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Bini Inibitor

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  1. I do agree that Northern Keep feels a bit lackluster now compared to Ice Shield Tower.
  2. 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 shorter Community Update this time around. Our fourth season, Wrath of Winter, is in full swing and the second batch of challenges unlocks today! Previously we announced that we changed our stance regarding affinities and we've shared more about these plans. And finally our elusive Amii friends get some more help to bolster their defenses. • 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 2-player campaign scenarios or featured community maps on standard difficulty or higher. 3.2 - Win the 1-player featured community map Town in Need on advanced difficulty or higher. The only unit allowed T2 and above is Kobold Engineer. Only Frost and Stonekin cards are allowed. 3.3 - Win the 4-player scenario Empire on standard difficulty or higher. At least one Lyrish unit in each enclave in the Past must survive. Only Frost, Stonekin, and Neutral cards are allowed. These restrictions apply to all team members. 3.4 - Win the 1-player featured community maps Nyxia and Spooky Encounters on standard difficulty or higher. All cards must be T2 or below. Only Frost, Stonekin, and Neutral cards are allowed. 3.5 - Win the 1-player scenario Behind Enemy Lines and 1-player featured community map The Easter Tree on standard difficulty or higher. Only cards with a frost affinity are allowed. 3.6 - Win the 4-player scenarios Bad Harvest and King of the Giants on advanced difficulty or higher. All units T2 and above must be elemental units. Only Frost, Stonekin, and Neutral cards are allowed. Nature spells are also allowed. These restrictions apply to all team members. 3.7 - Win the 1-player, 2-player, and 4-player Stonekin random PvE Map of the Season presets on adv+ (5) difficulty or higher. All units and buildings T2 and above must be Stonekin. Frost, Nature, and Stonekin cards are allowed. These restrictions apply to all team members. • Affinity consolidation Back in June we announced that we had changed our stance on affinities. In short several existing cards have affinities we consider redundant and it became an incredibly difficult task to balance these cards with affinities in mind. The additional effects range from subtle but ultimately pointless to notably different effects where one affinity is clearly more powerful than the other. The current list of proposals has been released in the affinity thread and can be found here. Feel free to join the discussion and let us know what you think. Please note: These are only proposals and up for debate. Select candidates can be added or removed further down the line. Your input can influence the outcome! • Card reveal: Amii Power Coil Our Amii were certainly aware that they couldn't afford to build a bunch of Sunbridge Shrines to protect their land and needed a cheaper, more cost effective solution to fend off aggressors. It seems like they borrowed some of the Lost Souls' magic to travel through space and time to a parallel universe to obtain technology from a certain electrical engineer! Behold: Amii Power Coil! Please note: The card is still in development and subject to change. The information shown here can change until its release. Lightning Sphere: Every 4 seconds the tower triggers a ball of lightning that deals 216/230/244 damage to enemies in a 8m radius, up to 324/345/366 in total. Powering Up!: Activate to connect Power Coil to own Power Wells within a 50m radius. Affected Power Wells will be drained at a rate of 1 power every 2 seconds and stored in the Power Coil. Once 50 power has been stored, lose Lightning Sphere and gain Chain Lightning. Chain Lightning: Every 4 seconds the tower triggers a lightning chain that may affect up to 3 enemies. Deals 216/230/244 damage to the first target while subsequent targets will receive continuously less damage. Amii Power Coil is a T2 tower for the Amii faction. With a 70 power cost it nests itself neatly within the likes of Infected Tower or Lost Launcher. When first built it behaves like a regular tower with a single target attack. However, when activating Powering Up! it starts draining a nearby Power Well to