We recognize that the current mark reward system for top guilds at the end of a season is not ideal, as it creates an unbalanced start to a new season. Guilds at the top of the leaderboards are more likely to stay on top due to the mark rewards, making it unfair for newer or rising guilds to compete.
To address this, we are making an adjustment.
Starting from season 2, all top 25 guilds will receive a fixed reward of 20 marks for their participation. Rewards in season 1 will be unaffected.
We are also exploring alternative ways to reward top guilds without creating the imbalance caused by distributing marks as described above.
We’ve fixed an issue with Wyrmshadow that popped up in Version 0.34.0-PB. The drop rate for the Wyrmshadow egg was reset to the fallback value we used during closed testing (before the game was released). Those rates are set as a backup in case something goes wrong during a data migration - which is exactly what happened here. Thankfully, this bug only affected the Wyrmshadow egg, and no other items were impacted.
On that note, we recognize that the drop rates for both mythic pets have been unusually low, as shown by how rare they’ve been over the past year. We’re planning to increase these drop rates soon.
We’ve been reflecting on our vendor store and realized we’re not huge fans of the fear-of-missing-out vibe it creates with its temporary skins. While it kind of makes sense for seasonal content (like a Santa skin), we felt it was too punishing for those who don't play during the time it's available. It's also us a little sad knowing some players might miss out on some of the amazing art our talented artist has worked so hard to create.
With that in mind, we’re moving to a new approach. From now on, all vendor skins will be available. Instead of rotating skins in and out over time, we’ll transition to a system where skins are featured in sales.
This way, every vendor skin will always be obtainable if you want it, but you can also hold out for a sale if you’re looking for a better deal. We also understand the importance of ultra-exclusive skins and are open to introducing special gameplay-acquired skins in the future.
We'll be working on the vendor UI in the future to make it easier to navigate as we slowly introduce more skins to the vendor over time.
(To clarify, this update only applies to vendor skins, not skins acquired from campaigns.)
Also just a heads-up: these sales are separate from the occasional price adjustments we make to vendor items based on the market. Any skins on sale will be clearly marked with a "sale" tag, so they’ll be easy to spot.
In every seasonal campaign, there’s a community goal. Players must work together to hit a target by contributing campaign points. When the goal is reached, everyone is eligible for boost. The boost last for the remainder of the campaign. Once the campaign wraps up, the boost expire.
For a character to receive a boost, they must contribute at least once to the community goal. Contributions only unlock the boost for the currently active tier and do not automatically apply to any future boosts if the community goal changes. As a result, if the goal changes, players will need to contribute again to access the new boost.
For example, if the community goal reaches tier 1 and you haven’t yet received any boost, you’ll need to contribute at least one point to unlock the tier 1 boost. Later, if the community goal advances to tier 2, you’ll need to contribute again to receive the tier 2 boost. If you don’t, your character will retain the tier 1 boost until it expires.
Unlike boosts provided by the shrine, the boosts from the community goal are not stackable on each other. Any new boost from the community goal will replace the previous one, rather than adding to it.
Basically, this is similar to the shrine except for a few differences:
To get started, simply head to the campaign page.
Since this is a new feature, our current target estimates are based on rough projections. To avoid making the targets too easy to achieve due to underestimating them, we have intentionally set them high - especially for the later tiers. This approach allows us to gather data and make more informed adjustments for future seasonal campaigns. It’s worth noting that reaching the 10th tier may not be achievable, and this is by design. It's probably best to just think of this phase as a trial to fine-tune the system for later campaigns.
Craft snowballs, join snowball fights, and earn exclusive rewards in our festive Yule Fest seasonal campaign.