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Gems of War News

Update 8.8

Shout out to our wonderful little crew of beta testers for their time & efforts, this update.
Guild Keep Guardians are getting expanded in this update. Players will be able to give their Keep Guardian Teams a helping hand to improve their effectiveness!
All Guild Members will be able to view the Keep Guardian and its current effect on the Keep menu. During the Guild Wars preparation, before the new event begins, players will be able to purchase boosts for their Keep Guardian.
The Guardian Boost menu can be accessed from a button in the Keep Guardian info area.

Players can purchase up to 5 Guardian Boosts for an upcoming Guild War. There are 3 types of Boosts, which can each be purchased with Silver Marks.

  • Lv 30 Boost – 20 Silver Marks
  • Lv 50 Boost – 40 Silver Marks
  • Lv 70 Boost – 60 Silver Marks

The Guild tracks how many Boost purchases are made by its members (displayed on the right).
Each Boost purchased will add to the Guardian Blessing pool. Once the first Daily War begins, no more Keep Guardian Boosts may be purchased.





[h3]Guardian Blessings[/h3]



For every 3 boosts the Guild purchases, they will get a Skill Point towards their Guardian’s Blessing. These skill points unlock in a specific order: Life > Armor > Attack > Magic
Up to a cap of 135 Boosts, for the whole Guild.


As these Guardian Blessings are unlocked, they will apply Skill Points to the Guild members’ attack teams during Daily Wars battles!


Every time your Guild’s Keep Guardian Team appears in a battle to defend your Keep, it will consume ONE of your Guild’s Keep Guardian Boosts, and last for that one battle. Highest level boosts are used first
Again.. This boost will level up the Guardian for this one battle, and uses your highest-level boosts first.


Each day during the event, your Guild’s total number of Keep Guardian Boosts replenishes to the original total your Guild members had purchased, ready for the next Daily War.


When the Guild Wars Event ends (currently, after 5 days). the Guild Boosts reset to zero, and they will need to be purchased again for the next event.
Remember: The Gate is always defended by a Guardian Team, and any location that does not have a player defending.




Players will be able to view results and information about previous Daily Wars! The new Daily Wars Result menu is accessed from the main Guild Wars menu (under Leaderboard).

There are two tabs in the Result Menu:

Guild: View your Guild’s results.
Screenshots taken from a staging server and displayed data may not reflect actual scores and calculations

Personal: View the results of your own previous Guild Wars battles.


Players can view their Guild’s Daily War results further, with information such as:

  • Leaderboard Ranks
  • ELO Ratings
  • Daily War score
  • ELO Change from the Result
  • Total Battles
  • Morale Bonus
  • Conquest Bonuses
  • Total number of Keep Defenders
  • Keep Location Wins vs number of Battles
  • Guild member performance (Score/ Wins)
More information UI for Guild Wars, is coming in 8.9




  • Players can now view their Guildmates’ defence teams within the Guild Keep.
  • If no team has been set up, there will be a pop-up message to let you know.
  • Grace Period: For 2 days after a Guild Wars ends, players will be able to collect their Daily War Rewards for the final day, as well as any uncollected personal Guild War rewards. Once the grace period ends, any uncollected rewards will be mailed out like normal.
  • Review Next War Rewards: Players will be able to access the Guild Wars Reward menu to view the rewards for the next Guild Wars event, along with being able to purchase the Guild Wars Medallion in advance.
  • We have increased the base Gold and Silver Mark rewards from winning a Daily War.
  • Base Gold Marks has increased from 10 to 20 Marks (which is scaled by the guild’s morale)
  • Base Silver Marks has increased from 20 to 40 Marks (which is scaled by the guild’s morale)
  • We have changed Purple Keep Guardian of Darkness’ Defense Ability to: Inflict Bleed on 3 random Enemies. Create 3 Bleed Gems.
  • We have added a confirmation message when a player fights on a location they have already defeated.
  • When a player selects a location to fight, it will now display a path on the Keep map to display what new areas(s) would unlock from defeating that location




Searching for specific Monoliths just got easier. The Monolith Menu has had an update to match the newer UI style in the game. Similar to the Collection menu, there is now a Filter button on the right-hand side of the menu.
Players are now able to filter Monoliths in multiple ways:

  • By Region
  • By Buff Type
  • By Searching for the Monolith Name
  • By Active/ Inactive Monoliths






We have added a new pop-up menu when a PvP Season has finished, and a new one has begun.

