tighter circle around your tower instead of chasing distant enemies.

The Sentry Turret really moves now

Casting Reposition Turret always moved the real turret, but the picture of it stayed at the old spot. It looked like the cast did nothing, like the turret was ignoring enemies beside it, and like its shots crossed the whole map. The drawing now follows the move. And while we were in there, the facts of the turret, for the record: it has no ammunition, it fires every 0.6 seconds for as long as the match runs, and its reach is your own weapon’s reach, measured from where the turret stands.

Slows of different strengths no longer merge

When a strong short slow lands on top of a weaker long one, the enemy is slowed by the stronger amount for that slow’s own time, then the weaker slow takes back over for whatever time it has left. Before, the stronger amount ran for the combined time, which held enemies longer than either slow promised. Durations never add together.

A week of smaller fixes

  • Streamers get a menu on the stream view with a Forfeit Match option, behind a confirm step. A forfeit counts as an ordinary loss.
  • Towers fade out when your unit walks behind them, so nobody vanishes behind the tower art.
  • Zone battles no longer label the boss with a generation number. A zone boss comes at one fixed strength, so the number meant nothing there.
  • The results screen is 15 seconds shorter.

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