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Metagross31 liked a post in a topic by Riviute in Community Update - August 2026
You madlads actually did it. Created your own models for the first time. I cannot imagine what a headache this was to accomplish. You did one hell of a job with that. Love the qol in regards to previous seasons and the starter packs are a neat idea. Thanks so much for everything dev team, you can be really proud about the stuff that you did here over the years!
I only ever found one other "fanmade" continuation of a video game that felt so seamless and fitting to the original and that is heroes of might and magic 3, the "horn of the abyss" mod so this is all very impressive!
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Bini Inibitor liked a post in a topic by Riviute in Community Update - August 2026
You madlads actually did it. Created your own models for the first time. I cannot imagine what a headache this was to accomplish. You did one hell of a job with that. Love the qol in regards to previous seasons and the starter packs are a neat idea. Thanks so much for everything dev team, you can be really proud about the stuff that you did here over the years!
I only ever found one other "fanmade" continuation of a video game that felt so seamless and fitting to the original and that is heroes of might and magic 3, the "horn of the abyss" mod so this is all very impressive!
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Majora liked a post in a topic by Riviute in Community Update - August 2026
You madlads actually did it. Created your own models for the first time. I cannot imagine what a headache this was to accomplish. You did one hell of a job with that. Love the qol in regards to previous seasons and the starter packs are a neat idea. Thanks so much for everything dev team, you can be really proud about the stuff that you did here over the years!
I only ever found one other "fanmade" continuation of a video game that felt so seamless and fitting to the original and that is heroes of might and magic 3, the "horn of the abyss" mod so this is all very impressive!
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SunWu liked a post in a topic by Riviute in Community Update - August 2026
You madlads actually did it. Created your own models for the first time. I cannot imagine what a headache this was to accomplish. You did one hell of a job with that. Love the qol in regards to previous seasons and the starter packs are a neat idea. Thanks so much for everything dev team, you can be really proud about the stuff that you did here over the years!
I only ever found one other "fanmade" continuation of a video game that felt so seamless and fitting to the original and that is heroes of might and magic 3, the "horn of the abyss" mod so this is all very impressive!
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You will win with me liked a post in a topic by Riviute in Community Update - August 2026
You madlads actually did it. Created your own models for the first time. I cannot imagine what a headache this was to accomplish. You did one hell of a job with that. Love the qol in regards to previous seasons and the starter packs are a neat idea. Thanks so much for everything dev team, you can be really proud about the stuff that you did here over the years!
I only ever found one other "fanmade" continuation of a video game that felt so seamless and fitting to the original and that is heroes of might and magic 3, the "horn of the abyss" mod so this is all very impressive!
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Riviute liked a post in a topic by Bini Inibitor in Community Update - August 2026
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
Our team has been hard at work on a variety of things!
Our fourth season, Wrath of Winter, is starting today and the first challenges are ready to be completed! Alongside that, we have also worked on several quality-of-life features to help you engage with seasonal content. Furthermore, some technical feats have been achieved which will be reflected in the card we showcase and release today.
• Season 4 - Wrath of Winter
Wrath of Winter, our fourth season centered around Frost and Stonekin, releases today! The patch will be applied later in the day. We have prepared a video showcasing everything you need to know:
Let's take a look at the most important content you can experience starting today.
Seasonal challenges:
As usual, the season starts off with a set of repeatable, general as well as Nightmare challenges:
Repeatable challenges:
1.1 - Be among the 100 players with the most points earned at the end of the season.
1.2 - Win official campaign scenarios that are the Map of the Day on different days on any difficulty.
1.3 - Win official campaign scenarios that are the Infected Map of the Week on different weeks on advanced difficulty or higher, or random PvE scenarios that are the Infected Map of the Week on different weeks on advanced+ (5) difficulty or higher.
1.4 - Win random PvE scenarios that are the Map of the Month on different months on advanced+ (5) difficulty or higher.
1.5 - Play cards in any game mode. Playing Frost, Stonekin, and Lost Souls cards rewards more mission progress.
1.6 - Win random PvE scenarios. Completing maps both on higher difficulties and with you using decks that contain 10 or more Frost, Stonekin, or Lost Souls cards you will reward more mission progress.
1.7 - Win official campaign or featured community maps on standard difficulty or higher. Completing maps both on higher difficulties and with you using decks that contain 10 or more Frost, Stonekin, or Lost Souls cards will reward more mission progress.
1.8 - Destroy frozen units and buildings
1.9 - Block damage via Ice Shields
1.10 - Help fellow Skylords progress in seasonal challenges. Progress is gained if a Skylord in your party progresses in a non-repeatable challenge up to or below the point where you have already progressed in that challenge.
1.11 - Be among the top 100 players with the most Elo-score in 1v1 ranked PvP at the end of the month.
1.12 - Win ranked PvP matches.
1.13 - Destroy enemy power wells and monuments in PvP matches.
1.14 - Spend time playing PvP (ranked, sparring, BattleArena, etc.)
General challenges:
2.1 - Win different campaign maps in the Southern Wastes on standard difficulty or higher.
2.2 - Kill enemies while playing the 4-player featured community map Random Wall Defense on any difficulty. All cards except Enlightenment are allowed. These restrictions apply to all team members. Killing enemies on higher difficulties awards more mission progress.
2.3 - Win the 4-player featured community map Random Wall Defense on standard difficulty or higher.
2.4 - Win the 1-player scenario Siege of Hope without losing any refugee units and the 1-player scenario The Soultree on standard difficulty or higher without losing any of the Lyrish Defenders. Only Frost cards are allowed.
2.5 - Win 6 different 4-player random PvE scenario Map of the Season presets on Adv++ (6) difficulty or higher. Higher difficulties do not award more points. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members.
2.6 - Win the 2-player scenarios The Shifting Temple and Crusade on standard difficulty or higher. Only 1 spell, 1 unit, and 1 building card are allowed from each tier. Only Frost, Stonekin, and Neutral cards are allowed. These restrictions apply to all team members.
2.7 - Win the 1-player featured community maps Aeglos Fortress and Crystal Clear Intentions on advanced difficulty or higher. All units T2 and above must be elementals. Only Frost and Stonekin cards are allowed. Nature spells are also allowed.
2.8 - Win the 4-player scenarios The Dwarven Riddle and Titans on advanced difficulty or higher. All units T2 and above must be flying units. No fortresses are allowed. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members.
2.9 - Win the 2-player scenario Slave Master on standard difficulty or higher without activating the Fire Emitter. Only Frost, Stonekin, and Neutral cards are allowed. These restrictions apply to all team members.
Nightmare challenges:
5.1 - Win a 1p random PvE scenario Map of the Season preset on Expert+ (8) difficulty in under 29 minutes. Only Frost and Stonekin cards are allowed. Additionally, placing among the top 50 fastest times at the end of the season awards progressively more points depending on final placement.
5.2 - Win the 2-player scenario Into the Jungle on expert difficulty in under 26 minutes. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members. Completing the challenge more quickly awards progressively more points.
5.3 - As a duo, win the 4-player scenarios Guns of Lyr on advanced difficulty or higher. No towers, artillery, or fortresses are allowed. Only Frost and Stonekin cards are allowed. These restrictions apply to all team members.
5.4 - As a solo player, win the 2-player scenario The Insane God on advanced difficulty or higher without losing a temple. Only Frost cards are allowed.
5.5 - Win a random PvE scenario that is Map of the Season or Map of the Month on Adv++ (6) difficulty or higher. Only Frost, Stonekin, Nature, and Neutral cards are allowed. Completing the challenge with less cards played and on a higher difficulty awards progressively more points. These restrictions apply to all team members.
New cards:
Aftershock
Aftershock was first revealed in our June Community Update. It is an M-sized T2 melee unit with a crowd control ability that pulls in enemy units and deals damage after a delay, depending on how many health points are in the vicinity. This also affects air units and gives Aftershock the possibility to deal with them.
Fault Zone
Activate to pull in up to 3 small, medium, and large enemies in a 20m radius and begin charging up. After 5 seconds, the unit releases the built-up force dealing 500 damage to enemy units in a 15m radius, up to 33% per target. For every 750 enemy life points within a 15m radius, the force is strengthened, increasing its damage by 250, up to 2000 damage in total when surrounded by 4500 enemy life points. Reusable every 30 seconds.
Adamant Skin
The unit takes 15% less damage.
Siege
Deals 50% more damage against structures.
Stone Age
In our April Community Update, we revealed Stone Age, a T4 spell that lets you capture all buildings in a target area. On top of being a multi-target Matter Mastery spell, it also disenchants all affected buildings and tags them as Stonekin buildings, which allows you to use Tectonic Shift on them.
Grants permanent control over all enemy buildings within a 15m radius. Controlled buildings are designated as Stonekin buildings. Immediately removes all debuffs, and the controlled building is immune to all major debuffs for 15 seconds. The controlled building does not grant ground presence to play out cards or claim structures next to it. Reusable every 30 / 30 / 30 / 25 seconds.
Promo Avatar of Frost
While most nations are interested in expanding their governed territory, Lyr is less interested in doing that and more in securing their established borders. Peace and good relationships are their priority and they're fully aware that a tremendous shift in military power by developing a Promo Juice Tank means potential war with all factions and races in Nyn; perhaps even war with the Skylords.
As such, they've decided to focus their efforts on self-sustenance by outfitting one of their most famous Soldiers with new shiny gear!
But wait! Hold on! Aren't there supposed to be three non-promo cards available in a season to unlock and play? Indeed!
This one is special to us, because it shows you something we have always wanted to do after all these years.
What is it? Well... find out in the next chapter!
• Card reveal: Landship
You thought the mobile Juice Tank was a meme? Think again! We were dead serious, actually!
Everybody knows Lyr's defensive power is fueled entirely by their cherished Juice Tanks. Their generals questioned how they could use that power in a vehicle, so they tasked their most proficient engineers to develop a craft that can harness the liquid provided by a Juice Tank and turn it into an unstoppable machine. A lot of sleepless, juiced-up nights and several blueprints later, they have arrived with this: Landship!
Icethrower:
The icethrower at the unit's front chills enemies dealing 35 damage per second and slowing enemy units. Slowed units may only move at walk speed for 3 seconds.