  • When players go to the PvP World Map for the first time after a PvP Season, they will get a PvP Season Ended Summary message.
  • The summary will include a list of all uncollected rewards that have been awarded to players (this replaces the Season mail being sent out, since it could be lost due to a full inbox).
  • If players have no uncollected rewards, this area will be empty with a note “Thanks for playing the previous season”.
  • The PvP Season Summary will display your end-of-season PvP Icon Conversion. The overall VP earned from Icons the player had in their inventory when the PvP Season ended.
  • This will show how each rarity of their Icons has been converted to make up that total VP amount, in a help popup window in the menu.
  • Players can return to the PvP Season Ended pop-up menu after closing it from the PvP World Map (near the Mail button on the right-hand side).
  • This button on the PvP World Map will be available for 1 week after the PvP Season Ended Summary has been displayed.








When a player earns a Hero Level, they will go through a new Hero Level up sequence. The new sequence has been updated to match the new UI Style for the game.

All level-related rewards (e.g. new Feature unlocks from Adventurer’s Path, or Weapons unlocking from new Gem Mastery) will be displayed in a single menu, alongside any Skill Point increases, and Gem Masteries chosen.




  • Players’ PvP teams will be saved within a region for specific restrictions (as long as the player has created a team previously).
  • Added a new Heroic Gem for a future Campaign.
  • Updated the main fonts for the game to match the new UI style of the game.





  • To the Victor… : Win 25 Quick Match PvP Battles in any Region.
  • Guild Paragon: Win 10 Guild Wars Battles.
  • Pillars of Might: Win 5 Monolith Battles.


  • Disconnecting from Chat from the World Map caused a softlock
  • Reward animation missed the first reward, often Campaign Stars
  • Morale bonus showing /30 instead of /27
  • PvP Gold Mark Region bonus not displaying and not being rewarded
    • Awaiting confirmation on the details of the fix
  • The 'Y' button icon is upside down in the Vault Rewards screen on Nintendo Switch
    • Awaiting confirmation
  • CLIFFY Error in PVP caused by the opponent's Troops not be
    [list[
  • Awaiting confirmation



If any further are confirmed, we will update these patch notes.

Also, there are placeholder translations for some languages, while we are waiting for localisation to come back.

Due to some delays and issues outside of the studio's control, a number of bug fixes have needed to be pushed back into 8.9.

Upcoming QOL Plans

Hello everyone!

This is the first of what we plan to be an ongoing series, where we share the Quality of Life features and content ideas from the Community that we have in the pipeline!


The intention of these blogs going forward is to share what is happening currently. Which QOLs are at the end of their review process.
Review process: The Production team has read the request/suggestion and it has or hasn’t been approved.

These blogs may also include features/requests we are currently not going forward with, whether that is ever, just for now or in a different way to what has been suggested.

There are also some requests that are unsuccessful, but will go back through the review process, if there is an alternative suggestion or just more to discuss. These will not be shared in these blogs.
As there is a backlog, these blogs initially will have a regular release cadence.

But once that has been cleared, we will share them less frequently/consistently and save making a post until there are multiple QoL/feature requests to share at once. So please, be patient and hold off asking when the next blog is coming, if you have not seen one in a little while.

Which is a great segue for..


[h2]Housekeeping TLDR;[/h2]

  • Everything shared is a work in progress and subject to change
  • Do not comment about other QOLs not mentioned in this blog
  • Don’t derail the thread.
  • Anything with an Outcome listed as pending/ongoing does not require further community suggestions
Everything we share in these blogs will be a work in progress. Everything is subject to change.
If there are any ETA’s or predicted updates shared, this could change, be delayed, no longer happen at all, move backwards or move forwards!

On the flip side, some things we mention may not even have an ETA or predicted update yet. So, please do not ask; Once we can share that information, we will!

We will be sharing a shortlist in each blog.

Please do not post in these threads to ask or comment on OTHER QOLs/features that are not mentioned.
For example: “Why are you implementing X! What about B QOL -something something” 
We can get into the why of X-QOL being implemented! But we won’t be going into why B-QOL won’t be, if it’s not mentioned in that blog.

If there isn’t a thread already discussing a QOL, please feel free to start one!


To join in on the discussion, please jump over to our Community Forum!


