About the arena

What Is Marble Crownfall?

Marble Crownfall is a free, live browser game where marbles compete continuously and players influence the arena by bidding on tiles, pursuing the Crown, and making choices around the King.

Marbles compete. Players scheme. Somebody becomes King. Everybody else decides how long that should last.

A live browser-native arena

The game runs directly in the browser. The arena keeps moving through incoming tiles, live runs, results, and the next chance to participate.

Bid on what comes next

Players use Tickets to participate in open bidding for incoming tile runs. Watch the current state, choose an eligible target, and follow your marble into the competition.

Compete for the Crown

The throne is a live part of the game. Players can become King, build a reign, and face pressure from everyone who wants the Crown to change hands. Higher tolls also increase the King's Gold bonus at tile reveals: each toll point adds 5% of rarity Gold, with each tile reward rounded to the nearest whole Gold.

Rebellions and the King Tile

Rebellions create shared chaos for the arena. King Tile interactions give players ways to attack or defend the King as the struggle around the throne develops.

Progress and cosmetics

Competitive statistics, Points, resources, VIP progression, and collectible cosmetics give players more ways to follow their history and personalize their presence.

Actively developed

Marble Crownfall is in active development. Public pages describe systems that are present in the current project and will be updated as the live game evolves.

Meet the people behind Marble Crownfall — the creators, historians, musicians and community builders who helped bring the game here.

Enter the Live Game Learn How to Play Read Patch Notes

From the arena

Patch Notes

A curated history of player-facing changes since launch.

v0.10.7f

Dailies Fixes and the Community Wiki

More reliable Daily reward pages and previews, improved King Lane recovery, and a new Community Wiki link with credits for its builders.

  • Added an Official Wiki link to the in-game navigation, opening the Marble Crownfall Community Wiki in a new tab.
  • The Credits page recognizes CookingSum as Wiki Founder & Lead under Community Contributors and CookingSum and the Marble Crownfall Wiki contributors under Community Tools & Integrations, thanking them for documenting the game and building a lasting reference for players.
  • Fixed hosted Dailies page loading issues by using the matching release's page and browser resources.
  • Claimed Chat cosmetic previews now use the owned item's actual colors and styling, including for previously claimed rewards. Newly granted Daily Chat cosmetics also keep their preview details consistent with the item received.
  • If a claimed item's preview cannot load, the Dailies page shows a clear message confirming the item is still claimed while other previews continue loading.
  • Fixed a King Lane recovery issue where a newer saved state could be treated as a minor update, leaving beverages or attackers missing from view after delayed updates.
  • Improved page and asset loading reliability after game updates.

v0.10.7a

Breakable Obstacle Polish

Clearer damage visuals for breakable obstacles, cleaner roulette previews, and a Tile Creator loading fix.

  • Breakable obstacles now use dashed gray borders and develop progressive cracks and surface wear as they lose HP. Damage becomes more visible as they approach breaking, replacing the numeric HP label.
  • Score values remain readable above the damage. Wear patterns stay aligned as obstacles move and rotate, with a consistent appearance in gameplay and roulette previews. Scoring and obstacle behavior remain unchanged.
  • Fixed hidden spawn regions appearing in tile roulette previews while preserving ordinary visible decorations.
  • Fixed missing dependencies that could prevent the published Tile Creator from loading.

v0.10.7

Shop Freeze, Breakable Obstacles, and New Tiles

Save Shop offers for later with Freeze slots, explore new tiles with breakable and replenishing obstacles, and enjoy a King beverage rebalance, clearer achievement recognition, and improved King playback recovery.

