Spotlight Cache: More Cards for More Players!

We’re excited to announce one of the biggest changes to MARVEL SNAP since its launch – the Spotlight Cache. Spotlight Cache means more cards, including brand new cards, for more players than ever before! We think this will make every card release more exciting, impactful, and accessible to everyone. Get ready to grow your collection FASTER THAN EVER!

 

 

What is the Spotlight Cache?

Spotlight Cache is a brand new way to acquire newly released cards, Series 4 cards, and Series 5 cards. Spotlight Cache system will appear after you’ve passed Collection Level (CL) 500. A Spotlight Cache will replace Collector’s Caches and Collector’s Reserves every 120CL. This means that one in every 10 Collector’s Reserves are becoming Spotlight Caches.

Why are Spotlight Caches so exciting? The answer is the CARDS! Each week, three different Series 4 and 5 cards will be featured – including the new card released that week! When you open a Spotlight Cache, you’re guaranteed to open one of those three cards, or a random S4/S5 card. If you already own one of the featured cards, the Spotlight Cache will instead feature a time-exclusive variant for the featured card. A picture is worth a thousand words, though, so here’s what it might look like for a week:

The Spotlight Cache reward pool changes each week and features 1 brand new card, 2 existing Series 4/5 cards, and a Random Series 4/5 card.

 

 

More Cards for More Players

You might be asking, “Why are you making this change?’. We want to bring more cards to more players – and this system helps make that possible for all players, no matter where they’re at in their journey. Whether you’re still working through Series 3 or you have nearly all Series 4/5 cards, you’ll see an increase in cards earned with the change to Spotlight Cache. If you’re a free-to-play player that completes your Daily Missions, you can expect to get a Series 4/5 card from your Spotlight Cache almost EVERY WEEK – this is a huge increase from having to grind 6000 Tokens to get a single Series 5 card all month in the old system!

Monthly Comparison: Series 3 Incomplete Player Sample

 

 

Monthly Comparison: Series 3 Complete Player Sample

 

 

Every Card Release is Impactful and Accessible

One of the main feedback topics we’ve seen is that players didn’t feel they were able to enjoy or engage with new card releases each week. We definitely want to address this! Previously, we saw a very small portion of players able to get the new card each week. But, with Spotlight Cache, ~25% of players who finish their Daily Missions can get the new card each week – for free! This is going to bring more diversity to the decks you’re playing and seeing each week. Get ready to experiment in the Proving Grounds, build brand new decks, and face off against new cards while ranking up!

 

 

Your Collection, Your Way

We know you like to target which cards you’ll add to your collection – this isn’t being removed. Featured Series 4 or Series 5 cards in Spotlight Cache give you the perfect opportunity to add cards you’ve been looking for to your collection. Have you been hoping to get the mighty Thanos to lead your growing army of heroes and villains? When Thanos is being featured in the Spotlight Cache, opening one that week gives you 1 in 4 chance to earn Thanos! Opening another one will give you 1 in 3 chance, and if you open 4, you are guaranteed to get all the featured Series 4/5 cards that week – including Thanos!

 

While the Collection Level Track and Spotlight Cache system will be your primary source for new cards to add to your collection; Collector’s Tokens and Token Shop will still exist as a back-up support system for unlocking targeted cards. As part of this change, we’re increasing the overall availability of cards, decreasing the emphasis on Token Shop, and decreasing the Collector’s Tokens that players receive in other ways. If a card has been eluding you in the Spotlight Cache, spending Collector’s Tokens in the Token Shop is another path to target the exact card you want. But, these won’t be your primary card acquisition tools, so spend them carefully and wisely!

 

 

Upgrade Cards to Get More Cards

We want to continue the excitement of progressing your Collection Score through the early Collection Level Track. For many established players, they missed the excitement of earning new cards in the Collection Level Track. So, we’re going back to our roots: upgrade cards to get more cards. We think this will be a much more enjoyable experience, provide clear goals, and again… bring more cards to more people!

 

We think the Spotlight Cache system will be a huge improvement to card acquisition for all MARVEL SNAP players. We’ve been talking about card acquisition changes for a while now and you’ve probably noticed a few changes while we’ve been exploring how to make this a better experience for all players. As always, this is an iterative process… and we plan on continuing to change things up and improve the system! Please keep sharing your thoughts and feedback so we can deliver on the forever game we believe MARVEL SNAP can be!