Grenade:
Launches a grenade at a hostile unit or structure that deals 400 damage to enemies in a 10m radius around its target, up to 1200 in total. Knocks back small and medium units. Reusable every 20 seconds.
Resilient:
Takes 30% less damage.
Siege:
Deals 50% more damage against structures.
Landship is a new M-sized T1 unit for the Frost faction. With a 120 power cost, it sits at the expensive end of units for that tier, similar to Sunderer. Its autocast Icethrower casts a steady, damaging and slowing stream similar to Thunder Wagon. Grenade lobs a projectile that damages and knocks back small and medium units, giving Frost both a damage and crowd control ability in a single unit. It deals more damage against structures and a higher effective health pool thanks to Resilient.
Design notes:
"Frost T1 has steadily improved its viability and flexibility over time as we added new cards like Soulstone and buffed old cards like Imperials. While the faction is in a good spot in cPvE, most players still struggle to pilot it on higher difficulties in rPvE. Soulstone is often too slow and too expensive to help out in T1, and Frost generally lacks burst damage on building targets in lower tiers. We wanted to design a card which could help with Frost's building damage problem in T1 and T2, but without being so good it could be used as a lone T1 unit. Frost has long relied on 2-3 unit combinations in T1 and we want to continue that tradition. These considerations lead us to design Landship, which has a flamethrower auto-attack, meaning that, similar to Frost Mage, it cannot focus-fire enemies, and a Grenade active ability capable of taking out small spawners. Its high cost and strong ability means that players should bring Landship as a specialized anti-building card, but without neglecting generalist units like Frost Mage, Master Archers, and Imperials. And best of all, it is a new unique model with new unique animations, our first ever truly new card!"
-WindHunter
Landship releases with the season today.
• Art spotlight: Landship
It has only been a month and Ray has blessed us with yet another artwork created by him. The two-time back-to-back champion!
Exploration and conceptualization:
"I used the 3D model of the landship to make various 3D renders in Marmoset Toolbag. The first two shots are inspired by Corsair and the third is by Battleship. I then put the renders in Clip Studio Paint and sketched a snowy background and atmosphere on top of them to get the overall idea."
-Ray Dezoir
As established last time, Ray starts off with the actual 3D model of the unit. We were discussing multiple angles to show the unit and looked at inspiration from Frost cards. A rule was quickly figured out: Bigger artificial entities are usually displayed from a lower angle farther away to highlight their enormous size. Smaller units in comparison are shown close up from a higher angle.
Applying basic shading:
"The team and I decided to go for the higher angle of the landship, since it communicates the size of the landship better (which is small) and the landship has more details on the top than it has on the bottom. I then directly painted on top of the 3D render of the landship to make it look more 2D."
-Ray Dezoir
We went for the higher angle and started looking at background features Frost cards generally come with. Either units are the only entity shown with a basic background or accompanied by other fitting individuals. Another Landship felt fitting for a start.
Fleshing out the background:
"I painted the whole environment and added another landship in the back and the cannon's fire and lighting. The landship has a lot of snow and ice on its 3D texture, so I imagined it being in a snowstorm like in Battleship and Lyrish Knight's art. The mountains in back are inspired by Construct's art."
-Ray Dezoir
We tried out both options. A version with a less elaborate background and a couple of Frost soldiers and a version without soldiers and moderately fleshed out mountains.
Detailing:
"I made all the details bolder, so it's more visible on the card. For the background, I considered using units instead of mountains, since units commonly appear in frost cards. So I was choosing between them."
-Ray Dezoir
Eventually, the mountain version won; the soldiers were taking away from the main focal point. The mountains looked better in general.
Finishing touches and final thoughts:
"The SR team and I decided mountains were most fitting for the card. I then made final changes such as making the edges of the mountains jagged, making the frost cannon stand out more from the snow background and other minor changes."
-Ray Dezoir
Final version of this piece. Only minor adjustments from the previous version; however, they were needed to help the Landship stand out more.
"This time I tried to paint a bit differently than last time, which was for the Sunbridge Shrine card illustration. I made the canvas resolution 540 x 540 instead of the previous 1000 x 1000, which helped me not get too caught up in small details that otherwise wouldn't be visible on the cards and that helped me paint this faster. I also used bigger and more textured brushes to get the more painterly look. The SR team gave me lots of feedback during the process, which helped a lot with giving me better directions."
-Ray Dezoir
A huge thanks to not only Ray for providing the artwork, but also to our members in the team delivering feedback to turn this piece into what it is today.
• Technical advancements - models and animations
When we started developing new cards for the game, our first careful steps were retextures of existing models like Bedrock or Wasteland Terror. Later on, we went a step further by adjusting visibility or removal of select model parts and effects as can be seen in Devourer or Dark Maiden's spawn animation. Woodland Watch was our actual first attempt at creating a new model for a tower by using existing parts from cards like Armored Tower and Howling Shrine.
Without Battleforge's actual source code, it was always a difficult, almost insurmountable obstacle to create for ourselves. An almost ironic analogy to the Skylords who can only recreate the dreams of mortals, but never their own wishes. We, as a team, are only stewards, not creators.
Initially, we were bound by what was left to us. All existing models and rigs have a catalogue of animations, but they're not all shared universally across entities. As an example, Avatar of Frost and Grinder both share the same 3D model and rig, but have different sets of animations. Grinder will lift their arm to perform their taunt ability; Avatar of Frost has no animation for an ability and instead would use a walking animation on the spot to do so.
It has been a long journey, but at long last, after countless experiments, reverse engineering and development efforts, we are finally able to create new models and animations from scratch!
modelsanimations.webm
Animations:
Without the capabilities to add or change animations at will, we were hesitant to add or change active abilities on existing units, because it wouldn't look good when a unit doesn't have a proper animation to do it (Avatar of Frost) or has terrible cutoffs each time it gets reset (Tempest being one example). The most we ever did was speeding up an animation by an amount where it wouldn't look silly, like Abyssal Warder. Obviously this had a small effect on game balance.
One unit the community desperately wanted buffs for and where animation adjustments come in handy, is Tempest. The possibility of the unit shooting while mobile. Thanks to the continued efforts of our developers this is now possible.
Models:
It's not like we've not been trying to work on completely new assets the moment we had the time and capacity to work on and release new content. Some of the newer assets you can use in the map editor nowadays are made from scratch and not mere retextures. But a completely new model for a playable card was always something we wanted to do.
Landship is our first journey into uncharted territory. Creating the model, animating it and implementing it into the game with all its sounds and abilities. We are incredibly proud of what we've been able to achieve and we hope you can appreciate the time and effort that went into this.
• Seasons - Quality of Life
We are always listening to feedback and addressing issues coming from you, Skylords. Particularly during Whispers of the Void, we have identified a variety of problems a Kobold Engineer can't fix only by himself. At least not without a Promo Juice Tank.
The chat and lobby description functionalities have been expanded to include season-related icons and tooltips. Create a chat message or lobby description with the Season.Group.Number syntax and their respective numerals and an orb icon will appear indicating the season next to the actual challenge. Hovering over the message will reveal the challenge description.
You can combine multiple challenges as well.
We realized that even with the help of boosters in the season track, it can be difficult for players to assemble suitable decks for challenges. Now you can unlock so-called starter packs early in the tree. These contain hand-picked cards we consider important for players to build viable decks. Let us know what you think about their addition.
An option has been added to claim points from completed challenges automatically.
We received feedback from players that they would like to gain points from partially completed challenges, because it felt both tedious and confusing. Ask you'll receive! Now you don't need to complete, for example, both Crusade and The Shifting Temple from 2.6 before receiving any points.
To help players upgrade their decks to a reasonable level, discounts have been added to thematically fitting factions for upgrade levels 1 and 2 during active seasons. In this instance, Frost and Stonekin will have their upgrade costs for levels 1 and 2 slashed by 33%.
Visual deck checks have been added to make it easily visible whether your deck is eligible for a respective challenge or not. By hovering over a challenge in the check challenge window, cards that are not allowed will be marked with a red cross in your deck.
During seasonal breaks you can now select and set a season as active. This will enable you to progress and complete repeatable challenges (1.x), allowing you to unlock content from past seasons more easily.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
• Replay Old Events!
Our event organiser, Ultralord, made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start.
Read the details on how to replay old events here.
Recent events:
• 2v2 Battle Arena PvP Tournament
Fight together with a random unit in Battle Arena!
Won by Armatores. Watch the stream recording here.
• Skylords Reborn 5-year Anniversary
It's been over 10000 5 years of Skylords Reborn!
Watch everything we have achieved so far here.
Current events:
• Forge of Creation
Event has been extended until the end of August.
Join and share your work here.
Upcoming events:
• Crusade Expert Plus
A classic map that has been spiced up!
Find out more once the event goes live.
• SR Mega Quiz 2026
Rev up those brain cells and prove your knowledge.
Read more about the quiz here. And join the stream here.
• SR PvP Summer Cup 2026
Another Summer, another PvP Summer Cup.
Read more about the event here. Watch the stream here.
• Host your own tournament/ event
Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us; we will gladly assist you.
• In conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a Frost booster: FROS-TAND-STON-EKIN
This code is valid until September 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us.
We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update July 2026
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rycon2424 liked a post in a topic by Riviute in How nice is the PVE and is there a lot of PVE content?
Well I would say that PVE overall is the majority of this game, PVP exists and it is nice but the focus and the playerbase seem more focused on PVE in general. With lots of campaign maps, community maps and randomly generated maps there is a ton of content for pve lovers.
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Riviute liked a post in a topic by Bkingn in Community Update - July 2026
Amazing new building! Can you adjust the size of the beam to be a bit smaller? Its a bit too much visual cluster, with other towers and units near it, it will be a bit hard to see anything. also the sounds are a bit much also! But awesome! cant wait to get it!
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Riviute liked a post in a topic by Romchy in Community Update - July 2026
Please, consider our ears when that orbit cannon gets added to the game
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Riviute liked a post in a topic by Bini Inibitor in Community Update - July 2026
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
Our team has been cooking and you don't want to miss it!