  • Shop Freeze saves an offer's exact design and Gold and Diamond prices for later, even after the rotation ends. Frozen offers have no expiry or surcharge and do not occupy a position in the current rotation. Normal ownership and purchase availability checks still apply.
  • Each player receives one free Freeze slot, shared across King, Marble, and Chat Shops. A second permanent slot costs 5,000 Gold and a third costs 5,000 Diamonds; either upgrade can be unlocked independently.
  • Use Freeze beside an item's purchase controls. Desktop has a compact tray above the offers; mobile has a summary that opens the management sheet. If all slots are occupied, unlocking another slot can save the item you selected.
  • Buying a frozen item frees its slot, including when the item is bought from the regular Shop. Unfreezing requires confirmation. Saved items and prices persist across restarts, and interrupted purchases can be retried safely.
  • New tile definitions for this release: Chaos Plinko, Jobexi Plinko, and Counter-Squarewise. The Plinko tiles use replenishing scoring pegs and neutral obstacles.
  • The engine supports breakable obstacles with visible hit points. Each new marble contact removes one HP; resting or sliding contact does not repeatedly drain HP. Scoring obstacles award their score on each accepted hit, including the breaking hit, and disappear when their HP reaches zero.
  • Spawn fields create objects during a run, including scoring, neutral, moving, and breakable obstacles. Fields can replace broken or expired objects. If a selected object does not fit, it waits for room rather than being silently replaced by a different selection.
  • Reconnects and replays retain obstacle HP, broken state, spawned objects, and their progress. Ordinary authored breakable obstacles remain broken for that run; a new run starts them at full HP.
  • Bomb orders now deliver five, eight, and twelve for Small, Medium, and Large, up from three, five, and seven. Standard explosive fuses shorten from thirty to twenty seconds, and explosion damage budgets change from three times to two times the base value. Blast and push radii remain unchanged.
  • Coated Charge reinforces surviving DefenseBlocks at detonation while damaging nearby attackers and beverages. Reinforcement can exceed starting maximum HP; destroyed blocks are not revived. Coating no longer expires or changes into wall damage after a cooling delay.
  • Rebalanced prices across all six King beverages. In the following price lists, sizes are Small, Medium, and Large; each offer can be purchased with either listed currency.
  • Water prices: 250 Gold or 40 Diamonds; 600 Gold or 75 Diamonds; 1,500 Gold or 130 Diamonds.
  • Lava prices: 225 Gold or 45 Diamonds; 500 Gold or 85 Diamonds; 1,050 Gold or 140 Diamonds.
  • Acid prices: 100 Gold or 25 Diamonds; 225 Gold or 45 Diamonds; 425 Gold or 75 Diamonds.
  • Milk prices: 325 Gold or 45 Diamonds; 750 Gold or 90 Diamonds; 1,700 Gold or 150 Diamonds.
  • Bomb prices: 250 Gold or 45 Diamonds; 800 Gold or 90 Diamonds; 2,400 Gold or 150 Diamonds.
  • Mystery beverage prices: 100 Gold or 25 Diamonds; 300 Gold or 60 Diamonds; 850 Gold or 110 Diamonds.
  • New beverage Daily Quest rewards follow the updated catalog prices through the existing formulas. Already selected quests retain their rewards, and previously created purchases retain their saved prices, quantities, and delivery plans during recovery.
  • Achievement notices distinguish ordinary unlocks, newly added achievements already earned through past play, and other historical credit. Routine historical credit is no longer described as lost records being restored.
  • Personal and public Chronicles identify awards for past play and retain known completion dates, explicitly identifying unknown dates. These wording changes preserve existing AP, completion records, and rewards.
  • Improved recovery when the King scene stops presenting new animation frames or stops receiving worker updates despite an apparently healthy connection.

v0.10.6b

Unattended Viewing, Beverage Buffs, and Reliability

Unattended Viewing Mode keeps the arena visible through informational reward notices, alongside stronger Bomb explosions, larger Milk orders, Default Toll reward fixes, and improvements to reconnects, loading, and tile warnings.

  • Unattended Viewing Mode is available to signed-in players through Settings and information and portrait utility controls. It replaces automatic reward pop-ups and achievement toasts with compact notices that keep the arena visible.
  • The mode defaults to OFF. Notices last twenty seconds by default, adjustable from ten to sixty seconds, and the preference is saved in the current browser. New notices within a burst update the text without extending its deadline.
  • Review rewards opens the pending cumulative reward summary for deliberate review. OK acknowledges it through the existing reward notification flow; Later leaves it pending. Rewards and their records remain available, and earning and claiming rules stay the same.
  • Tileset title cards retain their full presentation in Unattended Viewing Mode. Deliberately opened reviews and dialogs stay open; required consent, security, and payment interactions continue to require player input.
  • Bombs and explosive composites now have three times the explosion damage budget, including Corrosive Cluster fragments. Fuse times, blast radii, and contact or casing costs retain their existing tuning.
  • Milk orders now deliver thirteen, fifteen, and seventeen bubbles for Small, Medium, and Large, up from seven, nine, and twelve. Prices and rarity strengths are unchanged.
  • Every player receives a second zero Default Toll setting, supporting zero toll in two separate contexts. Each owned copy still fills one slot, and selecting a copy already assigned elsewhere swaps those selections.
  • Thronebreaker-earned Default Tolls have separate inventory copies from starter settings, including values three, five, seven, and ten. Previously earned rewards are reconciled from the saved opponent roster, including inactive accounts, while preserving Achievement Points, existing earned items, and saved selections.
  • Default Toll Inventory shows the unlock sources of grouped copies more clearly, with separate lines when a setting includes both starter and earned copies.
  • Improved automatic recovery after connection loss, silent live-update stalls, and returning to a tab. King updates reconnect and refresh even when the King scene was idle.
  • Bidding waits for fresh live state after connecting or recovering. Older updates no longer replace newer lane state or restore an obsolete King presentation.
  • Shop offers appear sooner on first opening while previews finish loading. Navigation between Shops retains the prepared-preview behavior introduced in v0.10.6a.
  • More reliable tile definition loading after updates and recovery, with smaller live-state transfers and reuse of unchanged cosmetic and King presentation data.
  • Reduced sound-effect downloads using lossless compression, with the original audio available as a fallback when needed.
  • Added entry risk warning icons to Down By Half and Wheel of Risk. Warning icons fit more reliably inside triangular surfaces.