amplify its capabilities. The reward is a chain attack that can hit multiple targets at once. Bizarrely one of the entries of the Card Contest was very close to the design we had come up with at that point. Sometimes people think alike. Recording 2026-08-30 112626.mp4 Recording 2026-08-30 112904.mp4 Design Notes: "We wanted to do an T2 Amii tower because, besides Fire/Frost, it is the only hybrid faction missing its own tower. When we started thinking about the tower itself we wanted something unique which would set it apart, and we came up with the idea to allow it to charge via Power Wells. While Power Coil will be a fine tower without charging up, by doing so it functionally turns into a 120p T2.5 tower. Once charged, Power Coil can unleash a massive 3000 damage per 20 seconds, while also maintaining a small profile, allowing it to scale well even into the early stages of T3 defense." -WindHunter Amii Power Coil will release in a future content update. • Art spotlight: Amii Power Coil Apparently someone wasn't content on being only the two-time back-to-back champion. It seems like we have a Raygeclaw in our lines, given this is the third time in a row he blesses us with one of his pieces. He just never stopped attacking to reach stage three damage. Conceptualization: "I quickly painted on top of a 3D render I made of the tower to plan the composition. The tower has a unique lightning attack so I wanted to clearly show it. Then I experimented a bit with the proportions by making the bottom part of the tower bigger to make it look more like a low angle view." -Ray Dezoir The rough sketch. The similarities with Frost Crystal are immediately apparent. Not only from the 3D model, but also from the angle presented. For a lower cost T2 tower, this is absolutely sufficient. Refining: "I refined the tower and added the background. Because of the tower's lighting bolt, I thought a dark and cloudy background would fit well with it. Exaggerating the bottom part of the tower didn't work well with the perspective, so I fixed its proportions. The tower does not have any purple or green colors on it which is associated with Amii. So to make it look Amii I used green and purple in the background, in the lighting and crystal. " -Ray Dezoir Green and purple - the classic Amii touch. Already vastly improved, albeit lacking in detail. Final touches: "I added final touches like adding scratches and fixing the lighting. The background colors being purple and green was Amii enough, but having those colors in the lightning and crystal was too much so I removed it." -Ray Dezoir Final details. The toning down of the green and purple colours around the tower's features make it stand out more and give it a much cleaner look. Final thoughts: "Final thoughts: This was the first card illustration I made for SR. I learned a lot from it like adjusting to the game's art style. During the process I received a lot of feedback from the SR team which helped me with going in the right directions. Looking back, I think this illustration's style is very "clean" and it could have more textures fit the game's style more. After this experience, I started using more textured brushes in my newer card illustrations." -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. • 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: • Forge of Creation Share your artistic skills during July and August. Find the works here. • SR Mega Quiz 2026 Rev up those brain cells and prove your knowledge. Watch the stream recording here. • SR PvP Summer Cup 2026 Another Summer, another PvP Summer Cup. Watch the stream recording here. Upcoming events: • Crusade Expert Plus winner stream A classic map that has been spiced up! The event is over, but the winner stream starts here on September 4th. • TOME #6 2v2 PvP Tournament A 2v2 tournament that tests not only your mechanical skill but also deck building skill with random cards! Read more about the event here. Join 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 Stonekin booster: COIL-SAND-AFFI-NITY This code is valid until October 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 August 2026
  3. These tend to be visual bugs. If you switch tabs in that window the correct rewards should appear. In the meantime we deployed a fix that hopefully rectifies this issue.