Our third season, Whispers of the Void, is coming to a close, but you can still complete challenges as we reopen progression for all seasons for the duration of July. Additionally, we have prepared and released a video encompassing all the feats we managed to achieve in the five years Skylords Reborn had been running now! Also, we have been hard at work to give Amii some more much-needed love with a defensive building card. And lastly, some more love for our recently added deck tag system. Read it, or our team will curse you with bad booster luck!
• Seasonal break - previous season challenges reactivated
Whispers of the Void is officially over, but that doesn't mean there won't be challenges left to do. For the whole month of July, you can complete challenges and catch up with progress of all seasons. Be it Whispers of the Void, Natural Selection or Primordial Fire.
You can progress challenges from 2.x to 6.x. Ranking-based challenges and repeatable challenges (1.x) are excluded. Use that time to progress any track you want; any progress you make counts! Even if you don't manage to unlock everything from a specific season, don't fret because an increasing discount is applied to all the items you can get from the season shop afterwards the further you progress.
The next season is slated for release on August 1st. With all the hints the next season should be obvious.
• 5 Year anniversary video
It's hard to believe, but the official rerelease of Battleforge through Skylords Reborn in December 2020 was over five years ago. Community members came and went, started new jobs, adventures, even families or overcame other hardships during that period. Community members who grew tight-knit over the course of the project and experienced everything we went through. A lot has changed during this time, and we are far from finished. So it would only be appropriate to commemorate this milestone by going through all these changes and additions in a dedicated video.
Watch it! Perhaps there is also something in store for you if you know what we mean. *winkwink*
• Card reveal: Amii Sunbridge Shrine
The original Battleforge concluded with only a single Amii card, namely Amii Phantom. Over time, we explored and expanded the identity of Amii with various card additions. However, what Amii is still missing to this day is a building dedicated to defense.
Without further ado, let's introduce: Amii Sunbridge Shrine!
Please note: The card is still in development and subject to change. The information shown here can change until its release.
Sun Beam: Every 4.5 seconds, the shrine calls down a ray of light that deals 963 damage to all enemies it strikes.
Fusion: The tower slowly gathers energy, which can be unleashed as a burst of radiation. 100 charges are gathered per second. For every friendly Monument within 75m, gather an additional 50 charges per second, up to a maximum of 250 charges per second with 3 nearby Monuments. A maximum of 5000 charges can be stored at once.
Solar Flare: Activate to emit a cone-shaped radiation wave that deals 1600 / 1750 / 2000 / 2400 damage to enemies in an arc of 50m, up to 9000 / 9750 / 10000 / 12000 in total. Knocks back small, medium, and large units. Needs to have gathered 5000 charges first. Reusable every 20 seconds.
Amii Sunbridge Shrine is a T4 Fortress with fairly restrictive orb requirements. Its regular attack, Sun Beam, deals damage in a line similar to Spikeroot. Its active ability, Solar Flare, serves as a nuke in a big arc, which has a flexible cooldown ranging from 20 to 50 seconds depending on how many Monuments are within a 75m radius around it. You can expect it to be similar in size to Volcano or Worldbreaker Gun.
Design Notes:
"The Amii are the creators of the Sunbridge Shrine, so we felt like it would make the perfect T4 Amii Fortress. Sunbridge Shrine is a new model building which casts a sunbeam that damages all enemies it touches. This means it has weak single-target damage, but potentially infinite multi-target damage, similar to Phantom Stampede. It also has the power to tap into nearby Monuments to increase its charge speed, allowing Skylords to unleash its ultimate ability, Solar Flare, more rapidly. If there is no Monument nearby, it recasts in 50 seconds, but if there are at least 3 Monuments nearby, it recharges every 20 seconds. We think these abilities are well-suited for Amii's ultimate defense building, and we hope that it will be as fun to play as it has been to design it. For all those players clamoring for more defense options, no need to fear, other factions will also be receiving new faction-specific towers and fortresses in the future."
-WindHunter
amii_stronghold.mp4
Sunbridge Shrine will be released in a future content update.
• Art spotlight: Amii Sunbridge Shrine
"Perhaps his rays may shine light onto something very fitting soon."
-Community Update June 2026
As alluded to in last month's Community Update, we may have something fitting to show off soon from Ray. And here it is: his work on Sunbridge Shrine in all its shining glory!
Exploration and conceptualization:
"I created a 3D render of the tower in Marmoset Toolbag. I wanted an angle that has a clear silhouette and can clearly show its light beam attack."
-Ray Dezoir
Every artist has their own way and workflow on how to create an artwork from start to finish. Compared to our other artists, Ray starts with the 3D model we have at hand. While it is barren to say the least, the point of view and the model already deliver enough of a foundation to conclude the exploration stage.
Iterating on the concept:
"In Clip Studio Paint, I sketched a rough idea of the environment on top of the 3D render. I imagined trees in the background and green smoke or grass on the ground. "
-Ray Dezoir
The simple shapes and colours used already give off the usual vibes Amii's artworks and atmosphere have and show where the journey is headed. The iconic sun beam attack is already showcased front and center.
Applying basic shading:
"I blocked out the basic shapes of the tower on top of the 3D render."
-Ray Dezoir
The intended colour palette is at full display here. Notable differences from the original 3D model can be seen, and the sun beam is much fuller.
Fleshing out the background
"I painted the environment to make everything come together."
-Ray Dezoir
The added background was already beautiful to look at, and we wanted to keep it initially. However, it made the actual building look small in comparison, similar in size to a regular human.
Fixing the background:
"I forgot to consider the tower's size, so I made the environment smaller to make the tower look bigger."
-Ray Dezoir
Now the shrine is much more imposing in terms of size. Both the grass and the smoke made the cut. The only thing left is detailing the landscape and polishing it up.
Detailing and finishing touches:
"I polished the grass, the tower's details and shading, then added clouds to fill the space in the sky and adjusted the colors."
-Ray Dezoir
Final piece with final polish and final details showing off the building in great detail and the usual Amii atmosphere. You will notice that the sharpness of the artwork is particularly fitting to the game's original art design.
"During my process, I received and implemented feedback from the SR team, which was really helpful as it gave me better directions. This was my 2nd time creating a card illustration for SR, so I learned a lot especially about adapting to the art style. After the things I learned, the current SR illustrative work I do is going smoother."
-Ray Dezoir
A huge thanks to not only Ray for providing the artwork, but also to our members in the team delivering feedback to turn this piece into what it is today. No need to thank me.
• Updated deck tags
The recent changes to the deck menu and the addition of deck tags have been well received by you, but we also knew that it could be improved. So we decided to implement a few more changes to it to make it even more comfortable to use. Now tags are divided into specific categories; categories you can create yourself as well! By default, deck tags are divided into game modes and maps. You can expand or collapse the categories to show or hide the tags within them. The grid view remains unchanged.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
• Replay Old Events!
Our event organiser Ultralord made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start.
Read the details on how to replay old events here.
Recent events:
• FINISHED Tome #5 1v1 PvP Tournament
Another exciting TOME Event with a special twist.
Won by Triggz. You can watch the stream recording here.
• FINISHED Battle of Tactics #11: Perfect Timing
Finish Sunbridge with a twist in card play and coordination!
Watch the winner stream on July 3rd 2026 here.
Current events:
• Forge of Creation
During July share your artistic skills here on the forums!
Join and share your work here.
• Skylords Reborn 5 year Anniversary
It's been over 10000 5 years of Skylords Reborn!
Watch everything we have achieved so far here.
Upcoming events:
• 2v2 Battle Arena PvP Tournament
Fight together with a random unit in Battle Arena!
Starts on July 19th, 2026. Read more here and watch here.
• Host your own tournament/ event
Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us; we will gladly assist you.
• In conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a General booster: RAYS-BRID-GESH-RINE
This code is valid until August 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us.
We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update June 2026
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Riviute liked a post in a topic by WindHunter in A couple of small suggestions.
Speed runs do not take precedence when we are designing or balancing any part of the game. At the same time, yes we generally avoid major changes to campaign maps which would make the existing records impossible, though obviously this would be us making a map harder, not easier.
Irrespective of speedrunning, we have maintained a pretty hands-off approach to existing campaign maps, and when we did change things we wanted the changes to be mostly unnoticed. We fixed some major problems, like wave trapping on Guns of Lyr, and also did minor things like moving the T2 wells/orbs slightly on Sunbridge slightly south to prevent accidentally pulling the T3 camp. We did some more substantial changes to maps with long durations and high failure rates (Behind Enemy Lines, Nightmare Shard, Nightmare's End, Convoy). In each case the changes were careful and targeted, and in the case of Nightmare's End we were able to reduce average map time by 20+ minutes while significantly increasing the win rate. As another example, before our changes to Convoy, expert difficulty had a 15-20% win rate, and it is at least double that now. Yet, unless you read the patch notes or obsessively played a map, you likely would not have noticed these changes because they were so subtle.
Maybe we will change our approach in the future, but for now we mostly want to reduce pain points in maps without changing their overall feel. This is also because making new maps just seems more worthwhile to us than going back and overhauling existing maps. An exception to this is when we feel like a map could really benefit from a substantial overhaul, to the point where it will feel like a new map, and we will soon be announcing a few of these reworks, including potentially one in our next major patch.
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Riviute liked a post in a topic by Metagross31 in A couple of small suggestions.
- Regarding maps, I don't have much insight personally, but the team has thus far been very careful with bringing changes to existing maps, since they are quite iconic and we have speedrun rankings, which would change with most map changes.
- Tower range indicator would be great! For effects, this is sometimes already there (e.g. Sylvan Gate/Root Nexus radius, Mortar Tower range), but I don't know how easy it would be to implement.
- There was talk about Moloch reworks in the past in the balancing Discord, but none made it into the game. I think none were really satisfactory and if someone would come up with a great rework, it might make its way into the game. Feel free to join the Balance Discord and propose something 🙂
- For Unholy Power, maybe an ammo bar like the one Mountaineer uses could work? But then what if Mountaineer gets buffed with UP?
- Vilebloods mostly appear in Expert missions, which are difficult by design. Its often helpful if you already know where a Vileblood will attack so you can e.g. proactively root it and focus it down before its close to your wells. There might have even been some changes in the past, where early vilebloods have been switched for other units, but I am not 100% sure if I am remembering stuff correctly.