In some blogs, we will also call something out as a “Feature”, which differs from Quality of Life requests.
Some examples of what a QOL is versus a Feature:


QOL Request:

  • A task that can be completed in a short period of time
  • A change one dev can complete around other tasks
  • Works within the existing frame of the game
  • Minimal to no other components of the game require an update for it to exist
  • Minimal to no changes required to our tools
Example: Adding a pop-up screen to describe a game mode


Feature:

  • Something that takes a number of days or longer to work on. 
  • Something that requires potentially multiple devs to implement
  • A change they might be working on as a primary task
  • Something that may require our tools to be updated or whole new tools to be created.
  • Something a whole update could be centred around.
  • An item that adds a new component to the game, or significantly changes/updates an existing component.
Example: Reworking a gamemode


Each item will be broken down into 3 short sections:

  • The issue
  • At the core, what is the problem we want to resolve
  • The suggestion
  • The idea of how this could be resolved
  • The outcome
  • This can be varied. It could be what is being implemented if it differs from the Suggestion, what are the current blockers/limitations, any ETA’s if we have them.. Etc


If an item has an outcome listed as pending or still in discussion, please do not share further suggestions in this thread.

Everything that has reached this point already has community suggestions included when it starts this whole process.

Anyways, finally, onto our first items!

[h2]Guild name changes made in-game[/h2]
The issue: Players are required to reach out to the support team with a support ticket, everytime a Guild leader wants to change the name of their Guild.
The suggestion: Much like how players can change their own name, add a feature into Guild Admin to allow Guild leaders to change their Guild name without leaving the game.
The outcome: Current ETA is 8.9.

[h2]Testing your own teams[/h2]
The issue: Players cannot easily test out their own Teams. Currently requires setting up team in PvP > Central Spire, then navigating through their own hero menus to fight this specific team.
The suggestion: Creating a space where players can set up and test a team, without needing to go through so many menus.
The outcome: Given the scope of what we have been discussing, this would be a whole feature. We want to create a place where you can easily build a team and then compete against them, so this currently has no ETA, but we wanted to share that it is in the works.

[h2]Guild Wars Roster[/h2]
The issue: This will address a lot of requests all at once.

  • It takes a lot of investigation for Guild leaders to see who is and isn’t participating in Guild Wars. Which is most important for Guilds with a Guild Wars participation requirement
  • There isn’t one place where players can see everyone in a Guilds score, wins/losses, who hasn’t set a defense team, etc.
The suggestion: Add a menu to Guild Wars called the Guild Roster.
The outcome: Current ETA is 8.9

[h2]World Event Scoring displayed in-game[/h2]
The issue: You do not know the World Event scoring, unless you read the weekly blog, as it’s not displayed in the event.
The suggestion: Update the World Event UI to display the scoring information within the event.
The outcome: Still currently investigating the scope of this. Will share an ETA once we have one.


[h2]Tower of Doom map will reveal rooms if cleared by Guild members[/h2]
The issue: Players use 3rd party community-made tools to track Tower of Doom rooms to help each other within the Guild target rewards. This required players to leave the game to do so.
The suggestion: Update the Map UI to show which rooms have been cleared by another Guild member and the rewards available.
The outcome: Still currently investigating the scope of this. Will share an ETA once we have one.


[h2]Improving the Soulforge Mythic & Legendary cycle[/h2]
The issue: As there are over 200 troops in the Soulforge cycle, it takes months before the cycle clears and then allows new troops to be added to the pool. Only increasing the time it takes for the cycle to complete.
The suggestion: This one had a lot of various suggestions, with the end goal being to just make the Soulforge cycle through faster. 
The outcome: Soulforge refreshes every Monday and Thursday, or every 3 days, instead of just at Weekly reset. Currently pending for 8.9, depending on scope.
This will be under review after the change has been made.


And that’s it! A huge first blog, but going forward, they will just be the QoL and Feature list mentioned just above. So, a much lighter read.

We will also have more Community Surveys in future, to continue collating data on released QOLs and features! As well as ones we are investigating for the future.

So, keep an eye out for those, as that data is incredibly important!

It helps the Community team push priority suggestions if I have data to support the feedback, especially as they reach a much wider audience than those who are active on the community forum.

Community Survey Results

Hey everybody!

Our first major Community survey came to a close on the 18th of July with over 1,800 responses! We would’ve been happy with 1000 responses considering the length of the survey, but really appreciate you all for spending your time and putting lots of great feedback into it. While we won’t post everything that was learned from the survey responses, we’re hoping this blog can be the start of a series of community updates we release as a step in the right direction in ensuring that your voices are being heard in future developments.



So let’s start by shining a spotlight on you, our incredible Gems of War players, and explore where in the world you all hail from. It’s always exciting to see the global reach of our community and celebrate the diversity of players who make this game what it is. Looking at the survey results, it’s clear that our player base truly spans the globe, from North America to Europe, Asia, Australia, and beyond. It’s amazing to see how Gems of War has become a part of daily routines around the world.









