2026 Jan - June Roadmap

I understand that this roadmap is subject to change but it’s still wild to me that in a 6-month period they’re only forecasting one actual new system (revamp really). PvP seasons, holiday events and guild wars aren’t anything to excite the playerbase, they’re baked in as expected content.

Is there really nothing unique and new to look forward to for the entire first half of this year? If so, it’s definitely time to start considering this game to be in maintenance mode with a skeleton crew.

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asi es hermano , el juego va en decadencia junto con los que lo desarrollan!

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I don’t really have a horse in the GW race as my guild has never taken it too seriously, but it’s interesting to see how perspectives shift over time. I used to see people complain all the time on these forums about the old GW metas of double empowered converters and books. To me, the new GW system is much more interesting, both visually and mechanically, but obviously opinions differ. I agree that some specific restrictions are a pain to team-build around, though I do enjoy the variety this brings compared to the old GW system.

Complaints about the game’s dependence on RNG are valid, but I don’t really see a great solution here. It’s a match-3 game designed around a board of randomly generated gems. Randomness has always been a central part of spells and traits. I get why it can be frustrating, and I can get screwed by RNG just like everyone else, but what’s the fix? Remove the randomness of the board? Remove RNG spells and traits? Nerf specific troops like Takshaka? RNG seems baked into the game as a central component, and that’s nothing new.

What do you mean by this? From what was announced in this post and has been seen in spoiler data, Astral Spire is a brand new system unlike anything we’ve seen before. How is this a revamp?

I am personally very excited for this system, and it may alleviate some of the sore spots about new GWs by letting us debuff enemy teams, however that will be implemented.

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I think it’s about much less new content than Auspex expects)

They will never stop doing this xD there’s no THAT game they want) and will never be)

It’s kinda paradox - if they don’t change - it’s boring, it they change - it’s new experience and it’s traumatic for those who played for a 10 years. I’ve spoken with one of my pals - he’s playing for a long time and WANT a brainrot gameplay cause something like GW activity bothers him)

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Wait, haven’t you used Lepr with EoE and a beetrix or something? or zuul and stuff?

The new GW defense system runs into the same problem as the old system. Repetitive defenses with limited counterplay.

The new system is a lot more boring to me.

The scoring structure is less interesting (I don’t really feel much between a 1380 and a 1370, where as a 9600 vs 9400 definitely felt a little more distinct)

The battle structure where people can spam the Gate is also a morale killer.

The menuing to go from battle to battle is much more annoying on controller.. like it could have easily been down → up or left → right but instead they went with a slightly diagonal as a stylistic choice at the cost of functionality.

Having 2 days to set up defenses for a whole week is purely stupid, as if people dont get busy in life.

and once again, as long as the Defensive keeps are repetitive and clearly favor a few colors over others without any randomizations, GW is going to feel similar every single time.

I straight up would rather have the old system back at this point.

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Nagflar has the right of it; It’s just far less new content than I would hope for in 180 days’ time.

What I meant by revamp is that Bastions was something already in the works, something we’ve already been waiting for. Even if it’s a robust, engaging system that isn’t badly paywalled, what else are we to look forward to after that?

Continually tinkering with the 1-100 beginner experience or random unasked for UI changes seems to be what a lot of the actual development of the game is dedicated to lately. What I would like to see are substantive new systems that offer innovative gameplay loops we don’t already have a ton of.

If there’s stuff in the works that they don’t want to reveal yet because they can’t commit to it being ready by June I can understand that. But again, that kinda speaks to “what is going on dev-wise that they can’t get more content out in half a year?”

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They’re on holiday :grinning_face_with_smiling_eyes:

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another half of a year is for fixing 9.1 bugs ofc)

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I have used all of them, though I didn’t use them when I started, obviously. I’m not a fan of EoE, I’ve always preferred other weapons, even before wand became the new meta. Leprechaun always explodes all greens, for me, so I don’t really see that as random, other than random placement of gems, which I don’t mind. Zuul and beetrix etc, creating gems in random places annoy me, personally - I want to be able to choose where to place stuff, even if I get less stuff as a trade-off, like Shayle’s spell (turns a single mana gem of your choice into an elemental star) - but I do use them as they’re powerful.
Like I said, now I have powerful troops that I can just spam their spells and not even think about it. But I feel like that’s a boring way to play the game. I enjoy the tactical planning, it’s what drew me to the game to begin with. I like having to make decisions and outmaneuver the enemy team, knowing one wrong move could give them the upper hand and make it harder to win (but not where one wrong move means I instantly lose, cus that sucks). I’d prefer to have powerful troops that rely more on skilled play than RNG.
I suspect part of the problem is that the game only lets you select one thing during a spell. So, like Zuul, you can select which enemy troop to target, then you can’t select anything else, so the game places the skulls randomly. Or Dao, which lets you target a specific enemy and eliminate some points from a random skill, then explode 8 gems of their colour, then it randomly selects 2 more, since you can’t select more than one. Or lightborn enchantress, which lets you select one gem, then turns it and 2 other random gems to umbral stars.
So, the game won’t let you transform one specific gem, then transform another specific gem during the same spell, for example.