- Power pickups are already a thing. If I'm not mistaking, in Dwarven Riddle for example you get a boost in power once the first bandit base is destroyed. They are also used in several (featured) community maps.
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Riviute liked a post in a topic by WindHunter in Affinity System Changes
Affinity System Changes
Affinities have been part of the game since the Renegade edition. In some cases, they provide a great design tool where by making a minor modification to a card we can open up new playstyles and support multiple deck archetypes. In other cases, they are needless additions which not only hurt game balance, but also dilute faction identity. A big problem we have is that nearly every card added to the game since the game's initial launch has an affinity effect, and many of these affinities are very similar, with the same 5-10 effects used over and over again across all factions. This has lead to a steady homogenization of faction identities as we have rebalanced more and more cards, making it increasingly hard for us to keep each faction feeling unique. Many cards simply do not need multiple affinities (while some Twilight edition cards would benefit from having them), and this is particularly true with many spell cards where we have needed to nerf individual affinities to account for players being able to include both in their deck (and thereby bypassing the spell's designed cooldown).
While we have modified effects and swapped between affinities, we have to date not added any new affinities to cards which did not release with them, nor removed affinities from cards which once had them. This is largely because we view ourselves as stewards of the game and are therefore generally very conservative with our changes to the game's existing systems. At the same time, we feel like our choice to not directly add or remove affinities from cards has begun to hurt the game's balance and also damage faction identity. As such, we intend to begin adding new affinities or removing existing affinities from some cards moving forward as part of balance changes. To help explain our decision, we have included some examples of good and bad examples of the affinity system, as well as some clarifying questions.
Good and Bad Examples of Affinities
[ Good Examples ]
Batariel - Batariel has a fire affinity and a shadow affinity. The fire affinity is designed to work as a solo-unit, while the shadow affinity is designed to enable other units to deal more damage. This makes the fire affinity good in Enlightenment decks and the shadow affinity good in Pure Fire decks, meaning that one card can enable or even create two different deck archetypes. Soul Splicer - The core function of Soul Splicer is to turn corpses into a buff effect. The nature affinity's healing has always been good, and with the release of Random Wall Defense we see that the fire affinity's damage buff has a good niche in empowering archers from behind walls. Nether Warp - While Nether Warp likely does not need affinities in an absolute sense, the two affinities it does have both bring something unique to the table. The nature affinity's healing is better in PvE, while the frost affinity's slow buffs the spell's defensive capacities in PvP. Equilibrium - Equilibrium is a healing spell with a built-in scaling effect based on the amount of nearby life points. The frost affinity scales with enemy health and the nature affinity scales with friendly health. This means that one affinity is reliable when used with a friendly army, while the other affinity can scale even with single unit compositions so long as the player carefully places it around enemies. This allows each affinity to work with different decks and find its own niche. [ Bad Examples ]
Sylvan Gate - Sylvan Gate's central identity is to bridge long distances between root network groups. Yet, because it started with an affinity, we had to give it mostly random affinity effects even after reworking it. Both effects buff units in a 25m radius around the Gate itself, but since the fitting affinity effects were already taken by Root Nexus we ended up adding two affinity effects which root network decks do not need or which are unbalanced. For example, the shield piercing on the shadow affinity is mostly insubstantial when used in campaign and random PvE maps, but it causes balance problems in defensive PvE and therefore needs to be removed. But what other shadow-like effect does the root network need and which would be fitting for a root connector card to convey? Additionally, Sylvan Gate and the root network are already very strong and do not need anymore buffs when used defensively. Therefore, it would simply be better to not have any affinity effects on the card rather than slapping on another random effect which would ultimately need to be so weak that it is ignored. Skydefender - Skydefender is a T2 Bandit anti-air tower and because it was released as a Renegade edition card it was given two affinities. If a player were to chose which one to use, it would always be the shadow affinity which can bypass shields. If the card would benefit from shield piercing, it could be incorporated into the base card design, and not added onto one affinity while the other affinity does little to nothing in comparison (The nature affinity effect would only be useful in PvP, but dedicated anti-air towers are not viable in PvP). Attempting to find a 2nd affinity which is comparable in strength to shield piercing and which also fits a Bandits T2 anti-air tower might be possible, but it is a lot of creative energy which is better used elsewhere. And in any case, simplicity in design is often better. Cluster Explosion - The primary purpose of Cluster Explosion is to do a lot of damage. Therefore, whatever affinity does more damage is the affinity which players are going to use, unless both affinities do so much damage that the affinity effect simply does not matter. Additionally, Cluster Explosion is purposefully designed with only 4 total charges as a way to balance the card. If we were to make the second affinity even somewhat comparable in damage, it would be slotted into decks as a way to bypass the card's inherent charge and cooldown limitations. We therefore are required to keep the shadow affinity purposefully weak, which is hardly a good design practice with an ultra-rare card. Lost Dancer - Lost Dancer recently received some changes that moved her into a good spot, but as part of the balancing we also reduced the affinity effects to a mere +30% more damage to humans for the shadow affinity and a mere +30% siege for the fire affinity. The unit also has its own counter, so these additional counters are entirely superfluous to the card's central design. We only left them because the card has two affinities, but we had to make them so weak they are largely afterthoughts in the deckbuilding process. Affinities are at their best when they enable new play styles and directly enhance the card's core function. They are at their worst when they detract from the core function, add unneeded complexity, or are randomly tacked on effects.
Clarifications
Question 1 - Does this mean you are removing the affinity system? Answer 1 - No, we will not be removing the affinity system. We think it has its place in the game and where it fits we will leave it or even expand it. Question 2 - Will you be changing all cards? Answer 2 - No, we will only be changing some cards, and we will do so slowly overtime and with community input, just like our present balance process. Question 3 - What happens when you remove affinities from a card? What if I own one or both versions of this card? Answer 3 - If a card has its affinities removed, any player who owns a copy of either affinity will have any copies they own swapped out for the new affinity-less version of that card. In this way, you will not lose any cards you own. For example, if we removed the affinities from Forest's Vim and you had 4 copies of the nature affinity and 7 copies of the shadow affinity, you would be given 11 copies of the affinity-less version after the balance change. Additionally, all upgrades the cards had will be removed and their gold refunded (in case you had both affinities upgraded). Question 4 - What happens when you add a new affinity to a card? What happens to any currently affinity-less copies I own? Answer 4 - If a card has a new affinity added, all of the existing affinity-less versions will be transformed into one of the affinities. The other affinity will then begin to drop from boosters like normal. -
Riviute liked a post in a topic by Bini Inibitor in Community Update - June 2026
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
A variety of things to go over, so don't miss it!
Whispers of the Void is still running, and all challenges have been unlocked, so no new challenges this time. With an additional break between seasons, this should give you plenty of time to complete all the challenges you wish to do! Additionally, after brooding for a long time, we have updated our stance regarding affinities on cards. Next, we will go through the history of creating The Shifting Temple and how it came to be. Random Wall Defense will also see some fresh wind; literally! And finally, we have a goodie for our fellow Stonekin enjoyers to show.
• A break between seasons
The fourth and final month of our current season, Whispers of the Void, has started, so you can complete all of the challenges without having to worry about new ones.
After discussing it internally and considering your feedback, we have decided not to start the next season right after this one and introduce another month-long pause for July. What does this mean for you, the players?
This means we will open up progression for previous seasons again, so you can progress and unlock the seasonal track for all three seasons (Primordial Fire, Natural Selection and Whispers of the Void) however you like.
You can complete all non-repeatable challenges (any challenge that isn't 1.x) during the month of July. Even if you don't manage to unlock all rewards from a previous season, fear not, because all progress you make influences the costs of items you can buy from the season shop later by applying a discount.
The next season is slated for release on August 1st.
• Our stance on affinities of existing cards
Ever since the inception of the project, we have been hands-off when it comes to adding or removing content from previous editions. The most we did as a team was altering it, like changes to campaign maps or reworking cards. This has also been the case for card affinities, and we've only considered affinities for new cards where we saw the potential of them adding gameplay value. Unfortunately, over time, we came across the challenge of changing existing cards with affinities to the degree where both versions have satisfactory and fitting use cases within their respective factions. As such, we are considering potentially adding or removing affinities from previously released cards where we see it necessary.
Find out about everything you need to know and join the discussion regarding this topic here.
• Development retrospective - The Shifting Temple
The Shifting Temple was released only a month ago, but as it is with all newly released maps, it took us quite a while to get it to the state we deemed satisfactory for release. Follow us on a trip of how the map came to be.
Originally, the map was created by Hrdina Impéria, who came up with the concept and created an incredibly solid base. R4bitF00t later took over and shaped the map to the version we can all now play today.
Concept phase:
"At the end of April 2023, I was invited to join the Mapmaking Team for Skylords Reborn, which I gladly accepted. I was given the basic information, some design directions and was left to my own musings as to what to create. I offered the idea of “The Shifting Temple”, which would continue the Rifle Cult storyline.
Originally, the whole design was based on the name, which I found very dope and am very proud of. I imagined it as an old pyramid-style temple, located deep inside a great jungle. This is the reason why it always had a diamond-shaped base - in my mind, the temple is a pyramid-like structure.
Mechanics-wise, I found two things lacking in the old BattleForge/Skylords Reborn game - a lack of maps presenting built-up environments (the closest thing is Defending Hope), as well as the lack of complex/varied structures for the maps, which could change each playthrough. So I created the basic concept of many rooms stitched together at random. The temple “Shifts”, hence the name, creating endless possibilities of paths to get to the center. Obviously, actual mechanical possibilities are much more limited in-game, but the core idea was set. Every time you would play the map, a random path would be chosen through the temple, with some rooms accessible and some not (indicated as yellow in my old MS Paint sketches)."
- Hrdina Impéria
"The first thing that had to be tackled was the actual layout of the temple, to allow multiple balanced roads to the main goal, while also being interesting and varied. Within the diamond shape, a lot of simpler or more complex shapes could be created, but I quickly found out that due to some mechanical limitations, a much more viable route would be creating fewer rooms, but with a bigger size The central octagonal room became the “goal”, from which I created a symmetric set of rooms, some different than others, but providing enough ground for fighting, or solving puzzles. ."