 

 

If you have more questions… read the FAQ below!

  • What happens to saved Collector’s Caches and Collector’s Reserves when the change happens?

Any saved Collector’s Caches or Collector’s Reserves will be turned into Spotlight Caches at the appropriate rate once the new system is live.

 

  • How are Collector’s Caches and Collector’s Reserves changing?

Every 4 Collector’s Cache now contain:

2 x Series 3 or below cards

1 x 100 Tokens

1 x Credits Box that can contain 150 or 200 Credits

Every 9 Collector’s Reserve now contain:

2 x Series 3 or below cards

1 x 100 Tokens

3 x Credits Box that can contain 150 or 200 Credits

3 x Cosmetic

 

  • Will Series 4 and Series 5 cards still appear in Collector’s Reserves?

All Series 4 and 5 cards are moving into the Spotlight Cache. Spotlight Cache replaces the current system and results in more cards for more players.

 

  • Are there fixed odds of finding a Series 4, Series 5, or Spotlight Variant in Spotlight Caches?

Think of the Spotlight Cache like a bag of four items. You pull out one at a time at random, each item having equal chance to be picked. You’ll have a 25% chance to get one of those, then a 33% chance to get one of the remaining options, then a 50% chance to get one of the remaining options, and finally a 100% chance to get the last item. Once the bag is empty, we fill it back up with four items. With Spotlight Cache release, whether something is S4, S5 or is a variant does not impact their drop chance. We want to see how this system plays out and continue to improve the system!

 

  • Will I know about Spotlight Cache rewards ahead of time?

We plan to announce the weekly Spotlight Cache reward pools at the start of each season. We hope that this will allow you to plan ahead and get excited for what’s coming in each season of MARVEL SNAP.

 

  • How does this interact with Flexible Series Drops?

This feature requires a healthy supply of Series 4 and 5 cards to function—more than our previous system could maintain over time. The recent reduction in Series Drop frequency for cards from Series 4 to Series 3 ensures that we can continue giving away this many cards through Spotlight Caches at this pace. We will announce any Series drop at least two weeks in advance of it happening. Since each of these announcements will precede a patch by two weeks, that’s a 6-week “safe” window to spend tokens on a card without it dropping.

 

Card Acquisition Updates

 

The next few months are going to be truly epic for MARVEL SNAP! We have a new mode coming next month called Conquest, MARVEL SNAP on Windows continues to get polished and prepared for its global launch, and lastly, we’re dreaming up ways of improving the fun of getting new cards.

We’ve seen a lot of questions and feedback about how we introduce new cards to MARVEL SNAP. With our next patch on the horizon, we’d like to share some updates about our plans to improve how you acquire new cards. Our goal over the next few months is to find ways for more people to get the chance to play with new cards, more often.


Flexible Series Release

We’ve heard many players express that releasing every new card in Series 5 is interfering with their ability to get excited about those releases. We don’t want you to feel pressured to wait for Series Drops in order to enjoy that content, and we’d like you to be able to play with more new cards each month. Our goal is to make all new card releases feel exciting, accessible, and impactful in MARVEL SNAP. In our future seasons, we’ll be experimenting with releasing some cards directly to Series 4 – starting with two cards released to Series 4 in June. We believe releasing some cards at lower Token cost will increase accessibility and excitement for new cards released each week. We’ll be listening to your feedback to find the right balance between Series 5 versus Series 4 card releases.

 

Flexible Series Drop 

In addition to modifying the Release Series for some cards, we’ll also be taking a look at the Series Drop cadence for cards. Currently all cards are on the same schedule starting in Series 5, dropping to Series 4 and eventually Series 3. However, the reality is that not all cards are created equally appealing to players. Going forward, we’re going to exercise more flexibility in what cards drop series and when. Sometimes this means preserving the Series of a card, as is the case with Thanos and Galactus. Other times this means we may drop a card from Series 5 to Series 3 because we simply want more people to experiment with it. We may even skip a monthly series drop entirely when the meta looks fun and healthy. These decisions will be made on a card-by-card basis based on data and player feedback instead of applying a blanket rule to all cards. 