How would you rate and Recommend and Rate Gems of War as an overall game? 7.55 & 7.89
Average: 7.55 & 7.89 Midpoint: 8 & 8

A great start to work from! Especially as this is the first time we have really dug into community sentiment with a survey and collated data.

There is a lot of passion and love for Gems of War which helps support these overall positive scores and we know that you really want the game to continue to improve to nudge it into the 8+ marks. We know that some parts are great, but we know there is a lot of work to be done so that sentiment is felt throughout the game here as well.

This ties directly into the next point.

How satisfied are you with the overall development of Gems of War? 6.60
Average: 6.60 Midpoint: 7

On the other hand, your satisfaction level with the game’s development didn’t get the same love and the reason behind the community rating this 6.6 score is evident throughout the survey. Seeing the data and reading your comments, there was lots of mentions from players wanting QOLs to start being addressed, a bigger focus on bug fixes over new content, and updating existing game modes to have new and more relevant resource rewards. Those were just a couple of the pain points that stood out among the many insights shared through the survey results. While every player’s experience is unique, certain themes appeared frequently enough to help us identify areas where we can improve and better support the community moving forward.

Originally posted by Team
“We’re encouraged by the bulk of your scores being in the 8-10 range, as evidenced by the high mid-point values. But the averages are lower than we’d like, so we still need to address the fact that fans who have given us many years of loyalty are not enjoying the game as much as we would like. Free-to-play games have had a roller coaster ride in the last 10-15 years. We’ve always strived to keep Gems of War as free as it can possibly be – it’s been a tricky balancing act – but there’s always room for improvement there, and we suspect (from the data further down) that this is where some of the friction is coming from. So our goals for 2025 and 2026 are really centered around listening to the things that you, the players, are all asking for, and seeing how we can adjust our plans, priorities, and processes to get you more of what you want, and less of what you don’t want.” - Gems of War Production Team






Candidly, the results were all over the place with “No Preference” leading the pack and “Monthly” following as a close second with another even split for the remaining options.

Also, I (Jeto) do not think some people who selected “Monthly” may have read that this means “minor feature updates & some bug fixes.“

Emphasis on SOME BUG FIXES, but no QOLs, and only a small number of bug fixes. We know that the overwhelming majority of you want to see QOLs and bug-fixing focused updates into the future so we’ll take into consideration how best to roll these into the game with our future updates.

Something to keep in mind, a monthly update cadence only leaves the team with a small timeframe to work on content and bug fixng, before it all needs to be QA’d, submitted, and launched. By that time, the next update is already underway so as simple as a quick update cadence is, there’re a lot of moving parts that make some of this very difficult

Originally posted by Team
“For the moment, we’re switching back to a 2 month cadence. Sadly, that wasn’t a direct option in the survey above, but it gives us the best chance to get lots of small things, especially QoL changes and bug fixes done for you all. We’re also looking at less “new big features” and lots more improvements to things you are already enjoying.” - Gems of War Production Team




Now let’s dive into the parts of Gems of War that you interact with on a daily basis. There’s no shortage of things to do in the game, between events, guild activities, kingdoms, explore runs, and more, the variety can be a great way to stay engaged and find something that suits your playstyle. For many, this constant stream of content helps keep the experience fresh and rewarding.

However, we also recognize that having so many options can sometimes feel overwhelming or unfocused. That’s why, in this survey, we wanted to take a step back and do a bit of a self-evaluation. By gathering your thoughts on the different areas of the game, our goal was to better understand which features are working well, which might need refining, and where we could potentially streamline things to make the overall experience smoother and more enjoyable.

We asked you to tell us what parts of the game you enjoy the most, and which ones might not be hitting the mark. Based on the survey results, here’s how your favorites (and least favorites) stacked up:

[h2]Aspects[/h2]
[h3]Top 3 Favourites[/h3]
  1. Collecting Troops
  2. Events
  3. Match-3 Gameplay


[h3]Top 3 Least Favourites[/h3]
  1. PvP
  2. Story
  3. Boss Raids


[h2]Game Modes[/h2]
[h3]Top 3 Favourites[/h3]
  1. Dungeon
  2. Guild Wars
  3. Treasure Hunt


[h3]Top 3 Least Favourites[/h3]
  1. Arena
  2. Treasure Hunt
  3. Guild Wars


Seeing Guild Wars and Treasure Hunt in both the top favoured and top least favourite was interesting!