- Hrdina Impéria
"Now, it was time to create the rest of the map, as well as to solve some main design points: how many players ought the map accommodate? How big of a role should the actual “Shifting Temple” play? In the next picture is another MS mockup I delivered to the Project lead, showing off what I had in mind.
In the end, I settled on a 2-player scenario, with the original plan quickly fading in favour of a more simplified story - Twilight are trying to reach the Temple, we fight them off and delve into the temple ourselves, dealing with its Shadow inhabitants. The temple became the main focus, with its “shifting” paths, which used to provide 6 to 8 different paths throughout the structure."
- Hrdina Impèria
Creating a playable version:
"Over time, I created a playable version, which is in many ways already similar to what we have currently: Lord Cyrian was the central boss from the start, there were 4 puzzle rooms (albeit most changed over time) and random paths through the temple. What got changed though was some extra paths/shortcuts into the southern part of the Temple, or a big T4 defense section, that would play out after beating the main boss in the center."
- Hrdina Impéria
As it can be extracted from the shots provided, Hrdina's first playable prototype of the map already delivered such a strong foundation for the map that the general layout and design stayed almost the exact same from start to finish.
What the map didn't come with originally was the defense section near T2 and a final encounter you had to complete. The map finished after defeating Lord Cyrian. Additionally, it featured 6 different paths, which were considerably longer.
Experimenting with map features:
Throughout the iterations the southern part of the map near T2 had its defense section added, which was kept throughout map development. Initially it didn't feature the third avenue the Twilight would use to attack later on.
A secondary path through the Twilight was added, allowing the player to access the temple with smaller units without having to breach the fortified positions first.
A final encounter after Lord Cyrian in the form of a bigger defense section at the T4 location was introduced, featuring two angles from which the Twilight will attack from.
R4bitf00t takes over:
"At this point, the map became the target of actual testing by our maptesters, which over time showed a few things - mainly, that the end defense section was redundant and prolonged the map too much. As well as it being quite hard (to provide challenge) meant that it could easily wipe out 20-25 minutes of progress, and that was rarely fun."
- Hrdina Impéria
Hrdina's work on The Shifting Temple was done at this point and the project was transferred over to R4bitf00t to apply our core map principles and address the issues of the features the map was supposed to come with.
One major thing that was apparent and couldn't be fixed during extensive testing sessions was the final defense part at the north.
It introduced a sudden failure point for players at the very end of the match by introducing a large difficulty spike with a set time limit, which didn't correspond with the rest of the map's difficulty and could quickly negate 25 minutes of playtime at the very end, feeling unfair. It was subsequently removed.
This change made the map end with the defeat of Lord Cyrian again. While maps do not necessarily need a big climax to end on, this felt very abrupt and unsatisfying in the case of The Shifting Temple.
Also, the southern defense part felt underdeveloped, because the waves did not scale and the player never had to invest more resources into defending the area, leaving it as a forgettable aspect of the map.
Scaling the waves up over time and introducing the third path the Twilight would attack from later on meant we could put much more emphasis on this defense section and use it as a map climax, because the player would naturally reinforce the perimeter over time and not be met with a final encounter coming out of nowhere.
The alternative path into the temple was removed, too. Its intended purpose was too niche, led the player into enemy territory they had to clear first, didn't add meaningful alternative gameplay possibilities and left them in a worse position overall.
Two of the potential paths were removed as well. The paths would overlap a lot, causing them to feel very similar with too little to make them uniquely stand out.
We were aware of the feedback players had with our previously released campaign having time limits or fixed timeframes a player could lose a match. During development, The Shifting Temple also had a loose time limit that was changed to the current capacity-based system, which offered the possibility to affect the remaining time left by placing a Juice Tank or Resource Booster.
A big point of frustration map makers regularly face is carefully crafting situations only for players to actively seek ways to cheese them in a large capacity and not interacting with them in the intended way, rendering the work of the map maker useless. So, entity placement inside the temple was changed to the way it is now, only teleporting in when the previous room was completed. This also helped us minimize the issue while also work around the issue of pre-placed wells and monuments for potential path changes.
Artistic challenges:
"The biggest hurdle after figuring out the map design was the visuals. While we wanted to use shadow enemies, we had virtually 0 assets to work with. So with the help of our great artist Titan, we went to work and created a whole set of new shadow-themed assets. A lot of the assets used are simple reskins, but the map also features several unique assets created specifically for the map to decorate the inside of the temple, the most prominent one being the new walls and towers."
- R4bitf00t
While we were hard at work testing the map, we were also very curious how the map and shadow-themed architecture was supposed to look like eventually, considering that up until the final stretch all testers were looking at the usual Amii tiles without any detail and generic sunny weather.
"We had some other model prototypes we wanted for the map, but in the end we made do with less new things, as our artist capacity is very limited. While we were generally happy with the shape of the walls, we quickly ran into the issue of texturing them so they would fit into the rest of BF assets. Most of the work on the walls actually went to adjusting the texturing to fit (hopefully) seamlessly into the game."
- R4bitf00t
"After the visuals were finished I also wanted to experiment a bit with the lighting capabilities. I created several light presets that I tested with the map visuals, and in the end we settled on the foggy weather, which lend the map a unique and mysterious feel."
- R4bitf00t
As you can see, from the very first playable version to the release candidate, very little has changed. Actually, most of the features we experimented with were scrapped at the end and only minor geometry work happened. The biggest change was balancing.
A huge thanks to Hrdina Impéria and R4bitf00t for the impeccable work they put into this map to turn it into the piece we can all now play today.
And of course, we share our gratitude to the map testers, who poured a lot of their time into the map.
• Card reveal: Aftershock
Season 4 is now a bit further away, but we have something prepared for you to look forward to. Another new addition to the roster of our rocky Stonekin friends. Behold: Aftershock!
Please note: The card is still in development and subject to change. The information shown here can change until its release.
Fault Zone: Activate to pull in up to 3 small, medium, and large enemies in a 20m radius and begin charging up. After 5 seconds, the unit releases the built-up force dealing 500 damage to enemy units in a 15m radius, up to 33% per target. For every 750 enemy life points within a 15m radius, the force is strengthened, increasing its damage by 250, up to 2000 damage in total when surrounded by 4500 enemy life points. Reusable every 30 seconds.
Adamant Skin: The unit takes 15% less damage.
Siege: Deals 50% more damage against structures.
Aftershock is a T2 M-sized melee unit with an active ability. It comfortably nests itself within the lower cost spectrum - something Stonekin isn't particularly known for. Being a melee unit, it can't attack flying units normally, but Fault Zone is capable of targeting them, granting Aftershock means of disposing them.
Video2.webm
Design notes:
"Stonekin has 6 existing units in T2, but the only one that sees significant play in PvE is Crystal Fiend, which is often just used with leftover T1 units such as Windweavers. We wanted to design a PvE-oriented unit which is easy to pilot and fitting for the faction's needs. With the invention of the new pull-in mechanic, we thought a pull-in plus charge-up damage effect fit Stonekin. The more life points that surround Aftershock, the more damage that the ability will do, functioning similarly to Grinder's healing ability. We hope this will add some dynamism to Stonekin's T2 arsenal and prove a fun to play addition to the faction's arsenal."
- WindHunter
Aftershock will release in a future content update.
• Random Wall Defense - a new preset approaches!
Our initial attempt at defensive rPvE turned out to be quite popular among you players. We've been patching it up here and there since its release in the Community Map section. While you've been able to fight Fire, Nature, as well as Shadow enemies, one primary faction has been absent for you to put through the meatgrinder: Frost!
We are happy to announce that the map has been updated and now contains Frost as a potential enemy for you to fight against! Beware of those pesky War Eagles knocking your units off walls!
Aside from future bug fixes, this concludes our support for this community map. We hope you enjoy the map for many games to come.
Of course, we are still working hard to bring you an official version of defensive rPvE, but it will take time. Your feedback is very important to us, so please share your thoughts about Random Wall Defense; what you like and dislike. Your input can influence the outcome of the version we are working on!
• Team changes
After joining us for a while as a map tester and demonstrating his map-making capabilities for Random Wall Defense as well as a few other map touches, our team, which is a zoo at this point, received a frog also known as Krapper as a new specimen within the Map Making department.
We are eager to work with him and are thankful for the time he dedicates to the team!
After the Sunbridge has been cleansed of the Twilight taint, its shrine shines again in a new light. Its rays appear to have brought down a new companion from the sun to us. A warm welcome to Solarin, who is now among us as a client and server developer.
Speaking of rays, the shrine is not the only entity emitting such. As rays tend to paint light into the dark, so does Ray Dezoir, who joined our art department within the team as a 2D and 3D artist back in January. Perhaps his rays may shine light onto something very fitting soon.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
• Replay Old Events!
Our event organiser Ultralord made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start.
Read the details on how to replay old events here.
Recent events:
• FINISHED Skylords Reborn Spring Cup 2026
New year, new Spring, new 1v1 PvP Spring Cup!
Won by MrDanilov. You can watch the stream recording here.
Upcoming events:
• Battle of Tactics #11: Perfect Timing
Finish a classic map with a twist in card play and coordination!
Find out more, when the event goes live!
• TOME #5 - Look At My Fire PvP Tournament
A new Tome tournament approaches to test your deck building abilities!
Read the details here. Contact Ultralord to join.
• Host your own tournament/ event
Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us; we will gladly assist you.
• In conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a General booster: AFTE-RSHO-CKAN-DRWD
This code is valid until July 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us.
We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update May 2026
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Metagross31 liked a post in a topic by Riviute in Patch #400056 - 1 May 2026
Really grateful for the difficulty changes, thank you devteam!
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WindHunter liked a post in a topic by Riviute in Patch #400056 - 1 May 2026
Really grateful for the difficulty changes, thank you devteam!
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Riviute liked a post in a topic by WindHunter in Patch #400056 - 1 May 2026
Patch #400056 - The Shifting Temple
Welcome to our newest patch. This update contains our 4th original Campaign Map, our 22nd balance patch, a new featured survival community map, balance changes to Unexpected Visitors and Heart of Trouble, and more.