v0.10.6a

Royal Crests, Explosive Beverages, and the Tile Rotation Overhaul

A massive update since v0.10.5 introduces Royal Crests, Bomb and Mystery beverages, three new tilesets, new tiles and achievements, a rebuilt tile rotation, and improvements to Shop navigation and crowded King encounters.

  • Royal Crests customize the shield around your profile picture during Royal Celebration. The launch collection offers eight shield shapes and 349,590 designs across Common through Cosmic, with varied layouts, patterns, colors, and materials. Crests are cosmetic.
  • King Shop rotations now cycle Crowns, Wreaths, and Royal Crests every fifteen minutes. Buy Crests with Gold or Diamonds and equip them through Inventory → King → Royal Crests. Choose one Crest, No Crest, or a Random pool of up to ten owned Crests. Random resolves once per reign; equipment changes apply to the next reign.
  • Royal Crest purchases, collections, and equipment contribute to cosmetic achievements. Shop and Inventory previews show your profile picture inside the actual Crest, with matching component details. Royal Celebration information adjusts around the Crest, and improved startup avoids briefly showing the wrong shield.
  • Crown rotations work harder to avoid repeated base materials across different families and colors. Please keep sharing feedback if cosmetic rotations still feel too similar; screenshots help, and we are open to further improvements.
  • Shop navigation retains the current board while preparing the next Shop, and restores selection and scroll position on return. Rapid switching, browser Back and Forward, load failure recovery, and purchases during navigation are more reliable. Crest purchases and quiet refreshes retain their previews.
  • Corrected Orbit Crown placement to anchor its wearing band properly on the profile picture.
  • Bomb is a new King beverage with a thirty-second fuse. Explosions damage nearby attackers, DefenseBlocks, and beverages, and scatter beverages over a wider area. Small, Medium, and Large orders deliver three, five, and seven Bombs at Legendary, Mythic, and Ethereal strength respectively.
  • Water can pause Bomb fuses while being consumed. Bomb plus Water creates a Damped Charge, delaying detonation while its water casing lasts and weakening its blast. Bomb plus Lava creates a Volatile Charge with a wider blast while its volatile casing remains.
  • Bomb plus Acid creates a Corrosive Cluster: a defense-focused explosion that splits into smaller charges with five-second fuses. Bomb plus Milk creates a Coated Charge that spares DefenseBlocks while its coating remains.
  • Bomb countdowns, paused and urgent fuse colors, and explosion rings make the action easier to follow. Effects respect reduced-motion settings.
  • Mystery orders deliver random assortments of beverages or ready-made composites. Small orders contain six to twelve, Medium nine to fifteen, and Large fifteen to twenty-one; size also changes the rarity range. Large orders can include an everything assortment. Obsidian still forms through the Water and Lava reaction.
  • New Bombs Purchased and Mystery Orders achievements track the new purchases. Beverage purchase quests and Beverage Sampler include Bomb and Mystery orders.
  • Beverage Diamond quest rewards use the cheapest qualifying order cost plus ten percent, rounded up to the next five Diamonds. Qualifying purchases can still use any size or currency.
  • Closing Toll achievements cover values zero through twenty. Each awards five Achievement Points when another player takes your throne while your reign has that toll.
  • Default Toll selections are saved for the reign, so Inventory changes apply to future reigns. Selecting a Default Toll already assigned to another context swaps the two selections. Two No Change items support separate assignments.
  • Three new tilesets join the rotation with their own title cards: Steady On favors tiles with fewer measured losses and steadier results; Family Reunion features families with multiple tile variants and equal overall family weights; Whiplash mixes fast and slow tiles, aiming for seventy-five percent fast and twenty-five percent slow within each rarity.
  • Reworked tileset membership and selection weights using measured scoring, duration, and risk. Base Set balances exposure by family and focuses on tiles with additive ScoreZones.
  • One of a Kind follows families with just one tile across the full catalog. The related Upward Slope, Downward Slope, Small Gains, No Gains, and Big Gains tiles now share the Slopes family.
  • Rarity Storm assigns one eligible rarity per tile, while Mystery assigns three, with placement based on measured performance. Speed Round uses tiles averaging under forty seconds; Grind Stone uses tiles averaging over seventy-five seconds. Tiles averaging over three minutes or hitting the analysis time cap are excluded from generated rotations.
  • Halloween's rarity mix is thirty-five percent Epic, thirty-five percent Legendary, and thirty percent Cosmic.
  • Big Gains and Forked Frenzy Plus join the tile catalog. New triangular-number progression grows affected ScoreZones through values such as one, three, six, and ten, with cyan outlines. Inactive scoring triggers use gray outlines.
  • Reduced V-Risko's affected multipliers from two, two and a half, and three to one and three quarters, two, and two and a quarter.
  • Revised marble and beverage collision handling and overlap cleanup change trajectories. Crowded reactions seek clearer space for their products, and beverage delivery adjusts spawn height around crowded piles while continuing to admit new orders.
  • Smaller image downloads for Chat artwork and Ticket chips. Chat filtering no longer blocks harmless phrases such as off again.
  • A new maintenance page shows arena availability updates.