We know Treasure Hunt is long overdue for some sort of update, even just updating the rewards. There are a lot of players who really enjoy playing it, but want it to be refreshed and there are a heap of players who don’t enjoy Treasure Hunt at all.

[h3]A Note on Guild Wars[/h3]
Guild Wars stood out as both a favorite and a least favorite among players, a clear sign that while it offers intense strategy and competitive excitement, it also comes with pain points that can affect the experience. We hear you, and we want you to know that Guild Wars improvements are very much on our radar.

As we mentioned before the recent changes rolled out, the new version of Guild Wars is a work in progress and will evolve over time. What you’re seeing now is just the first step in a larger series of planned updates. We’re committed to making iterative improvements based on your feedback, whether that’s in matchmaking, reward structure, scoring clarity, or overall balance.

This won’t happen all at once, but with each update, we’re working to move closer to the experience we all want Guild Wars to be.

Thanks for sticking with us as we shape the future of this mode together.

[h2]Events[/h2]
[h3]Top 3 Favourites[/h3]
  1. Vault
  2. Campaign
  3. Holiday Events


[h3]Top 3 Least Favourites[/h3]
  1. PvP Season
  2. Journey
  3. Tower of Doom


One thing worth highlighting is that Journey events are an area the team plans to revisit in future updates. The last changes made were in May; we know there’s more potential to make the experience more engaging and rewarding. Over time, we’ve been gathering and reviewing all of your feedback to make thoughtful and meaningful improvements that reflect the community’s needs and expectations. It may take some time, but we’re committed to getting it right.

[h2]Features[/h2]
[h3]Top 3 Favourites[/h3]
  1. Gnome-a-palooza
  2. The Soulforge
  3. Kingdoms & Dailies (almost a tie)


[h3]Top 3 Least Favourites[/h3]
  1. Shines
  2. Variant/Limited edition Troops
  3. Battlecrashers


We know that variant and limited-edition troops are closely tied to the many different resources now available in Gems of War—and that those resources can be earned in a variety of specific ways.

We even have a whole Game Guide on the different types of troops and where they are located in-game, because there are so many.

Feedback in the past has been shared about the cycle of new troops being released every week for existing players who already have their team metas, who don’t find a lot of new troops very valuable. Then, on the flip side, how overwhelming this is for new players to see when they jump in.

With none of that even starting on your feedback around the difficulty to collect all the various troops, from Underspire Sentinel drop rates, Dragon crafting RNG in the Soulforge, to collecting Immortal Souls and Shiny keys.

Originally posted by Team
“All that being said, we’re not planning on changing the cadence of troops releasing. We feel that’s a core part of the Gems of War DNA. But you’ve probably already seen us streamlining the new-player experience this year, and there’s certainly more planned there, because we all want the game to be as appealing as possible for new players.
Our ultimate goal is for you to start any play session, to be able to set a clear goal, and to know how to progress towards achieving it, and then have fun doing it. Sounds simple enough, but there are a lot of systems in the game that need to be tinkered with to bring some of that together.
That’s a big-picture view of where we’d like things to go, but shorter-term, and more related to this feedback here are just a few upcoming things that we can’t wait to share
– Lots of Guild Wars improvements coming in the next 2 updates – version 8.8 and 8.9 – including lots of visibility into the data to see how your guild is performing
– Soulforge improvements to make it more useful to everyone
– Some Pet Gnome improvements to help you get the pets you want” - Gems of War Production Team




One major goal of our recent information-gathering efforts was to better understand what Quality of Life improvements players would most like to see, both across the game in general and within the new version of Guild Wars. The feedback we received through the survey helped us pinpoint the updates that would make the biggest impact on your overall experience.

While we wish we could implement every suggestion right away, the results gave us valuable direction and the good news is that several of these improvements are already planned for our upcoming 8.8 Update!

[h3]GUILD WARS[/h3]
We shared a list of nearly 20 potential Quality of Life improvements for Guild Wars and you let us know which ones mattered most. Here are the top 5 most requested features, along with where they stand in our development plans:
event.

  • Guild Member Leaderboard – See how your fellow guildmates are performing throughout the event.
    • In discussion, and more information coming soon!
  • More Guild Wars Scoring Information – Greater clarity on how scoring works.
    • Coming in Update 8.8!
  • Active/Inactive Guild Wars Indicators – Easily tell who’s participating.
  • Targeting Update 8.9 or shortly after
Defender Team Information – Get more details on your guild’s defense setups.
  • Coming in Update 8.8!
Daily and End-of-Day Guild Wars Summaries – Quick summaries to track progress and results.
  • Coming in Update 8.8!