  4. 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
  5. It's still work in progress, but we will consider this feedback.
  6. 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
  7. 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
  8. 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! This one is filled to the brim with new things! Whispers of the Void is reaching its final stretch, and as the final set of challenges unlock today. We will go over them in this Community Update. Also, we worked on some quality of life changes as well and showed off one of our initial attempts at designing defensive rPvE. And finally, as teased a few months ago, our new campaign map, The Shifting Temple, releases today with a challenge accompanying it! Read more to find out what you can broadly expect. New seasonal challenges With the third month of our season, Whispers of the Void running, the final set of seasonal challenges unlocks. Let's take a closer look at them. General challenges: 4.1 - Win different campaign maps or featured community maps on advanced difficulty or higher. All units played must be medium or large units. No flying units are allowed. Only Shadow cards are allowed. These restrictions apply to all team members. 4.2 - Win the 1-player featured community maps, The Easter Tree and Town in Need on advanced difficulty or higher. Only Shadow, Lost Souls, or Neutral cards are allowed. 4.3 - Win the 2-player scenario, The Shifting Temple on standard difficulty or higher. Only Shadow cards are allowed. These restrictions apply to all team members. 4.4 - Win the 2-player scenario, The Shifting Temple on standard difficulty or higher. All cards in your deck must not contain more than one orb of each element. These restrictions apply to all team members. 4.5 - Win the 2-player scenario, The Insane God and the 4-player scenario, Bad Harvest on advanced difficulty or higher. All enemy buildings on the map must be destroyed. Only Shadow or Lost Souls cards are allowed. These restrictions apply to all team members. 4.6 - 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. Nightmare challenges: 6.1 - Be among the 100 fastest times at the end of the season on the 1-player scenario Heart of Trouble on advanced difficulty. Only Shadow or Lost Souls cards are allowed. 6.2 - Win the 2-player scenario Nightmare Shard on standard difficulty or higher. No spells or flying units are allowed. Only Shadow or Lost Souls cards are allowed. These restrictions apply to all team members. 6.3 - As a solo player, win the 4-player scenario Blight on standard difficulty or higher without losing a Monument. Only Shadow cards are allowed. 6.4 - Win random PvE scenario Map of the Season presets against 5 different factions on Adv (4) difficulty or higher. All units played must be extra large. Cards from any faction are allowed. These restrictions apply to all team members. Completing the challenge on higher difficulties awards progressively more points. • New Campaign map - The Shifting Temple Today, after being teased in February's Community Update, we release our next two-player campaign map along with a seasonal challenge - The Shifting Temple. Story Introduction "The Twilight have unearthed an ancient Shadow temple and even now fight to overwhelm its defenders. What the Twilight’s purpose is, or how they found the temple is unknown, but what is clear is that they must be stopped from gaining whatever they came to find." About the map: The map continues the story of the Church of the Twilight, previously introduced in Behind Enemy Lines. As we arrive at the mystical Shifting Temple, we find Twilight already attempting to breach its defenses, their purpose - unknown. We need to get inside the temple and keep the Twilight at bay while navigating one of four randomly chosen paths through the temple to prevent the Twilight from getting whatever they came for. Like Empire, Behind Enemy Lines left us with a similar taste. The Ragged King left the limelight just as fast as he was introduced in Empire all those years ago. We felt the need to expand upon his lore, along with the aftermath of defeating Blight's squadron. The Church of the Twilight is no different. The story surrounding this cult starts and ends in said map, and it felt incomplete with potential left on the table. Our idea was to continue this sub-plot and introduce the Church of the Twilight as a counterpart to the Church of the Rifle, the latter of which also has a lot of potential lore-wise. While we do not want to spoil anything, to give you an idea of what to expect: if you like the general structure of Crusade with some Dwarfen Riddle sprinkled in, you should feel right at home. We would also like to give a special thank-you to our map testers, who provided significant feedback and ensured the map will be an enjoyable experience for all skill levels. And of course a huge thank-you to Dreamlord and Vox once again who lended their voices as story narrator and Gaeron respectively! • Art spotlight: The Shifting Temple Loading Screen The artwork for the loading screen was created by our talented artist Spirit Alpha. Exploration and sketching Concept: "I was thinking there would be some kind of Shadow boss, and I thought Shadow having Ironclad made by the cult of rifle could be cool and plausible. Additionally, I wanted to show the contrast of Shadow having some sort of magic tech versus the Twilight attacking as a swarm." The sketch was already off to a great start, since the event depicted is something actually happening on the map. So the exploration stage concluded right away. However, a Shadow version of Ironclad is not present and, as such, had to be changed. Iterating on and refining the concept Refining the concept: The Ironclad has been changed to a Death Ray, laying waste to the Twilight. Additionally, the Hulk was made more prominent to further emphasise its imposing presence and Twilight's relentless attempt at attacking the temple. Locking in and working on the details Shading and putting the scene together: The scene comes along nicely, and some details have been added. The Stone of Torment has