v0.10.5

The Shop Overhaul

Rebuilt Crowns and coordinated color selection expand Shop variety, alongside Inventory improvements, King career progression, faster King interactions, and a clearer first-session guide. Keep sharing feedback if cosmetic rotations still feel repetitive.

  • Generated Crowns have been rebuilt around sixteen distinctive core families, curated materials, and coordinated colors. Crown Shop cards show the actual colored design, with matching materials and component details in Inventory and improved fitting in King previews.
  • New generated Crown prices depend on both rarity and family. Gold prices round to the nearest fifty, with halves rounding up, and Diamond prices are half the final Gold price. Other cosmetic prices remain unchanged.
  • Eligible, previously released Exclusive Crown families gradually become available as generated Shop descendants, reaching lower rarities over time. Original Exclusive reward Crowns remain rewards; the Shop offers descendants of their families.
  • Color rarity progression has been reorganized, with palettes selected to suit each cosmetic's materials or flat-color treatment. Wreaths, Trails, Borders, Bidding Indicators, Rebellion Auras, and Chat cosmetics receive more coordinated colors and stronger checks against near-identical offers. Crown selection also avoids exact repeats within a rotation and favors designs outside recent rotations.
  • Daily Free Items use the updated cosmetic generators and improved duplicate protection. Already-owned appearances are recognized across older and newer color definitions, including when deciding which Daily rewards remain available.
  • Existing owned items retain their identities, rarity, and appearance. Equipment, mixed Random pools, already published Shop offers, and purchases already in progress are preserved.
  • Cosmetic Inventory gains Rarity filters. Slots with Random pools also gain an Equipped filter that includes the selected item and pool members. Browsing and equipment updates preserve your scroll position more consistently.
  • Empty Random Pool clears a cosmetic pool after confirmation while retaining your single equipped item and Random On/Off setting. Crown Inventory has separate Preview and Details tabs, with improved scrolling and access to equipment controls on smaller screens.
  • Thronebreaker tracks distinct eligible signed-in players you dethrone, with an opponent roster in Achievements and milestones awarding up to fifty Achievement Points. Guests, NPCs, and self-captures do not count. Retained eligible history contributes where available, while existing achievement completions and points are preserved.
  • Dethroning different eligible opponents unlocks corresponding Default Tolls through twenty. Live toll controls now allow unlocked values eighteen through twenty as well as the existing zero through seventeen range.
  • Unbroken Crown gains a leaderboard for the most challengers thwarted during one reign, with Episode, Season, and All Time records. Defense progression records the best reign rather than adding reigns together. Royal Celebration removals, inactivity, and successful captures do not count as thwarted challenges.
  • Underpowered King attacks exhaust their remaining Points faster instead of prolonging uneven encounters. Water clearing and Acid/Milk or related beverage contacts resolve extreme value mismatches more efficiently. Sufficiently strong attacks keep their original damage rate, and water clearing remains free.
  • Improved participation Crown delivery at Episode and Season transitions. Fixed a case where an Episode-only completion could incorrectly prevent pending Season rewards from being processed.
  • The How to Play guide now walks through a first Ticket bid and result, explains starter Tickets and active earning, and distinguishes ordinary Ticket bids from ATTACK. Its worked result explains that Run Score includes Prize. The first-session shortcut appears near the top; King/Rebellion topics and detailed toll formulas are optional, and the illustrated tile legend remains available.
  • Updated tile selection weights in Even Tide, High Tide, High Roller, and Legacy.
  • Please keep the cosmetic feedback coming: which items or rotations still feel too similar? Screenshots help, and we are open to further refinements.