These updates are just the start, and we’re excited to continue improving Guild Wars with your feedback in mind.

There was an overwhelming call to have Guild Wars show more Guild information, and as mentioned above, you can expect to start seeing some of these from 8.8 onward.

[h3]GENERAL QOLs[/h3]
When it comes to general Quality of Life improvements, you gave us clear insight into the updates that would have the biggest impact on your overall gameplay experience.

We presented a list of just under 20 potential QOL changes, and here are the top 5 features you prioritised most:

  • Update Treasure Hunt Rewards – Many of you want to see better and more relevant rewards from this classic game mode.
  • Chest Open Slider – A long-requested feature to let you open multiple chests at once, more efficiently.
  • More Ways to Spend Gold Keys – With a large number of keys piling up, players want new ways to make use of them.
  • More Ways to Target Pet Gnomes – A better chance to hunt down those elusive gnomes and their adorable rewards.
  • Tower of Doom Map Shows Revealed Rooms – An impactful change to help track progress more easily.




At the end of the survey, many of you took the opportunity to share final thoughts and open feedback—and some clear themes stood out across your responses:

  • A strong desire for more QOL-focused updates – or for Quality of Life improvements to become a regular part of game updates moving forward.
  • More attention to bug fixes – with players noting lingering issues that need addressing.
  • Concerns about content overload – many of you feel that the game currently has too much to keep up with, making it time-consuming and overwhelming.
  • A call for refreshed end-game content – especially for long-time players looking for new challenges or goals.
  • Feedback around monetization – including a perceived decline in free rewards and an increase in microtransactions, especially related to the growing number of Passes.
  • Requests for better translations – ensuring all players, regardless of language, can enjoy the game fully.
  • More customization options – particularly for hero avatars and chat profiles, allowing for a more personalized experience.


We truly appreciate the honesty and thoughtfulness behind this feedback. It helps guide where we go next and reminds us of the areas where we can do better for the community.

Originally posted by Team
“We’ve talked a lot about a renewed focus on QoLs and bug fixes earlier, but there are a few other great points here to address. Refreshed end-game content is the first one, and this was going to be our focus right after the new-player experience this year. While Bastions (a 100% end-game feature) is going to step back into 2026, we still want to make certain the next few updates are ones for our most loyal players.
We’re always very attentive to monetization concerns too – like we said earlier, the original intent was to make a F2P game that was as free as it could possibly be. We feel we’ve delivered on that for the most part, but we’re certainly going to renew our focus on making sure it doesn’t go over the top.
As for customization… We hope to have some more news on that later this year.” - Gems of War Production Team


Lastly, we noticed many of you mentioned that you understand the Gems of War team is small, and we truly appreciate the recognition and support you’ve shared. It means a lot to us!

Looking ahead, we plan to run more community surveys like this one on a regular basis or more targeted surveys on specific areas that we want to do a deeper dive in. We’re also excited to start releasing Community QOL blogs, where we’ll highlight the top Quality of Life features and content we’re working on, all based on your valuable feedback and suggestions.

Stay tuned! There’s more to come soon

Update 8.7


We have reworked the quest path that takes you from creating a hero to starting Broken Spire. They are now their own storyline called Dragon's Pursuit.

  • We have rewritten the conversations, reworked the battles, reviewed the quest rewards, and added 3 new quests to the storyline.
  • After creating a Hero, players are taken directly to the Dragon's Pursuit quest map, instead of selecting a weapon like before.
    • The selection of a starting weapon has been included as part of the new storyline (as a reward for the first quest).
  • We have updated the 4 key tutorials during Dragon's Pursuit to the new tutorial style.
    • Equipping a Weapon
    • Recruiting a Troop
    • Levelling a Troop
    • Upgrading a Weapon
  • We have added a Mini Boss battle to Quest 5 in the storyline.
  • The final reward for the questline will be a copy of The Guardian Dragon.
  • When players reach the World Map, they will be shown a Special New Player Offer with a new Troop, some resources, and the ability to scout enemy teams (as part of its VIP Point reward).



We have made several improvements to Kingdom Quests and their Maps.

