10/28/25 Splinterlands Updates/ New Painforge Ruleset

The New Ruleset: No Pain, No Gain
The most exciting feature of this update in my opinion is the brand new No Pain, No Gain ruleset. This game-changing condition ensures that all units begin the match with the Painforge ability, adding a fascinating layer of self-inflicted strategy to every battle.
Ruleset No Pain No Gain- All units have Painforge (+1 power when damaged by Poisoned or Burning, or hit by an ally).
Painforge introduces a new dynamic where timing, damage management, and risk assessment become essential skills. Players will need to think carefully about when to activate their abilities, as misusing them could lead to unintended consequences. The thrill lies in balancing aggression with self-preservation, pushing the limits of tactical play.
In short, this ruleset rewards bold strategists who are willing to take risks for greater rewards. Get ready to feel the burn, both figuratively and literally.
Fixes and Improvements: A Smoother Experience for Everyone
Beyond the new ruleset, this update focuses on fine-tuning the gameplay experience across multiple areas. Here’s what has changed:

Performance and Visual Fixes
The developers have resolved the screen flicker issue that occurred during tactics selection on the first target.
An error in the battle status display when skipping rounds has been fixed, ensuring smoother progression tracking.
The weapon training display now updates correctly after attacks, giving players accurate feedback during combat.
Ranged attack animations will now appear properly on smaller screens, improving playability on mobile devices.
The battle arena entrance animation now automatically removes itself after three seconds if it fails to play, preventing stuck screens or delayed starts.

Quality-of-Life Enhancements
A duplicate Back to Lobby button that appeared when a daily prize was active has been removed.
The daily reward claim text now disappears once all rewards are collected, reducing screen clutter.
Rounding display errors for consumable pricing have been corrected, ensuring transparent and precise pricing information.
Players can now use direct links in the Reward Shop to purchase the Fortune Draw Pass or view the Guild List if they are not part of one.
The Conclave Arcana Reward card unbinding screen received visual updates for better clarity and consistency.
The Owned Skins filter now displays ghost cards that have skins available, helping collectors see their full customization options.

Backend and Interface Updates
Performance for the Set Rental filter has been improved, allowing faster browsing and better responsiveness.
A new link to the Artisan Quarter has been added from the main Land page, making navigation more intuitive.
The Trade Hub’s “Max Market Fluctuation” setting now saves locally, so players no longer need to reset preferences every session.
A brand-new API endpoint /cards/ca_gold_rewards has been added, letting players check the number of unrevealed Gold Foil Reward cards.
The Frontier energy balance API had a misnamed field corrected for accuracy.
The Conflict End Estimate tooltip now shows exactly how many more attempts are required before earning the next guaranteed card—an extremely helpful feature for serious competitors.

Hotfixes Already Live
The team also pushed out an immediate hotfix addressing a specific issue where the last used player was not updating properly after Hive account creation. This bug previously caused incorrect cooldowns and has now been fully resolved.
So gear up, Summoners. Adjust your decks, plan your tactics, and prepare to test your limits. Whether you are a seasoned veteran or a newcomer looking to master the art of combat, this update ensures that every battle is filled with pain.
Thank you guys for the upvotes if you have something you like or dislike in the updates make sure to let me know in the comments! Looking forward to seeing what Splinterlands produces next!
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What is your current strategy for the new painforge ruleset? I'm currently trying to go with 1 electrified unit (ideally Calamity for the health) and 1 corrupted healer to try and stay alive longer. I find Death is my favourite element, followed by fire for the healers
Thanks for sharing! - @clove71

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