v0.10.4b

Cosmetic Adjustment: First Pass

Our first pass at improving Shop cosmetic variety reduces similar-looking offers, alongside cosmetic presentation improvements, toll-based King Gold bonuses, and a Wheel of Risk adjustment. We welcome feedback and are open to further adjustments if the variety still feels insufficient.

  • New Shop rotations aim to reduce similar-looking offers through more varied colors and decorative details. This pass covers Wreaths, Trails, Borders, Bidding Indicators, Rebellion Auras, Chat Font Colors, Chat backgrounds, Username Styles, and King Chat Bubbles.
  • Shop rarity odds, cosmetic family selection, and prices remain unchanged. Already published Shop offers and existing ownership are preserved.
  • This is a First Pass. Please tell us whether rotations feel varied enough and which cosmetics still look too similar, ideally with screenshots. We are open to further work if this pass does not provide enough variety.
  • Trails now render twenty-five percent shorter, consistently in gameplay and previews. Length choices and item prices remain unchanged.
  • Decorated Bidding Indicators are more compact while keeping bid amounts readable. Cosmetic labels and component descriptions use clearer family, shape, ornament, color, and motion names.
  • Crown Inventory now shows shapes, components, materials, and colors using the same details as the Shop. Supported participation Crowns show their season or episode and reward origin. Crown details and controls fit smaller screens more reliably.
  • Removed an extra shadow from the King tile's target.
  • Each toll point now adds five percent of the tile's rarity Gold to the King's reward at tile reveal. Each reward rounds independently to the nearest whole Gold, with halves rounding up and no fractional Gold carried forward. At toll seventeen, Common pays two Gold and Cosmic pays 185 Gold.
  • Toll controls, Default Toll settings, Royal Celebration information, Chat announcements, and help text explain the King Gold bonus. Fixed Gold reward accounting for simultaneous lane reveals and repeated reward attempts.
  • Two moving arc shapes on Wheel of Risk are now decorative and no longer collide with marbles.

v0.10.4a

One of a Kind and more Daily cosmetics

One of a Kind spotlights standalone tile families, Rebellion Auras and Wreaths join Daily rewards and purchase quests, and cosmetic previews and tile rotations receive polish.

  • One of a Kind is a new tileset featuring nineteen tiles whose families each contain only one distinct tile. It uses the same rarity odds as Base Set, with equal selection weights within each rarity, and has its own new title card.
  • Rebellion Auras and Wreaths can now appear as free Daily Items across Common through Cosmic rarities. Existing Daily rewards, including already issued unclaimed rewards, retain their original selection.
  • New Aura and Wreath purchase quests each offer six minimum-rarity targets from Common through Ethereal. Higher-rarity purchases also qualify, and purchases can use Gold or Diamonds. Free claims, equipment changes, and Random usage do not count as purchases.
  • New Crown purchase quests specifically require Crown purchases rather than other King Shop items. Already assigned quests retain their original objectives and rewards.
  • Aura Shop cards and focused previews now use the same square layout as other Marble cosmetics, with cleaner presentation and responsive sizing.
  • Claimed Auras, Wreaths, and Borders show component details on the Dailies page. Aura and Wreath Daily previews have improved sizing, and Aura previews read the claimed item's cosmetic recipe more reliably.
  • The Base Set and themed tile rotations were refreshed with updated selection weights and eligible appearances for Down By Half and Wheel of Risk. Down By Half joins Base Set, Low Tide, and Grind Stone; Wheel of Risk joins Speed Round; both join Risky Business and the broader themed rotations.
  • Adjusted Down By Half's sweeping lift alignment and route.
  • Baby Deathball Jackpot and Jackball Deathpot now share the Deathball Jackpot family with Deathball Jackpot. All three are excluded from One of a Kind.

v0.10.4

Rebellion Auras, two new tiles, and tile recovery

Rebellion Auras bring a new cosmetic slot, Down By Half and Wheel of Risk join the tile rotation, and Splitter recovery, stalled tiles, and Chat filtering receive fixes.