  • Quest Maps now contain some common UI options from the World Map, this includes:
    • Player's Hero info
    • Collection Button
    • Chest Button
    • Shop Button
    • Settings Button
    • Path Button
    • Gem, Gold, Soul amounts
  • All Quest Maps have received VFX, so the maps are no longer static images.
  • There are new VFX for the Quest nodes and path that show it unlocking to the next node, as well as drawing attention to the current quest's node on the map.
  • A Quest's Slide-in Menu will now display the player's team score (based on the last team used in battle) and the enemy team score for the next quest battle.
  • The Quest’s Slide-in Menu will rotate between the quest description and the quest's reward.
    • This frees up space to make them easier to read on smaller screens.
  • Players can now tap on a help button to learn more about the quest's reward.
  • We have added a "ghost" version of nodes on the map, so players can see the full length of the storyline, rather than fully hiding any quest nodes for the future story arcs.
    • They will become active (in their solid grey version), when they are part of the story arc the player is currently working through.



We wanted Mini Boss, and Boss fights to be more interesting in Quests. And we wanted to give them a unique element of challenge.

  • Bosses have a Boss Power. While the Boss troop is alive, they will create Heroic Gems at the start of their turn.
  • The Heroic Gems chosen will be themed to either the Kingdom or the Boss.
  • There is a visual effect that comes out of the troop when this effect triggers, so players know when/why it happens.



To help ease players into the rest of the game after the Dragon Pursuit storyline, we have revisited Broken Spire, Adana, and Zhul'Kari Quest Lines and made some improvements.

[h3]Broken Spire[/h3]
  • The number of battles in the storyline has been reduced from 24 to 14.
  • We have adjusted the number of enemies in some of the early battles, to theme better to the story.
  • We have adjusted the level of enemies in battles during the event.
  • We have reviewed and adjusted some of the non-Kingdom income rewards to include XP Boosters.


[h3]Adana[/h3]
  • We have introduced Mini Boss battles to the storyline.
  • The number of battles in the storyline has been reduced from 22 to 18.
  • We have adjusted the level of enemies in battles during the event.
  • We have reviewed and adjusted some of the non-Kingdom income rewards to include XP Boosters.


[h3]Zhul'Kari[/h3]
  • We have introduced Mini Boss battles to the storyline.
  • The number of battles in the storyline has been reduced from 24 to 18.
  • We have adjusted the level of enemies in battles during the event.
  • We have reviewed and adjusted some of the non-Kingdom income rewards to include XP Boosters.



We have 3 new Achievements for this update:

  • Disco Inferno: Match 100 Burning Gems
  • Baby it's Cold Outside: Match 100 Freeze Gems
  • Breaking Down Barriers: Match 100 Barrier Gems


  • After completing the Dragon Pursuit storyline, and reaching the World Map, all UI buttons will be available.
    • Previously, players would need to play the first couple of quests in Broken Spire before it would unlock.
  • The Adventurer's Path Shop Starter offers (the rotating offers with Troops, Weapons, Pets) are being retired. We are currently working to adjust the number of offers aimed at new players, and refocus the remaining ones to have clear value to new players.
    • This is the first part of a larger Shop Rework coming in future updates where we will be looking to consolidate and improve all offers within the game for all players - new and old alike.
  • Based on ongoing feedback we have received from Guild Leaders, we have adjusted the guild permissions around Guild Wars, so only Guild Leaders and Rank 2 members are able to register their guild for Guild Wars, and set their guild's Keep.
    • Original Guild Wars allowed Rank 3 members to register for the next event. Although we honored that original design in the initial Guild Wars release, we recognize that “Changing a Keep” and “Opting Out” is a lot more impactful than just “registering for a Guild War”, and as such, is more appropriate for Guild Ranks 1 and 2 only
    • Sorry Rank 3 folks! We will investigate giving Rank 3 Guild Members something new to offset this in a future update though.
Ensure you and your Guild are updated to 8.7 as soon as possible, to prevent any issues or confusion with these updated Rank permissions.
  • We have fixed an issue where the Guild Wars Keep text was inconsistent.

Update 8.6


We have given the Campaign system an update to allow players to focus more on playing the game, and less about completing a lot of side-tasks – similar to PvP Seasons.

For a quick explanation, please check out our updated Campaign article, here!

[h3]General Changes
[/h3]
We have separated the Campaign Pass into 2 parts:
  • A Reward Track, which requires “Stars” to progress
  • 8 Campaign Tasks that can be completed in any order to Bronze, Silver & Gold level over the course of the 10-week Campaign.


The Campaign Menu has received a visual update to reflect the new system, and keep it aligned with PvP Seasons.

Tapping the Campaign button on the World Map will take players directly to the Campaign menu (the old popup was no longer meaningful).

[h3]Campaign Rewards[/h3]
The total rewards available from the 10-week campaign are identical to – or in many cases better than the previous system.