Patch Preview
A brand-new campaign map! The Shifting Temple is our third 2-player campaign map and our fourth new campaign map overall, accompanied by two seasonal challenges. New Defensive PvE Map. Random Wall Defense is a featured survival map where you defend against one of randomized three factions in hopes of surviving to the end. Balance changes for Unexpected Visitors and Heart of Trouble. The lower difficulties of these maps have proven a bit too strong, so we are adjusting them accordingly. Several card balance changes, mostly to Stonekin and Frost cards.
New Campaign Map
The Shifting Temple, 2-player campaign map
In The Shifting Temple, a pair of Skylords battle against both Twilight and Shadow forces in an attempt to unearth the secrets of the mysterious Shifting Temple. Upon entering the temple, one of four paths is unlocked, giving the map a unique labyrinthian feel. And what would any labyrinth be without its Minotaur?
The Shifting Temple can be found on the world map after The Insane God:
Storybook pages can be found at:
Plot ➜ Twilight ➜ The Twilight Taint ➜ Page 17+
New Featured Survival Map (Beta Release)
Random Wall Defense, 4-player defensive random PvE map
Random Wall Defense is a featured community survival map. This means that players earn gold based on how long they survive, not whether they win the map. This map is a rework of our original attempt at what has been called dPvE or defensive PvE, first announced approximately 5 years ago. We recently dusted it off the shelf and gave it a full overhaul. Players can enjoy fighting against randomly chosen enemies from 3 factions with up to 3 other players. Comes with standard, advanced, and expert difficulties.
Map Changes
Unexpected Visitors (advanced difficulty):
1. Removed one unit from all incoming attack waves.
2. Increased the time before the Amii city siege automatically begins from 5 minutes ➜ 7 minutes.
3. Rebalanced several Lost Souls camps in front of the Amii city and the northern Power Shrine.
4. Removed the patrolling Mountaineer at the player's T2 location.
Overall, these changes ought to make Unexpected Visitor's advanced difficulty more comparable to other official campaign maps and make it easier for players to overcome common failure points.
Heart of Trouble (standard and advanced difficulty):
Standard difficulty:
1. Removed the mine traps from the northern camps and the hurricane traps from the southern camps.
2. Reduced the life points of the Black and Yellow crystals from 2500 ➜ 1500 life points.
3. Increased the respawn time of all camp defenders and patrols by 10 seconds.
4. Increased the delay between cannon barrages by 10 seconds.
Advanced difficulty:
1. Increased the delay between cannon barrages by 5 seconds.
Heart of Trouble was our first attempt at making a standard difficulty map and it proved a bit too difficult for our new players.
Game Balance Changes
[ Player Card Changes ]
Battleship:
1. Barrage:
A. Damage: 800, up to 2400 in total ➜ 1400, up to 3500 in total
B. Now affects air units.
Battleship is still lagging behind other T4 options, so we are giving its ability a buff-up to reward using it wisely. Upcoming changes to Architect's Call will indirectly buff Battleship by making it easier to keep it moving swiftly.
Defense Tower:
1. Frost Bolt attack speed: 2.86 seconds (683 dp20) ➜ 2.5 seconds (780 dp20)
2. Life points: 1500 ➜ 1400
Defense Tower has a wrong damage value due to a wrong attack speed. While we are not going to give it the 300 extra damage it claims to have, we will be adding another 100 damage in exchange for removing 100 life points, shifting the tower's power budget towards offense.
Earthen Gift:
1. Blessed Earth (b):
A. Life points per second: 10% of its maximum life points ➜ 6% of its maximum life points
B. Healing cap: 4000 in total per structure ➜ 6000 in total per structure
2. Gifted Earth (g):
A. Life points per second: 5% of its maximum life points ➜ 3.5% of its maximum life points
B. Healing cap: 4000 in total per unit (Unchanged)
Adjusting the healing thresholds and percentages of the two affinities. The building affinity will heal less per second but more overall, this should make it a better compliment for Tectonic Shift strategies. The unit version is too strong right now, so we are moderately cutting down its healing per second while leaving the overall cap intact.
Grinder:
1. Damage: 5000 ➜ 5500
2. Life points: 4500 ➜ 5000
3. Add XL-counter
These changes should help Grinder to tank better and focus down extra-large threats that Stonekin can sometimes struggle against, including bosses.
Makeshift Tower:
1. Grenade Launcher:
A. Damage: 45 up to 65 in total (367 dp20) ➜ 54 up to 81 (450 dp20)
Makeshift Tower never had a correct damage value, so we are correcting that. Even so, it will remain the weakest tower in the game.
Primal Defender:
1. Power cost: 60p ➜ 70p
2. Earthstrike damage: 130 up to 195 in total (975 dp20) ➜ 155 up to 233 in total (1175 dp20)
A. Fix attack speed description to say every 3.3 seconds.
3. Cloudstrike damage: 250, up to 375 in total (2030 dp20) ➜ 290, up to 435 in total (2355 dp20)
4. Life points: 1300 ➜ 1515
Primal Defender takes up more space than other comparable T1 towers, meaning that when placed behind a wall Nature T1 can fit less defensive towers than other factions. While a lower cost is often a benefit, when placed behind walls a wider but low cost tower is a hindrance because it has less stat density, which results in Nature T1 fitting less stats behind the wall overall. This is exasperated by most towers sight blocking each other, so you cannot simply place more towers in the back to make up for this. As such, we are increasing Primal Defender's cost and increasing its damage and health stats proportionally. These changes will allow the tower to be more stat dense and therefore better when placed in locations with limited space, while being power neutral in other situations.
Shatter Ice:
1. Power cost: 100p ➜ 70p
Tectonic Shift:
1. Ability range: 100m ➜ 150m
2. Ability cooldown: 20 seconds ➜ 30 seconds
We are increasing both the teleport distance and ability cooldown of Tectonic Shift by 50%. This should hopefully allow Stonekin lovers to better keep up with their fellow players in random PvE.
[ NPC Changes ]
Moloch (NPC):
1. Hardened Skin damage reduction: 90% ➜ 80% less damage from ranged and magical attacks
With the introduction of Random Wall Defense, Moloch's current damage reduction level is excessive and makes it nearly unkillable for many archetypes.
General Fixes
Fixed worm movement causing desyncs. Movement might feel slightly different from before. Skydancer should no longer be classified as an elf unit. Added tooltip "Presets completed" to challenges 2.4, 2.8, and 6.4 to help players better keep track of their progress in challenges requiring MotS presets. Fixed several grammar and typographical errors in the English lore book. Introduced various new Shadow units & buildings with the release of the Shifting Temple.
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Riviute liked a post in a topic by Metagross31 in Suggestions to Improve Card Design Variety & Map Content
Some of things you mentioned already have been added to the game. There have been a total of three new campaign maps thus far, several new cards, some being reskins/retextures, others being unique spells, and the Amii faction has been greatly expanded, effectively adding a new faction with its own colourscheme to the game.
The limiting factor with the card models being reskins is that we currently can't add completely new models with unique animations and everything to the game yet, but some people are actively working on that, so recolouring and retexturing is the best we can do as of now mostly. Adding new maps is generally possible and has benn done before (Unexpected Visitors, Into the Jungle and Heart of Trouble), but creating, scripting, designing, decorating and balancing maps is a hugely time intensive task, usually taking months of time from many people, which all just work on it in their free time.
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Riviute liked a post in a topic by Kubik in Suggestions to Improve Card Design Variety & Map Content
Hello @Firedancer2,
I do not know, if you are aware or not, but we do not have source code of the game, so in my opinion it is almost a miracle, that we managed to run the game in the first place, let alone the amount of cards and maps we already added.
AI does not really help with this process, at least the cheap one does not, so unless you have access to expensive stuff and want us to try it out, there is not much more we can do at this moment. (I want to warn you that it might be over 100000$ quickly with no useful results if if borrow full data center for a while)
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Riviute liked a post in a topic by Cocofang in Suggestions to Improve Card Design Variety & Map Content
I mean, nobody would be opposed to every unit having its unique model but ... how?
Reskins already take a lot of time and effort to make them look good. Adding new models and animations for everything on top of that is simply unfeasible with the resources we have.
Maps are constantly in development. But they too take a lot of time, testing, reiterating.
We would also love to add new color factions but the existing colors aren't even in perfect shape yet and Amii is still incomplete. Fixing up existing factions takes priority right now.
Overall, we are working on everything you would like to see because we would like it as well. But it takes time and not only are our resources very limited, we can't even change many aspects of the game. A ton of new cards and bug fixes required somebody digging into the guts of the game and somehow finding out how to make it work basically from scratch. Many things we still don't know how they work or why they do what they do. And it's not for a lack of trying but because it's like searching for a needle in a haystack.
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Riviute liked a post in a topic by Ultralord in ROOKIE #3 - PvP Tournament - 12.04.2026 16:00 CEST
And here is the Stream Recording - Im happy to host the rookie events and get more people into PvP 🙂
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Riviute liked a post in a topic by Ultralord in ROOKIE #3 - PvP Tournament - 12.04.2026 16:00 CEST
Great greetings, People of the Sky
Time to let our new PVP Players show off what they can do.
All you need to know
- When: 12.04.2026 16:00 CEST
- Format: 8 Rounds Swiss, Best of 1
- Special Rule: Only Rookies
- Organization: Challonge
- Stream: 12.04.2026 15:30 CET at twitch.tv/ultralord_t1421
We will go over the rules and answer questions
Am I a Rookie?
The answer is yes if one of these applies to you:
- Do you have a Silver rank PvP or lower? ( <112.000 ELO)
- Is your PvP - Win/Loose ratio below 60%?
- Do you feel like a rookie?
Free PvP Decks and Getting Started
There are free, fully upgraded decks for playing PvP. I highly recommend playing with one of these.
You can select 2 every 24h with the button in the bottom left corner of your deck overview screen.
If you want guidelines on where to start with PvP, feel free to leave a message in the "PvP-Talk" channel on the official SR-Discord Server.
There are many players happy to help out. @Eirias Streams PvP matches on YouTube where he answers questions and expands on things, as well as doing live coaching if you are interested.
