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Patch notes

Swish Arena updates

Every update to Swish Arena, newest first. Now on v0.5.0, updated Oct 10, 2026.

October 2026

v0.5.0

Lane paths, pie health and a calmer look

  • Health is a pie now: the slice you just lost flashes yellow and fades, and damage numbers pop above the hit.
  • Ground troops follow their lane over the bridge, and the walking trace you see while placing a card follows the same path.
  • Each new elixir point pops on the bar. Cards you can't afford are dimmed and fill up like a pie, then flash when they're ready.
  • Card art sits lower in each card so the weapon shows, and the hand shows a bigger role icon.
  • Calmer teal-and-yellow menus with readable text, bigger buttons, and a deck screen with sort, filters and your average elixir cost.
  • Tap any card to see its damage, speed, range and what it targets.
  • Balance: Pucklings now cost 4 elixir (up from 3), Ice Bucket costs 1 (down from 2), and Dunker has 990 health (down from 1100).
  • Top-tier bots hold their lanes, keep ranged troops behind tanks and push harder.
v0.4.1

Swish Clash is now Swish Arena

  • The game has a new name, Swish Arena, to steer clear of another game's name. Play is unchanged and your saves carry over.
  • New elixir look: a yellow liquid in a teal bar, a glowing orb for the count, and teal cost badges with yellow numbers.
v0.4.0

Clearer fights and easier play

  • The hand of cards now sits along the bottom in every layout, and the arena is bigger.
  • Play a card by tapping it and then tapping the arena, or drag it onto the arena and let go.
  • Troops are bigger and easier to read. Each stands on a ring: blue for yours, red for theirs.
  • Walking paths run from each side's towers across the bridges, so you can see where troops go.
  • A dotted trail shows the route a troop will take while you drag a card or choose one.
  • Every card has its own colour and shape, and a badge that shows how it fights.
  • A ranged card shows its reach as a ring. A card that only attacks towers shows its target.
  • Balance: side towers have 15% less health and bigger footprints, and the King is bigger too. Matches with no tower down fell from 12.3% to 6.9%; average match 3:34 to 3:21.
v0.3.0

A real game look

  • Every card now shows a picture of its troop or spell, drawn from the 3D model, in a frame coloured by rarity with its elixir cost.
  • Bright new look: sky background, glossy buttons, a wooden deck tray and arena banners.
  • Each chest tier has its own chest, and empty slots show a pedestal.
  • Battle screen: a liquid elixir bar, crown counters and a timer pill.
  • Results open with a big VICTORY or DEFEAT banner and crowns that pop in one by one.
v0.2.0

Playable battles

  • Home, battle and results now run as one flow: build your deck, fight a bot, claim your chest.
  • Drag a card onto your half of the arena, or tap a card and then tap a spot. A ghost shows where it lands.
  • A spot the card cannot go shakes the arena and tells you why.
  • Battles run three minutes, then overtime. Your towers grow with your King level.
  • The game pauses by itself when you switch away or the platform pauses it.
  • Settings cover music and effects volume, graphics quality and reduced motion.
  • Your progress saves after every battle and every chest you open.
v0.1.0

Battle engine

  • The arena is 18 by 32 tiles, with a river, two bridges, and a King and two Side towers per side.
  • Sixteen starter cards: troops, buildings and spells, each with stats in one data table.
  • Elixir regenerates one point every 2.8 seconds, doubles in the last minute, and triples in overtime.
  • An eight-card deck cycles through a hand of four, with the next card shown.
  • Your deploy zone grows into a lane once that lane's Side tower falls.
  • Three crowns end a match at once. Overtime is sudden death, and an equal tower-health tie is a draw.