  • Customize your Rebellion with seventeen Aura families spanning Common through Cosmic rarities, from simple rings to animated waves, glyphs, and constellations. Decorative styles offer Slim, Standard, Broad, and Maximum widths where supported; Plain Bubble retains the native width. Auras are cosmetic and do not change influence radius, multipliers, or duration.
  • The Marble Shop now cycles through Trails, Borders, Bidding Indicators, and Rebellion Auras in that order, changing every fifteen minutes. Auras can be purchased with Gold or Diamonds.
  • Equip Auras through Inventory's Marble category under Rebellion Aura Style, choose Default Aura, or build an independent Random pool of up to ten owned Auras. Purchases do not automatically equip an Aura or add it to your pool.
  • Your Aura is chosen when a new Rebellion starts, including Storm Rebellions. Its appearance stays through extensions, tile changes, reconnects, and server restarts; equipment changes apply to your next Rebellion. Default Aura keeps the normal active influence circle and status labels.
  • Shop and Inventory Aura previews include your equipped Border and Trail. Aura purchases, collections, and equipment contribute to cosmetic progression.
  • Wreaths offer Clockwise, Counterclockwise, and No rotation controls in Inventory.
  • Two new tiles join the rotation: Down By Half and Wheel of Risk.
  • Fixed marbles getting stuck in Splitters, including Forked Frenzy. Side-entry handling, rotated or moving Splitters, and recovery are more reliable. King-controlled direction changes affect future captures while already captured marbles keep their assigned route.
  • A ten-minute emergency failsafe, measured from the start of active tile simulation, progressively eliminates remaining marbles in original entry order and settles the tile normally so the next round can proceed.
  • Thickened the King tile's side walls and removed a small central obstacle from Jackball Deathpot.
  • Fixed Chat filtering that incorrectly blocked harmless words such as suspicious and spice.

v0.10.3

Wreaths and more Bidding Indicator shapes

Wreaths bring a new way to style your King marble, while Plain Bidding Indicators gain seven additional shapes and cosmetic previews receive fixes.

  • Plain Bidding Indicators now offer eight shapes: Pill, Soft Rectangle, Clipped Plaque, Ticket, Hexagonal Plate, Stepped Plate, Concave Plaque, and Scalloped Seal. The first four are available from Common, Hexagonal and Stepped Plate from Rare, and Concave Plaque and Scalloped Seal from Epic. Earlier shapes remain available at higher rarities.
  • Choosing a different Plain Indicator shape adds no price surcharge. Existing Pill Indicators retain their appearance.
  • Wreaths frame the King's marble with thirteen style families across all seven rarities, inspired by Marble Borders. Wreaths are separate cosmetics with their own ownership, equipment selection, and Random pool.
  • The King Shop alternates six Crown offers and six Wreath offers, changing every fifteen minutes. Wreaths can be purchased with Gold or Diamonds.
  • Equip Wreaths through Inventory's King category, or choose a Random pool of up to ten owned Wreaths. Your Wreath is chosen at throne capture and stays for that reign; equipment changes apply to your next reign.
  • Shop and Inventory Wreath previews include your equipped Crown. During Royal Celebrations, the protective shield takes visual precedence over the Wreath.
  • Fixed missing Borders on throne attacks and ensured attacking marbles and their Borders remain visible in front of the King's Wreath.
  • Shop Trail previews, including Trail comparisons in Border previews, remain visible with Minimal graphics selected.

v0.10.2b–c

Equipment achievements and tile polish

Equipment achievement credit was corrected, Bidding Indicator display became more consistent, and updated tile layouts informed rotation rebalancing.

  • Every Part of the Look now awards five Achievement Points per tier instead of one. Previously earned tiers automatically receive the missing points.
  • Once a Chat Font Color has been equipped, its slot continues counting toward Every Part of the Look when using Default White.
  • Fixed some equipped Chat backgrounds, Username Styles, and King Chat Bubbles not counting correctly toward your best equipped loadout.
  • Bidding Indicators retain their chosen appearance more consistently during bidding, reconnects, room changes, and bidder re-entry.
  • The Bell Curve received obstacle motion and Deathball timing adjustments. Triangular gained faster rotating triangles, revised gates, timed Deathballs, and a center-exit score that increases as marbles pass through. Play For It received passage, barrier, and lower scoring-area adjustments.
  • The Base Set and themed tile rotations were rebalanced around updated tile results.

v0.10.2

Bidding Indicators and three new tiles

Bidding Indicators bring another way to personalize your marble, alongside three new tiles and improvements to Beverages, Chat, Shop, and Inventory.