New rewards include:
  • The 121 rewards on the main track (including Elite+ Pass rewards)
  • The addition of 24 rewards from the updated Campaign Tasks




Campaign Pre 8.6

8.6 Campaigns



A total of 100 rewards for free players

40 rewards for free players in the Reward Track



100 extra rewards for Elite pass holders

61 extra rewards for Elite pass holders in the Reward Track



20 extra rewards for Elite+ pass holders & 20 bonus stars per week

20 extra rewards for Elite+ pass holders in the Reward Track & 200 bonus Stars on purchase.




An additional 24 rewards can be earned from the updated Campaign Tasks





An additional 24 rewards can be earned from the updated Campaign Tasks
We have also updated the types of rewards players can earn:

  • The Free Rewards track has been updated and now includes rarer items such as Orbs of Glory
  • The Elite pass track now includes extra books of deeds, shiny mythic tokens, and more.
  • The Elite+ Pass track rewards now include additional shiny mythic tokens.
  • Elite Pass and Elite+ Pass have not changed in price.

[h3]
Campaign Pass Reward Track[/h3]
  • Players can now earn 1 Campaign Star when playing most game modes ( Event Battles, PvP Battles, Quests, Explores at Difficulty IV or Higher).
  • Players can still only earn up to 100 Stars each week.
  • Like PvP Seasons, the new Campaign system has a single reward track with a mix of Free and Elite Pass Rewards.


Campaign Tasks
Similar to PvP Seasons, Campaigns now have a set of 8 Tasks, each with 3 Star Levels (Bronze, Silver, Gold). These can be earned over the course of a Campaign.

Earning a Campaign Task Star (Bronze, Silver, or Gold) will give a reward. These rewards are available to all players, and are not part of the Elite or Elite+ passes.

Campaign Tasks have been simplified, so players should progress in the ordinary course of playing battles (there are no longer tasks like earning Glory, or spending resources).

The new Campaign Tasks are:

  • Slayer: Kill Enemies in any battle (except Training)
  • Brawler: Win any battle (except Training)
  • Grave Keeper: Match Skull Gems in any battle (except Training)
  • Mana Master: Match Mana Gems in any battle (except Training)
  • Match Master: Match 4 or more Gems in any battle (except Training)
  • Heroic Master: Destroy Heroic Gems in any battle (except Training)
  • Archmage: Cast Spells in any battle (except Training)
  • Favored Enemy: Kill Enemies in any battle (except Training)
    • The specific Troop Type to kill will change between Campaigns.


Campaign Tasks reset with each new Campaign.

Shiny Mythic Troop
We are introducing a Shiny Mythic Troop in each new campaign.

Tokens for the new Shiny Mythic Troop will be in the Elite and Elite+ rewards in the Reward Track. This will allow players to upgrade the Campaign Mythic Troop to a shiny version.

Elite Pass Players will be able to earn Shiny Mythic Tokens to get the Campaign Mythic to Shiny Level 1, while Elite+ Players will be able to earn Shiny Mythic Tokens to get the Campaign Mythic to level 3 (if they complete the reward track).

Shiny Mythic Tokens will go into Shiny Chests 3-4 weeks after the Campaign ends

[h2]Please Note: The new Campaign starting next week will use this new System[/h2]


We have a new Achievement for this update:
  • Taken To Task: Fully complete 2 Campaign Tasks (to Gold level) in a single Campaign.


We are also updating several older achievements to work with recently-updated systems (like the Campaigns and Guild Wars):

  • The Other Side of Dawn: Complete all of your Guild Wars battles in a single event.
  • Olympus Has Fallen: Defeat an opponent in the Palace in a Guild Wars Keep
  • Kingdom Crusher: Reach Tier 5 in a single Legends Reborn event.
  • Defender: Win a PvP Defence Battle in Central Spire.
  • The Midas Touch: Earn 50 Stars in a single Campaign.
  • Hard Taskmaster: Earn 1000 Stars in a single Campaign.
  • Quarter Pounder: Earn 250 Stars in a single Campaign.
  • You Just Have To Task: Earn 2 Stars in a single Campaign.
  • Bronzed and Beautiful: Earn 10 Stars in a single Campaign.


  • We have made some further improvements to Xbox behaviour with how it interacts with the Shop to address the issues that some players were seeing.
    • This is the error:0 and error: 800706BA pop up
  • Guild Wars defence team were causing the location’s team restrictions to apply to other game modes.
  • We have made some further improvements to Guild Wars to optimize performance.
  • We have fixed an assortment of smaller issues.