Tournament Format
We play 8 Rounds of Swiss System. That means you will play 8 matches, no matter if you win or lose.
Best of 1 means you will play only one match against your opponent per round.
The pairings will be shuffled before the start of the tournament.
Rules
The tournament will be held on the Live Server! Disconnecting during a game will result in a default loss. If both sides agree, it is possible to have a rematch. Not showing up to your match after 15 minutes results in a default loss. The plan is to play a round of matches every ~30 minutes. After your match, go to Challenge and insert the result. This is done by clicking on your match and selecting the winner/stats.
The brackets/match list will be updated automatically after all players have finished their matches. The Map Pool is: Taros, Haladur, Simai, Elyon, Lajesh, Uro and Yrmia. The map of round one will be Taros. Against the second opponent you will play on Haladur, third Simai, etc. (I will make notes in Challenge) You can only win prizes if you play your matches during the event. Have fun and don’t be an idiot!
You can join us here on Challenge. You will need an account.
Be sure to register for the event with your in-game name, to make matchmaking as easy as possible.
Prizes
Place 1: 8 General Boosters Place 2: 7 General Boosters Place 3: 6 General Boosters Place 4: 5 General Boosters Place 5: 4 General Boosters Place 6: 3 General Boosters Place 7: 2 General Boosters Everyone else: 1 General Booster
For every win in the Event you will receive one random rare card
-> The means up to 8 if you win all matches
There is an additional prize for the winner of the Event - if he likes a challenge!
On stream will be a PvP Veteran or just me 🙂 . If the Rookie winner can beat him or me in a Best of 1 will send him each card from a Free PvP Deck of his choice.
If he loses, he will "only" receive the T1 Cards of the Free PvP Deck. So nothing to lose 😉
All card Prizes will be provided from may collection.
Booster are Sponsored by the SLR Team.
Thank you for your Support!
Lets see which Rookie will level up to be a Pro in the next Spring Cup.
Ultralord 🎩
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Riviute liked a post in a topic by Bini Inibitor in Community Update - April 2026
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
Several things to unpack here!
Our third season - Whispers of the Void is in full swing and today a new set of challenges unlocks. We will go over them in this Community Update.
Additionally, there has been a change in the Community Manager role and some critical developments in the audio department.
And of course, you will also get a glimpse of things to come!
• A change in the Community Manager role
Due to time constraints, R4bitF00t has decided to step down from the role as Community Manager. Although his reign was a short affair, we thank him for his time and contribution as such. However, he will not disappear and remains as a map maker within the team.
This does not mean that there will be a power vacuum left to fill, because the role got occupied by another resident within the team succeeding him already. It's none other than me, Bini_Inibitor!
• About me
Allow me to introduce myself. I'm Bini_Inibitor. Some may already know me within the community. I started as a regular member and got hands-on experience with the open stress test. Over time, I was asked to contribute to card designs as a PvE Taskforce member. This extended to map testing later down the line up until I became a Map Testing Coordinator alongside Gam3over to improve the map testing process for everyone involved.
Now we're here, and I take on the mantle of Community Manager with additional responsibilities. Those who know me already know this is a bad idea, and it's all downhill from here.
I like seals. A lot. This is Tsuki from the Tokkari Center in Japan. Tsuki is Japanese for moon. So here you have Japanese Moon as Ymian Moon.
To celebrate this terrible choice, I have brought a code for a Mini Booster:
SIIS-SAAS-SUUS-SOOS
This code is valid until May 1st.
But enough of me, let's get to the juice tank!
• The Residents of Nyn have undergone surgery for their vocal cords
Skylords Reborn has been playable for years at this point. Over time, we have received feedback that, while hearing voice lines of units are cool and all, they have become stale for some.
We have taken this feedback to heart and decided to work on a solution. We have consulted with several of the most proficient Shamans all across Nyn to perform surgeries on the vocal cords of all living beings. Today, we have equipped all units with new voice lines, so you can hear your favourite cards in new glory.
The procedures weren't all smooth sailing, however. You may experience, that some may have different voice pitches, and it seems like they tend to refer to themselves as other people. Must be the wind.
New seasonal challenges
With a new month upon us, a new set of seasonal challenges unlocks.
Let's take a closer look at them.
3.1 - Win different campaign maps or featured community maps on advanced difficulty or higher.
All units must be melee units. Only Shadow or Lost Souls cards are allowed. These restrictions apply to all team members.
3.2 - Win the 2-player featured community maps Lyrish Uprising and *The Conquest* on advanced difficulty or higher.
Only Shadow, Lost Souls, or Frost cards are allowed. All units T2 and above must be Lost Souls units. These restrictions apply to all team members.
3.3 - Win random PvE scenarios of difficulty adv++ (6) in under 15 minutes.
Only Shadow or Lost Souls cards are allowed. These restrictions apply to all team members.
3.4 - Win the 1-player scenarios The Siege of Hope and The Treasure Fleet on standard difficulty or higher.
Only 2 cards from each tier are allowed. Only Shadow, Lost Souls, or Neutral cards are allowed. These restrictions apply to all team members.
3.5 - Win the 2-player scenario Nightmare's End and the 2-player featured community map An Expedition South on advanced difficulty or higher.
Only Shadow, Lost Souls, or Neutral cards are allowed. These restrictions apply to all team members.
3.6 - Win the 1-player scenario Defending Hope on standard difficulty or higher. No more than 1 hostile structure may be destroyed.
Walls may not be built. Only Shadow or Lost Souls cards are allowed. No spell cards are allowed.
We are also closely monitoring your feedback about the current season and will make adjustments as needed. Particularly, Shadow as a faction proves to be more difficult to handle for players, due to its inherent complexity and self harm potential. As a result of this we have recently released a change for Dark Maiden, which should make her more comfortable to play with. Her high power ceiling has been flattened by lowering the trigger threshold of her ability so she can trigger her healing more often. In addition to this, once triggered, she will keep a portion of her healing capabilities as a permanent lingering effect.
Read more about this change here.
Also, while seasons introduced challenges with specific card restrictions in the past, we realized that we unintentionally put the ones that make deck building particularly challenging for some players within the first batch of challenges. We apologize for the sour taste it may have left for you in trying to experience this season.
• New card reveal: Stone Age
What wouldn't be a juicy Community Update without a card reveal? Just because our third season is in full swing doesn't mean we aren't full at work. A general request is for players to be able to play out thematically fitting cards within their respective factions, and Stonekin could certainly use a new toy to play with. So let's introduce you to one of our upcoming cards: Stone Age!
Please note: The card is still in development and subject to change. The information shown here can change until its release.
Mass Takeover
Grants permanent control over all enemy buildings within a 15m radius. Controlled buildings are designated as Stonekin buildings. Immediately removes all debuffs, and the controlled building is immune to all major debuffs for 15 seconds. The controlled building does not grant ground presence to play out cards or claim structures next to it. Reusable every 30 / 30 / 30 / 25 seconds.
Design Notes:
Stone Age is a T4 Stonekin spell, allowing you to permanently take over enemy buildings within a 15m radius. When taken over, buildings will have all debuffs removed and be immune to debuffs for 15 seconds. Additionally, all buildings taken over by this spell will receive a buff that treats them as Stonekin buildings. The controlled buildings do not grant ground presence to play out cards or claim buildings next to them.
When Tectonic Shift was first designed back in 2022, it behaved differently. Originally, it only worked on Stonekin buildings and was supposed to work on buildings claimed through Matter Mastery. However, we encountered technical difficulties when implementing the card - namely, guaranteed crashes when teleporting buildings with Multishot, which was a problem considering you could use it on Bandit Wizard Tower. So that aspect was scrapped for the time being, and we expanded its utility to Nature and Frost buildings while we worked on a solution. Fortunately, we managed to implement a fix, which you can already experience with Woodland Watch not causing crashes.
After a fix was implemented, we wanted to explore the possibility of teleporting captured buildings again, while giving Stonekin a new card to cement them as the masters of stone. The result is Stone Age, which should combine very well with cards like Tectonic Shift and Earthen Gift.
Another thing Stonekin was lacking as one of the slower factions in the game was a way to deal with buildings in later stages of a match efficiently that is both thematically fitting and not just a typical damage spell.
Stone Age will release in a future content patch, date to be announced.
• Art spotlight: Stone Age
The Stone Age Artwork was created by our artist Elkondo.
Exploration and sketching
Initial concept: Wide landscapes
The goal with the artwork was to show the stone taking over more
than just a single building. While we toyed with concepts of wide
landscape shots, it seemed to look a bit too generic.
Second approach: Lyrish city being taken over
Another concept was a bit more promising - showing a city street
being taken over by the Stonekin. If nothing else, it was certainly
something unique compared to other spell artworks.
Iterating on and refining the concept
Locking in and setting focus.
We decided to remove the people and make the town
look a bit more interesting in itself.
Refinement
With some more refinements the artwork started to look decent.
Challenges and finishing touches
Readability in the UI
But there was a problem we missed - the central area of the artwork
depicted gray buildings covered by dust and fog. When scaled down
to the size of the in-game UI, the area blended together and didn't
have a distinguishable silhouette.
Solution and finishing touches
It became necessary to put aside certain conventions in favour of
design and readability. We decided to invert the values and contrast,
making the central area darker and the surrounding, closer buildings,
lighter. After a couple revisions, adding some additional details
along the way, we landed on the final design.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
• Replay Old Events!
Our event organiser Ultralord made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start.
Read the details on how to replay old events here.
Recent events:
• FINISHED 2v2 PvP Tournament
A 2v2 PvP tournament with card bans for each team.
You can watch the stream recording here.
Upcoming events:
• Twilight Hunt -> Starts April 3rd 2026 until April 19th 2026
The tradition of the faction hunt continues once again!
See the event details here.
• 1v1 PvP Rookie Tournament #3 -> Starts 12th April 2026 16:00 CET.
A 1v1 PvP tournament intended for lower-ranked players.
See the event details here.
• Support the events
The best support is to participate. But if you want to help even more, you can donate cards, boosters or BFP for future event prizes. Contact @Ultralord if you are interested.