 

In our upcoming patch, we’re dropping more cards into Series 3 than we ever have before. In addition, some of our more impactful cards are staying in their current series for longer than expected. There are some fun cards in this drop and we hope they inspire you to experiment with new decks!

  • Cards dropping from Series 5 to Series 4: 
    • Master Mold
    • Negasonic
    • Nimrod
  • Cards staying in Series 4:
    • Darkhawk
    • Knull
    • Shanna
    • Stature
    • Zabu
    • MODOK
  • Cards dropping from Series 4 to Series 3:
    • Sentry
    • Silver Surfer
    • Dazzler
    • Shadow King
    • Sauron
    • Ghost

 

Series 3 Card Acquisition

In a previous patch, we made a few changes for Series 3 players that greatly increased their Token earn rate and introduced the free, seasonal Choose Your Card section. This made new card releases more accessible to these players and ultimately resulted in more cards being collected, but we’ve heard feedback that some players would still like the flexibility to use Tokens for Series 3 cards. In addition to the Choose Your Card section, we’re adding a new way to collect Series 3 cards. In our June patch, we’re updating the Token Shop to include a new section: Series 3 Mystery Card. This option will be available for 1,000 Tokens and can be purchased anytime you have enough Tokens and unowned Series 3 cards. 

 

More Ways to Earn Tokens

Over the last couple of months, we’ve been making adjustments to increase the rate players are able to acquire Tokens. We think there are more improvements to be made here. In the next few patches, we’ll be introducing a couple more features that will reward more Tokens to more players. Our goal is that with these new features increasing the flow of Tokens, players will be able to purchase more new cards, more frequently! The first of these new features will be Weekend Missions.

Weekend Missions: Weekend Missions offer more goals and rewards for players, beyond their current Daily Missions and Weekly Missions. With the initial release of this feature, each weekend will have three Weekend Missions:

  • Win Games to Earn Credits
  • Win Games with Season Pass Card to Earn Gold
  • Win Games with Newly Released Card to Earn Tokens

Each of these reward amounts will vary depending on the difficulty of the mission. There will be Weekly Missions available for each new card release. Weekly Missions for a Newly Released Card are a great way to earn back Tokens with your new cards – essentially reducing the overall Token cost!

 

Thank you for all your feedback and patience as we’re continuing to make updates to MARVEL SNAP. We hope to make a game that we can all play together for years to come!

Kitty Pryde Update

The recent release of Kitty Pryde didn’t go according to plan and we’ll be compensating all players to thank you for your patience during this process. Shortly after the card was enabled on live servers, we saw reports of some game-breaking issues. We disabled the card from being played in any matches, purchased in the Token Shop, or collected from the Collection Level Track until we could find a solution.

Since then, we’ve been exploring fixes for Kitty Pryde’s multiple issues. However we’ve found that in order to do so, it would involve fundamental changes to our current game engine. Instead of modifying the entire game’s ruleset or rereleasing a partially-bugged card, we’re reworking Kitty’s design to satisfy her existing gameplay synergies and goals in a simpler way.

Previous Design – Kitty Pryde:
[1/0] You can return this to your hand to gain +2 Power.
New Design – Kitty Pryde:
[1/0] When this returns to your hand, +2 Power. Returns at the start of each turn.

We need a bit more testing time to verify that everything is functioning as expected. Kitty Pryde will be returning to the game in our May patch, approximately four weeks from tomorrow. We recognize that this has been a frustrating experience for everyone, especially for players that purchased Kitty Pryde before she was disabled and haven’t had access to 6,000 Tokens.

To apologize for the inconvenience, we’re taking the following steps as compensation:

  • Later this week, current Kitty Pryde owners will receive:
    • 8,000 Tokens
    • Kitty Pryde Base Avatar
  • In the May patch, ALL players will receive the reworked Kitty Pryde for FREE

We thank you for your patience as we have worked through issues with Kitty Pryde. The integrity of our card releases is important and must hit an acceptable bar that creates trust. We learned a lot through this process and will improve the quality of future releases. We are excited for Kitty Pryde’s return and look forward to seeing new decks with her included!