  • Customize the bid amount displayed beside your marble with thirteen Bidding Indicator style families across all seven rarities. Purchase with Gold or Diamonds, equip from Inventory, or select a Random pool of up to ten owned Indicators. Each bidding round retains its chosen appearance; equipment changes apply to your next round.
  • The Marble Shop now cycles through Trails, Borders, and Bidding Indicators in that order, with a new rotation every fifteen minutes.
  • Bidding Indicators can appear among free Daily Items. Paid purchases qualify for Indicator acquisition quests, while ownership and equipment contribute to collection and equipment achievements.
  • The Bell Curve, Triangular, and Play For It join the tile collection. Pegboard Mania also receives adjustments to its side bonus bumpers and penalty zones.
  • Community tools can access finishing results beyond eighth place. Prize payouts remain unchanged.
  • All three Acid sizes now deliver seventeen bubbles. Small, Medium, and Large Acid use Rare, Epic, and Legendary rarity labels respectively, with existing prices retained.
  • Beverage purchases awaiting payment confirmation remain recoverable across throne captures, allowing confirmed purchases to finish delivery in the current arena.
  • An exact name shared by multiple active players now targets those matching players with !tomato, respecting each recipient's cooldown.
  • Crown offers show component details, and Indicator previews and descriptions are consistent across Shop, Inventory, and claimed Daily Items. Royal Title and Default Toll unlock information gains clearer positioning, hover and keyboard support, and easier dismissal.
  • The About page gains a curated patch note timeline. Credits also recognizes and links to DreamingLucie's MarbleMind companion site.

Soundtrack milestone

Marble Crownfall OST, Vol. 2

Marble Crownfall OST, Vol. 2 launched on October 1, 2026.

  • Twelve new tracks joined the game's music player.

Music by luciedreams. Used with permission. Rights remain with the artist.

Track listing

  1. We're Live
  2. Getting the Crew Together
  3. Patchday
  4. I've Got a Tile for That
  5. Same Old Shoes
  6. One Letter Off
  7. He Never Takes the Crown
  8. Already Tomorrow Here
  9. A Little Wolf Inside
  10. I'm Still Not Risking It
  11. Hi There, Now What
  12. Carry the Torch

v0.10.1g

Tile balance and royal polish

The Base Set and themed rotations were rebalanced, while Royal Titles and Celebrations gained clearer feedback.

  • Base Set now draws from tiles with an add or subtract Score Zone; related tilesets were rebalanced around it.
  • Shop rarity odds were updated, and Royal Titles now explain how each title was unlocked.
  • Royal Celebration announcements and title browsing received polish.

v0.10.1f

Default Tolls

Players can set separate default toll choices for throne capture and Royal Celebration transitions.

  • Choose from starting toll values or keep the current toll with No Change.
  • Selections save automatically across sessions.

v0.10.1c

Royal Titles

Royal Titles arrived for Chat, the Throne, and Royal Celebrations.

  • Everyone starts with King, Queen, and Crown, with more titles earned through achievements.
  • Players can equip different titles for each royal setting from Inventory.

v0.10.1b

Royal Celebrations

The King gained a once-per-reign Celebration that boosts scoring across upcoming tiles and protects the throne.

  • Celebrations offer multiple tiers, with multipliers from ×2 to ×10.
  • New achievements and Daily Quests recognize Celebrations and royal accomplishments.

v0.10.1

Marble Borders and four new tiles

Borders brought another way to style marbles in regular runs and King attacks.

  • Marble Borders joined the rotating Shop and Inventory, with previews and a Random pool.
  • How Go Can You Low, No Gains, Not Stonks, and Pegboard Mania joined tile rotation.
  • Music shuffle and a new track arrived alongside graphics and iOS polish.

Integration milestone

MetaGamerScore achievement tracking

Marble Crownfall achievements became trackable through MetaGamerScore on September 20, 2026.

  • Players can connect a public Achievement Chronicle to their MetaGamerScore account.
  • Making the Chronicle private later stops MetaGamerScore from scanning it.

Soundtrack milestone

Marble Crownfall OST, Vol. 1

Marble Crownfall OST, Vol. 1 joined the in-game soundtrack on September 17, 2026.