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I don’t mind the board being random. It’d be too easy if we always started with exactly the same board every time.
Spells should be as targeted as possible and have as little randomness as possible, in my opinion. The more you can control how the spell acts, the better, because it lets you control the outcome and plan how to use it.
Like if I compare a spell that transforms one colour into another (where I know exactly which gems will be affected and can see what will happen if I cast the spell before I cast it, letting me plan the best moment to use it, and being able to know if I’ll get an extra turn or not, plus letting me move the board to try and improve the outcome before using the spell) to a spell that just creates the same number of gems of a specific colour (where I have no idea which gems will be affected, and can’t see what will happen if I cast it until I’ve already done so, making it hard to plan the best moment to use it, and having little clue if I’ll get an extra turn or not, plus not always letting me move the board to improve the outcome before using the spell), it’s clear that the spell that transforms gems is a lot more tactical, letting the player decide whether or not to use it while knowing what will happen if they do.
Traits being random makes sense, because they’re rarely under your direct control.
RNG has always been in the game, but it definitely feels like new troops lean harder into it, like being more likely to create gems at random instead of letting you choose where to place them. Which feels more like gambling than winning through skill, to me.

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What game modes do you mean by this words? Delves? or an Epic trials? I’m sure you’ve finished them. The only modes we have in an endgame is exp, pvp, spire and a GW. in a GW you have to think about every move anyway (with much more randomness as it was before, for sure). PVP and exp = grind. Old PVP was an unnecessary mode with 15-20 daily battles for miserable rewards - now it gives you a much more opportunities to get rewards if you have a time. It makes sense now. Or would you prefer if you’ll need to play pvp battles like 500 delves or so? In an endgame it’s a speed race, but for a earlymid it’s a battle with a lack of cards and teambuilding anyway.

We have a lot of activities not everyone can bear, some players are moaning about it takes too much time to do all daily routine, and they’ll not fo glad if ordinary grind becomes too challenging.

In other way i wish there’ll be a new mode where we could face some challenge. Like it was with spire - it takes some time to understand a mechanics and to master a tactics for pathfinding or so. With 95000 faction renown we finished hard activity and want more. You’re all are talking about fighting with a garbage team against a meta, but how many of you have a 2/3 dayly results or so?

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That is true, the game have chahged a lot. I wish it would be a new modes and a new spells or spell mechanics.

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Did anyone said ‘we want challenging grinding’? So far we only voted to improve whats already broken.

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I was thinking about all the modes that used to be available. Trials gives you a fixed team, so takes away all freedom to craft one and plan for it, but at least it does push you to play more skillfully rather than just cast a few spells and win. True Faction Delves are the same, though delves generally are just use whatever. I like underspire, though the weapon choices are often difficult, since it gives you a limited selection and lets you decide what team to build. PvP regions kinda do the same, but some of them let you use any weapon, which makes it easier to craft teams. I like arena for the fact that troops are more limited and you have to rely more on tactical play, but then the rewards aren’t great, so it’s mainly playing for fun.
Guild war would be great if the attacking teams and defending teams were better balanced. It’s been discussed a bunch but having dragonite dragons, Takshaka, and some others, just makes it super difficult to win with many restrictions we’re under, and it basically comes down to luck, rather than skill (which is exactly my point about what I dislike). I think it’s hard to balance well in a game with such terribly balanced kingdoms and the devs don’t seem to be trying to fix balance so much as just add super powerful troops everywhere. But, I’d prefer they changed the restrictions to make the troops used less luck-based. I doubt they will though.

Yes and no. In certain zones, you barely need to think and in others you have to think super carefully, but that can get ruined by all the randomness. That’s what I mean about it feeling badly balanced. Take the blue keep, for example. You can face off against Wargare, Fey, Stryx, Rogue, Knight, Giant, Undead, Dragon and then Blue teams. Pretty sure you can point to some of these as being much harder than others. Depending on what attacking team restrictions you have, you might find some of these really easy and others much harder.

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It’s very easy to do. We just need to remove the ability to use mythical troops and weapons. Like in the arena. And we won’t have to constantly expand the list of banned troops, like Stella and the Rod are doing now.

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Guild wars, for epic and below troops.

I’d love that.

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So the 9.1 update will introduce a “new” way to upgrade skills and bonuses. This screams “new limited currency” is going to be introduced that you won’t be able to actually get any of unless you pay money for the another pass or purchase a limited quantity for a high gem cost. Cause whatever is supposed to give it you will be view and far between.

And the name Astral Spire sounds like it’s going to be a copied version of Tower of Doom with some minor changes to differentiate it.

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Let’s be honest tho.

It’ll be small skill increases, the type we get in journey.

And we can already beat, higher levelled teams in, PvP , doom ,journey, faction. Ect.

So if it’s just skill increases , I’m shouting woopy doo.

Don’t bother , means nothing. Skill increases are pants.

The only thing that would be great is, add on spells.

Like zuul getting extra turn, or increasing kill percentages on things like Archduke.

Maybe even, 5 level increases, on the talent trees on the classes . All new traits for the trees.

But we can already do skill increases, by buying extra levels in faction for instance.

So like I said, we will all still kill, any other players, with skill increases, we’ve done it for years. Nothing new here.