been exchanged for a certain individual. "The tower didn’t look very good when I started detailing it. I just didn’t like how it was turning out. Him standing there in the moonlight felt better." Challenges and finishing touches Representation and source material: In the current version the Hulk looked too humanoid and a reference from that angle was missing. Also, Ashbone Pyro's artwork depicts the Nightfire Jet as an orange-red flamethrower, whereas the in-game unit shows the stream in a gray-purple colour. It was decided to stay faithful to the original artwork. Applying the reference and adding more detail: Ashbone Pyro's stream was given its appropriate colour and Hulk became less humanoid. More entities were added and the whole fight is now a lot dirtier and more chaotic. Finishing touches and high resolution version: Lastly, some fog and finer details like debris on the impact of the Death Ray shot were added. • An update regarding defensive rPvE We think it's to nobody's surprise that announcing a defensive version of random PvE all those years ago was a grave mistake. Since then, we've been asked regularly what the progress is and when it will be released. It was answered in this Q&A Stream several months ago and long story short: we still have no release date. The mode in question is particularly difficult to design, because not only is defense challenging to design in a game like this but everybody has a different idea of how the game mode is supposed to look and play like. Our initial attempt: But after all this time we thought about showcasing our very first fleshed-out attempt at defensive rPvE, which is playable right now on the Community Map section called Random Wall Defense along with a seasonal challenge. It received some changes in order to be more playable and enjoyable. Feel free to give it a try! • Quality of Life changes Since our last Community Update, we have implemented some quality of life updates, which some of you players have already seen. But to those who haven't been active lately let us introduce you to the following: Updated Launcher with improved technical options and an integrated news tab: The Updater for the game has been equipped with additional features. Namely, an integrated news feed, so you can immediately see if there are any news like this very important Community Update and a new sub menu with technical options like resolution or what DirectX version you want to run this game on, which should make troubleshooting a bit easier. The Verify Files button has also been moved there. In addition to this, we added the SMJ.cards website for quick access as well - a nice website with neat tools provided by our great team member Maze! Repair all buttons: On some maps you will repair your buildings frequently. In certain cases, like Passage to Darkness, this can become tedious. There is a dedicated repair button below the minimap. However, this button didn't serve a practical purpose, because a player would rather click the respective building and repair it that way. So we repurposed the button to repair all damaged buildings with a single click instead. The default shortcut for this is CTRL + B. • Team changes After being part of the community for a while and regularly presenting herself in questionable lighting conditions, Min joined the team as a Trial Discord Moderator. Last month, we released her from the role of Trial Discord Moderator and made her a full-on Discord Moderator. Congratulations, and good luck on your moderation journey! R4bitF00t decided to step down as a Community Manager, with me (Bini_Inibitor) being his successor. He will still retain his former position within the map-making team. We want to thank R4bitF00t for his contributions as such. May he still bless us with his map-making craftsmanship. • 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 Twilight Hunt The tradition of the faction hunt continues once again! You can watch the stream recording here. • FINISHED 1v1 PvP Rookie Tournament #3 A 1v1 PvP tournament intended for lower-ranked players. You can watch the stream recording here. Upcoming events: • Skylords Reborn Spring Cup 2026 -> Starts 10th May 2026 New year, new Spring, new 1v1 PvP Spring Cup! Read the details here. Sign up 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: TEMP-LEMA-PREL-EASE This code is valid until June 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 April 2026
  9. Greetings Skylords! I hope we've been able to get a small chuckle out of you for this year's April Fools and could enjoy it. The shuffled voice lines will be reverted later today.
  10. 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
  11. Server maintenance usually only lasts a couple of minutes. Patch updates need a tad longer, but also maybe 30 minutes max.
  12. There's a lot of pointless text I have to scroll through in order to see the only relevant change this patch:
  13. For Life Drain there were also technical concerns. If the card was actually feasible, like how does it interact with units that already collect corpses. Does Ripper get double regeneration through that? What about Harvester? Will corpses values be collected correctly or is there some double dipping taking place? Will existing effects work correctly upon expiration? Personally Amii Conjurer was my favourite. The general idea was great in my opinion and I could certainly see such unit in the game, but the submission had a few issues. The summoned units in question felt a bit too complicated, a simple slow spirit like flier with basic capabilities would have been better probably. Also it lacked addressing concerns regarding potential snowballing. Do the summoned units take up population, are they temporary, can you endlessly spawn them, is there a limit how many a single Conjurer can spawn? I think if those points were more fleshed out, I could've convinced myself that one as platinum tier.
  14. I'm actually not a real juror. I'm only here to sabotage the event to the best of my abilities and judge the entries based on one thing alone: pure randomness.
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