  • The album became available through the game's music player.

Music by luciedreams. Used with permission. Rights remain with the artist.

Track listing

  1. The History of the Marbles
  2. The Crownfall Crew
  3. Don't Bump Your Neighbor
  4. My Baby Went Right
  5. Tomato Tarantella
  6. White Knuckles
  7. Mercy, Majesty
  8. Nobody Cuts In
  9. Rebellion
  10. The Historian of the Marbles

v0.10.0

Marble Trails

Trails let players leave a visible mark in regular rounds and King attacks.

  • Fourteen trail families and eight lengths joined the cosmetic collection.
  • The Marble Shop gained rotating Trail offers; Inventory gained equipping and Random pools.
  • Trails joined free Daily items and achievement progression.

v0.9.5

Achievement Chronicle

A permanent record of each player's Marble Crownfall career opened with 987 achievements across 124 families.

  • Achievement Points unlock Gold, Diamonds, and VIP rewards.
  • Career, competition, and collection achievements recognize progress across the game.
  • Players can choose whether to share their Chronicle publicly.

v0.9.4

Dailies and free items

Daily Quests and VIP-based free item offers gave players new goals between arena runs.

  • Five Daily Quests can award Gold or Diamonds, with completed quests auto-claimed at reset.
  • VIP Points can unlock up to three free Daily Item offers each day.
  • Super Questionable Financial Decision joined the tile collection.

v0.9.3

Player Gifts

Players gained a way to send Gold or Diamonds to one another from Profile.

  • Gold and Diamond gifts have separate one-time allowances per recipient.
  • Gift notices appear alongside participation and invitation rewards.

v0.9.2

Player invitations and Diamond notices

The relationship system now called Invitations began as Sponsorships, alongside clearer Diamond reward notices.

  • Players can choose an Inviter and share an invitation link from Profile.
  • Qualifying participation Diamond rewards also grant an extra bonus to the Inviter.
  • Missed Diamond rewards are summarized when players return.

v0.9.0a

Chat cosmetics

Chat became a new place to show off collected cosmetics.

  • Chat Font Color, Chat Background Style, Username Style, and King Chat Bubble Style joined Shop and Inventory.
  • Sent messages keep the look they had when posted, even if a player changes cosmetics later.

v0.8

King Tile Beverages

Four Beverages gave players new ways to influence a fight for the throne.

  • Water blocks attackers, Lava threatens their Points, Acid damages defenses, and Milk reinforces them.
  • The Beverage panel became available on desktop and mobile.

v0.7.1c–v0.7.2

Crowns, Inventory, and the Shop

The first collectible cosmetic system arrived, followed by rotating Crown offers.

  • Players can own, preview, equip, and display Crowns on the King Tile.
  • Inventory introduced a Random Crown pool, and eligible Episode 0 players received a participation Crown.
  • The Shop began selling rotating Crowns for Gold or Diamonds.

v0.6.3

The King Tile opens

Players could begin challenging the throne in the first live King Tile rollout.

  • King attacks and reigns became part of the live arena.
  • The initial launch was tentative and continued through follow-up fixes.

v0.5.3

Diamond purchases open

Players gained a way to buy Diamond packages through the game.

  • The purchase flow added package details, policy links, and automatic Diamond delivery after verified payment.

v0.5

A rebuilt marble simulation

The game's physics engine was rebuilt to make runs more consistent across browsers and sessions.

  • Bounces, moving parts, deathballs, score zones, and triggers moved to one unified engine.
  • The new foundation improved agreement between what players saw and how runs scored.

v0.4

Rebellions

Rebellions created a new way to enter tiles and compete under a visible Rebel aura.

  • Active Rebels automatically enter eligible tiles for a limited number of protected entries.
  • New stats and leaderboard categories began tracking Rebellion play.

v0.3.1

Live Chat

The arena gained its first player Chat experience.

  • Players could talk in the game, see VIP badges, and use early Chat commands.
  • The release also continued stability and visual improvements from v0.3.

v0.2

Stats, leaderboards, and VIP

The first major progression update made player history and competition easier to follow.

  • Player Stats, Episode and Season leaderboards, VIP Points, tiers, and badges went live.
  • The Tile Creator became available for community ideas, and Big Bumper Minus joined the tiles.

Beta v0.1.21

Marble Crownfall goes live

The first public beta opened the continuous marble arena to players.

  • Players could watch live tile runs and take part in the early competition.
  • The original beta began the release history preserved here.