• Host your own tournament/ event
Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us; we will gladly assist you.
• In conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a General booster: APRI-LISH-FOOL-JOKE
This code is valid until May 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us.
We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update March 2026
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Riviute liked a post in a topic by R4bitF00t in Community Update - March 2026
Greetings Skylords!
A new month; a new Community Update! It's time to bring you up to speed with everything going on in Skylords Reborn!
Our third season - Whispers of the Void has arrived, and with it comes a fresh wave of content and challenges to tackle. In this community update, we will go over what you can expect in the newest season while also taking a closer look at the results of this year’s feedback survey — your thoughts, ideas, and honest opinions that continue to shape the future of the project.
Alongside the survey insights, we’ll be revealing the cards releasing with the season. There’s plenty to cover, so let’s jump right in and see what this new chapter has in store.
• Yearly Feedback Survey Results
Before we jump into the juicy new season, we would like to thank everyone who took the time to fill out this year’s feedback survey. Over 1 100 Skylords took the time to share their thoughts with us, which is much appreciated!
We’ve reviewed your responses and compiled the results into a short PowerPoint presentation. The presentation only covers the graphs and general data, you can be sure that we will read all the open-ended answers you have sent us.
• Season 3 - Whispers of the Void
With the survey behind us, it’s time to turn our attention to the exciting content arriving with the new season.
• Seasonal Cards •
As usual, this season brings a set of unique cards that can be earned exclusively through the seasonal reward track for the duration of the season, after which the cards will begin dropping from boosters. Each card has been carefully selected to offer new strategies, exciting synergies, and fresh ways to approach the battlefield. Let’s take a closer look at what’s in store.
Devourer
We first introduced this powerhouse in our November Community Update. The Devourer is a pure Shadow Tier 4 unit capable of consuming even the largest foes — all while turning your weaker units into walking bombs with its Mincemeat ability. Mincemeat ability stacks with multiple Devourers, which means the more, the merrier!
Consume
Consume one enemy unit in range. Devourer teleports to the target enemy unit’s location, instantly killing it. The consumed enemy is then resurrected as an own unit but dies after 30 seconds. Needs to have gathered 6000 life points from corpses first. Reusable every 30 seconds.
Corpse Gathering
Harvests energy from nearby corpses equal to their former maximum life points to enable the devouring of enemies. A maximum of 6000 life points can be stored at once.
Mincemeat
Allied units in a 30m radius around Devourer will explode as soon as they die, dealing 400 damage to hostile entities in a 15m radius, up to 600 in total. Effect can apply to a unit multiple times.
Dark Maiden
Let us introduce the first unrevealed card of the season — the Dark Maiden. Designed to fill a gap in Shadow Tier 2, where sustain options are limited, the Maiden fires a continuous beam at enemies, slowly draining their health while charging her damage meter. Once she deals enough damage, she enters Awakened Wraith mode, releasing powerful healing waves to sustain your army.
Design Notes:
Shadow Mage is one of the most iconic units in the game but due to various PvP nerfs, most especially the bugfix to Nether Warp (g)'s healing, has become largely unusable in PvE. This is a shame because she ought to provide a meaningful alternative to other T2 options like Shadow Phoenix and Harvester. Enter Dark Maiden. She is a Shadow-flavored glass cannon. Once Dark Maiden has dealt enough damage, she begins to passively emit healing waves while also buffing her lifestealer capacities, perfectly synergizing with Shadow Mage and giving PvE players a new way to run Pure Shadow decks in T2.
Soul Reave
Casts a soul eating beam that deals 50 damage to a target enemy unit every second.
Life Stealer
30% of the damage dealt by the unit will be added to its life points.
Awakened Wraith
After dealing 1500 damage, Dark Maiden will awaken her full powers. Every 2 seconds, Dark Maiden releases a healing wave. Friendly units within a 18m radius regenerate 160 life points, up to 800 in total. Additionally, Life Stealer’s effectiveness is increased to 60%. Lasts for 20 seconds.
Nightmare
Our second unrevealed card is the Nightmare, a Tier 1 spell that summons a pair of riderless horses to wreak havoc on your foes. When these Night Terrors reach your enemies, they will explode on impact to terrify them and reduce the damage they deal.
Design Notes:
Shadow is the only T1 faction which is unable to meaningfully help its allies via either spells or global effects. With Nightmare, Shadow players can now summon two ghostly steeds which will blow themselves up to weaken enemies such that they deal less damage for a short time. This card should add much needed flexibility to Shadow T1, in both solo and multiplayer matches, by giving Shadow an indirect way to improve the survivability of its units.
Bad Dreams
Summon 2 Night Terrors capable of debilitating enemies. Night Terrors blow themselves up and cause all enemies in a 15m radius to deal 30% less damage for 20 seconds. Summoned units do not provide ground presence. Reusable every 30 seconds.
• Season 3 Promo •
We’re thrilled to announce that the promo card for Season 3 is the iconic Overlord! This classic unit has been reskinned to match the premium aesthetic of the promo Harvester, giving it a fresh, striking new look while keeping all the power and personality you know and love.
You can unlock the Promo Overlord by reaching 900 points on the seasonal reward track. After the season has concluded, Promo Overlord will be purchasable in the Relic shop.
• More New Cards •
Alongside the seasonal reward cards, we’re excited to release two additional cards, which will now start appearing in boosters, giving everyone a chance to add them to their collection right away!
Dark Mind
Dark Mind was first revealed in our January 2026 Community Update, and we’re excited to release it so soon after its announcement. While its design is deceptively simple, its built-in Amok on attack makes it a potent crowd control tool for early-game Shadow decks.
Bewitching Blast
Every 5 seconds, the unit projects psychic energy at an enemy dealing 220 damage. Attacked units will be confused, which will make it impossible for them to distinguish between friend and foe. Lasts for 5 seconds.
Phantom Stampede
While Dark Mind was revealed just two months ago, the Phantom Stampede was first announced a full year ago, back in March 2025. This unique Lost Souls spell summons a phantom Juggernaut that smashes through enemies while shielding your allies before vanishing back to the void.
Ghost Train
Creates a stampeding Hulk that moves along a defined path of 35m dealing 750 damage to each enemy unit the Hulk passes through. Allied units along the path are granted Ice Shields which absorb up to 880 damage for 30 seconds. Reusable every 20 seconds.
• Overview and Patch Notes •
As we've had a lot to go over, we have also prepared a seasonal infographic for you, as well as a patch overview video.
If you want even more details, head over to our patch notes to see all the changes the newest patch brings.
And as a bonus, anybody who logs in during March will receive a free copy of the new Phantom Stampede card!
• Deck Tags
With this update, we are also releasing a new deck overview window. Even though Skylords Reborn is a game that encourages experimentation, the way to organize decks has been lacking. Hence we have made it possible to organize your decks better by tagging them.
You can add up to 15 tags to a deck at a time and you can now filter your decks by searching for a specific tag.
There are a lot of pre-defined tags, but you can also create your own custom ones to suit your needs.
• Contribute to Skylords Reborn
Skylords Reborn is a community-driven project fueled by the passion and dedication of over 50 volunteers. We are always on the lookout for like-minded individuals. If you have a passion for gaming, programming, design, or marketing, we invite you to have a look at our open positions!
Don't have time to formally join the staff, but still would like to help out? Please check out this guide on how to support Skylords Reborn as a community member.
• Events
In between our monthly Community Updates, we host various events and tournaments, so be sure to keep a close eye on the in-game event tab and the forum calendar to stay informed and not miss out on any exciting events!
• Replay Old Events!
Our event organiser Ultralord made it possible to replay old events. You can upload your replays and see how you fared against other participants. While this gives no rewards, it can be a cool little task to challenge yourself with while waiting for other events to start.
Read the details on how to replay old events here.
Recent events:
• FINISHED THE SOULTREE -> Ended 15th of February
A challenge where you need to finish the first part of the map with only two cards. The more creative, the better.
Congratulations to Krapper and Carofex for the win. You can watch the stream recording here.
• FINISHED SR Winter Cup -> Ended 15th of February 2026 at 16:00 CET
A 1v1 PvP event for everybody.
Congratulations to Armatores for the win. You can watch the stream recording here.
• FINISHED Skylords Reborn Grandmaster 2025 -> Between 15th of February and 29th of March
A PvP Event where only the best of the best can participate.
Congratulations to RadicalX for the win. You can watch the stream recording here.
Upcoming events:
• Skylords Reborn Grandmaster 2025 -> Starts 15.03.2026 16:00 CET
A 2v2 PvP Tournament.
Read the event details here.
• Support the events
The best support is to participate. But if you want to help even more, you can donate cards, boosters or BFP for future event prizes. Contact @Ultralord if you are interested.
• Host your own tournament/ event
Want to host a tournament or event? Please reach out to our Event Organizers @Metagross31 or @Ultralord. We can help you out with various topics and are glad to discuss potential ideas. We can also sponsor the prize pool for your event. If you have a cool idea for a PvE event, or want to host a PvP tournament, please don't hesitate to reach out to us; we will gladly assist you.
• In Conclusion
That's all for this Community Update! We appreciate you taking the time to read through it.
As is tradition, we're including a scratch code as a small token of our appreciation for your support.
The code will reward you with a Lost Souls booster: VOID-WHIS-PERS-COME
This code is valid until April 1st, when we will bring you another Community Update.
We're always looking for ways to improve and value your feedback. If you have any questions, comments, or suggestions, please don't hesitate to share them with us. We'll be back next month with more updates on our ongoing projects and upcoming features.
You can also sign-up to our e-mail newsletter here.
Archive
• Skylords Reborn Documents (Deep Dives, Behind the Scenes, PvP Guide)
• Overview Community Updates
• Community Update February 2026
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Kapo liked a post in a topic by Riviute in Official Card Design Contest - CLOSED - WINNERS INSIDE
Kind of shocked that my priestess of despair only got silver, I was so proud of it, but oh well. But to see that not a single one made it to platinum makes me feel slightly better. I am still very grateful for the event so thanks to all the people organizing it and the judges who had to go through so many ideas. I hope to see this event again in the future, which I believe is very likely considering it was the second contest already. I am already working on my new idea for the next time. :D