Patch notes

Beta Update 1: The Lobby Update

Live since August 11, 2026

The first official Stream Siege patch notes. Everything below is live right now: it reached the public game between August 10 and August 11, 2026. Expect a post like this whenever a meaningful update ships during the Open Beta.

The lobby: streamers now choose the match

Until now, Stream Siege ran nonstop: the moment one match ended, the next one started. That nonstop mode still exists, but it is now a choice. When a streamer opens the game for the first time they get a title screen, and behind it a lobby with four ways to play:

  • Quick Match searches for another live stream to fight. It will never put you against the AI: it looks for other streams waiting for a quick match first, then any stream that is running, and it keeps looking until it finds one or you cancel.
  • Challenge calls out a specific streamer by Twitch name. If they are live and in their lobby or playing an AI match, they get an Accept button. If they are running Auto Mode, the challenge is accepted automatically.
  • Play versus AI starts a match against the training opponent at your channel’s current AI level, which is shown right on the button.
  • Auto Mode is the game as it has always run: match after match, against another stream when one is available, otherwise against the AI. The game returns to the lobby after every match unless you are in Auto Mode.

The lobby carries a 3-minute countdown: if nobody presses anything, the channel enters Auto Mode by itself, so a stream that just leaves the game running never sits idle. The countdown can be turned off for the sitting, and it returns the next time the lobby comes up. Buttons are pressed on the streamer’s game page from the streamer portal; the copy of the screen inside OBS shows the same thing and explains where to click.

Challenges never steal a match from the players in it

One rule, made law during this update: an automatically accepted challenge never ends a match that has real players in it. If you challenge a streamer whose Auto Mode match has viewers aboard, they accept, their current match plays to its end, and the stream versus stream fight starts the moment it is over. Your lobby says exactly that: “Challenge accepted, starting when their current match ends.” An empty AI match is still taken over on the spot, and a streamer who personally clicks Accept starts immediately, viewers or not, because that is their call.

Joining got easier: the AI waits longer and takes fewer seats

Matches were starting too fast for humans to get in. Three changes, all live:

  • The automatic AI crowd now waits 105 seconds (up from 45) before taking over an empty board, so viewers have a real window to join first.
  • When it does take over, it joins with 6 units instead of 12.
  • When a match starts short-handed, the AI now fills the team to 6 total units instead of 8. Fewer AI teammates means each human unit matters more, and small teams will feel the difference: this is a deliberate difficulty shift we are watching through the beta.

The siege is longer: 20 waves

The game grew from 12 waves to 20. The climb is gentler per wave and the final wave is exactly as hard as the old last wave, so the total difficulty peak is unchanged, but the siege takes about two thirds longer and upgrade picks land on a more spread-out rhythm (after waves 2, 5, 8, 11, 14 and 17). The boss duel at the end is untouched.

Crowd control reworked

Stuns and slows went through a full pass this week, closing loopholes and making every card deliver exactly what it prints:

  • A short stun can no longer swallow a long slow and turn it into a full stop. The stun stops the enemy for its own printed time, and the slow resumes afterward for whatever it had left.
  • A stun can never be shortened by adding to it: effects that extend stuns only ever move the end later.
  • Enemies still build stun resistance while they are held and lose it while they are free, and slows now get shorter against a resistant enemy instead of weaker, so control stays useful without ever locking an enemy down forever.

Blink used to be one hop on a cooldown, and its arrival strike often hit empty ground. Now it banks up to 3 charges (one refills every cooldown), so you can chain hops back to back. After a teleport, the strike waits until enemies are actually in range before it fires, and a full bank spends itself automatically on a bonus attack when an enemy comes close, so charges never sit wasted.

Summons revised

Ice Twister, Fire Elemental, and Ball Lightning each got a behavior pass this week so their on-board actions match their cards.

Smaller fixes

  • Spell buttons no longer show prices like “9.799999999999999 mana” when a discount is active. Prices round to the hundredth.
  • If you grant Twitch identity sharing after joining a match, your real Twitch name now appears on your unit within a couple of seconds instead of after the match.
  • The game no longer starts underneath a stream’s loading screen: the match holds its countdown, and joins wait, until the on-stream view has finished loading its art.
  • A permanent upgrade pick can no longer be locked in by an accidental double-click, and the panel no longer jumps to the upgrade picker while your finger is mid-drag.

See a bug or have a balance take? Bring it to the Discord: beta feedback drives these notes.

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