You can now Play with your Avatar?!

At first, I thought this update was just about looks and profile pictures, new icons and new designs, things like that. After reading more about it, I realized it was way bigger than that and it actually changes how players exist inside Splinterlands. It feels like the game is slowly moving toward something more personal and more creative than other games.
Splinterlands has always been about cards and battles but this update pushes players into the spotlight instead. With Avatars and Exemplars, you are no longer just someone behind a lineup. You are now part of the world itself and that is a pretty big shift.

Your Avatar Is Now Your Identity
Avatars in Splinterlands are no longer just a static image you choose to represent you then forget. They are becoming your main identity across the whole game and even outside battles. This means your look follows you everywhere, not just on your profile.
You can customize your character in many ways, from race and gender to hair, clothes, and even special frames. At the start, everyone gets a basic set of options for free so no one feels locked out. Over time, you can unlock more looks through gameplay or future content.
What I really like here is that most visual parts can be changed freely. Clothes, accessories, backgrounds, and effects can be swapped anytime. Only big changes like redoing the race or stats need a special item which makes those choices feel not a permanent one. This is good because you can just try it out now, and then in the future, when new set comes in, just buy a potion to restat or change the original race you have to the updated one that you like more.
This system makes your account feel more personal. When someone sees your Avatar, they already get a small idea of who you are. It turns players into characters instead of just usernames.
Customization, Races, and the Avatar Shop
The new Avatar Shop is where all this customization really comes together. It acts like a hub where players can slowly build their look over time. Some items are simple while others are rare or premium, giving players goals beyond battles.
Events like Winterfest also add another layer to this. Limited items make certain looks feel special and tied to a moment in time. It gives players a reason to log in and check the stores more when they go in game.
At launch, players can choose from classic fantasy races like Humans, Elves, Orcs, and Dwarves. Each race has male (Body Type 1) and female (Body Type 2) options that you can see when you select the Bloodlines. This helps with variety even early on. More races and bloodlines are planned later, so this system can grow for years.
What stands out to me is how this feels very RPG-like. Instead of everyone looking the same, players can slowly shape a unique style. This makes profiles more fun to look at and gives value to cosmetics without affecting battles directly.
Exemplars and Player Progression
Adding Exemplars are where things start to feel very different from normal card games. Every player gets an Exemplar, which is an avatar, that levels up over time using Glint. As it levels, you earn points to spend on stats, abilities, and even mana cost changes.
Players can choose an Element tied to its background and slowly shape how their Exemplar works. You can focus on health, speed, damage, or abilities depending on what you want. This makes each Exemplar feel like a long-term project instead of a quick decision.
What helps a lot is that mistakes are not permanent. Items like Capacity Flux let you reset stats and try again. This encourages testing and learning without punishing players for experimenting.
Even though Exemplars are not usable in ranked battles, they still matter. They are planned for new tournaments, guild brawls and special modes. These spaces give Exemplars room to grow without breaking the core balance of the game.
Exemplar's Long-Term Impact to the Splinterlands Economy
One thing I think players will notice fast is how this system touches the economy. Items like Polymorph Potions and Capacity Flux are craftable and tradeable which adds new purpose to the card game as well as Land. This means they create new value for having Land instead of being a separate features. This once again ties the Land and plots to Splinterlands' card game and other modes.
Because these items can be sold or bought, players have choices. You can grind for them, craft them or get them from the market. Although, I am not sure if these two potions are also obtainable in chests and loots when you level up your rank.
Badges also add another layer to long-term value. Showing titles, ranks or milestones turns your Avatar into a history page like when you hang and show your medals in school inside your house for others to see. Before a match even starts, people can already see your journey.
Overall, this update feels only as a stepping stone. Its goal is to set a foundation for the future. It supports new modes, new systems and new reasons to play. Instead of just adding cards or skins, Splinterlands is adding new ways for the players to enjoy the game.


Closing Thoughts
This Avatars and Exemplars update feels like another big step forward for Splinterlands. It shifts focus from only cards to the players behind them. That change alone makes the game feel more and more personal.
While not everything will matter on day one, the foundation there is still strong. With new identity, growth system and flexibility to customize your avatar, all tied together, this new system has a lot of room to grow. I’m excited to see how Splinterlands can improve this new feature for the future and how it would adapt and affect the Modern Ranked Format and other card game modes in the future.
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The game updates you've described are interesting, especially the ability to create an avatar that looks like the player, as you say, with characters who have a unique style. It really reflects who you are. I love it! Have a nice afternoon,
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