April 6th – OTA Balance Updates

For those unaware, “OTA” stands for “over the air” and refers to a hotfix change we’re making to content outside of our usual semi-monthly patch schedule. This week, we’re making four changes in an ongoing effort to encourage a more diverse spread of decks and individual cards being played. To set expectations, this patch won’t cure all the metagame’s ills, but it should represent an improvement until our next, action-packed patch.

 

Balance Updates

  • Red Skull

5/13 -> 5/12

Ongoing: Enemy cards at this location have +1 Power.

As our previous patch notes discussed, we last adjusted Red Skull to weaken specifically his interactions with Shuri and Taskmaster. Our goal was to keep his strength otherwise flat or even slightly improved and see how things settled once we’d softened Thanos’s grip on the metagame. We know many players disagreed with that approach, and we’re weighing that feedback as we continue to debate internally how “aggressive” our balance updates should be.

In this case, things settled into an improved metagame, but with decks based around Shuri and Taskmaster still too strong for our liking. We recognize Shuri is clearly the true offender here, and we have a balance change for Shuri ready. However, that change to Shuri needs a patch to be implemented–we can’t make it via OTA. So this is an interim adjustment to weaken the Shuri deck just a bit more. We do expect Shuri to remain viable after this Red Skull tweak, but we don’t want to drastically nerf multiple “innocent” cards when we have an incoming nerf to Shuri herself.

Once that change to Shuri is live, will we revert this or previous Red Skull changes? Maybe, but we’re going to give that some time because we’d rather ensure a larger shift in the metagame.

 

  • Sunspot

1/1 -> 1/0

At the end of each turn, gain +1 Power for each unspent Energy.

Sunspot is one of the most heavily-played cards in the game. The why is obvious: he’s strong, he’s in Series 2, and he has powerful synergies with other cards like She-Hulk and Infinaut. The opportunity cost for having him in your deck is also very low, since you only have to have 1 spare Energy on any turn to unlock his strength floor, and the ceiling can be very high.

All of this adds up to a solid criteria for a minor nerf, creating space for less-played cards to compete more often for slots in decks. We were curious if nerfing She-Hulk would have any impact on Sunspot, but truthfully we didn’t expect any change and assumed we’d be making this adjustment sooner rather than later. We did evaluate some other changes to Sunspot, but for Series 2 cards we want to retain the elegance of the original design, just a touch weaker. As a default card in both Shuri and Thanos, this change does impact those decks a bit more than others, too.

 

  • Shadow King

4/3 -> 3/3

On Reveal: Set all cards here to their original base Power.

Shadow King’s whole purpose is to fight back against exactly the kind of thing that Shuri’s doing, but this card simply released too weak to be a consideration for most decks. We recognize his status as a Series 4 card that’s used to answer powerful decks, rather than fuel them, might limit his potential to impact the metagame. However, we’re happy to just give him this boost and see where things land from there.

 

  • Sentry

BEFORE:

4/8 – You can’t play this at the right location. On Reveal: Add a -8 Power Void to the right location.

NOW:

4/10 – You can’t play this at the right location. On Reveal: Add a -10 Power Void to the right location.

Sentry’s a card that just hasn’t found a great home yet. While these number changes aren’t an obviously impactful buff, it does increase the potential reward for running Sentry and the potential damage donating your Void with Viper can do. This is just a change we’ve been interested to try out, so we’re making it here.

 

Our Balance Future

Speaking of changes we’re interested in trying out, we have an exciting announcement about the future of card balance for MARVEL SNAP! Starting with our upcoming April patch–currently scheduled for 4/18–we’ll be making weekly changes to cards in the game. Our patch every four weeks will continue to release on Tuesdays and include card updates as well, but the intervening weeks will each feature changes going live on Thursdays via OTA.

We know this is just the sort of balance attention and prioritization that many of you have clamored for, so thanks for your passionate feedback! It’s been a multi-team effort to get this process buttoned up over the last month, and we all hope you’re as excited as we are.

Let’s go ahead and address some of the questions that should be popular:

 

Why Thursdays?

Why not? Actually, Thursdays are just a good day to slide into the rest of our schedule and ensure our QA team has enough time to verify these updates. It also avoids stepping on new card releases or hot/featured locations.

 

What kind of changes will we make?

Our OTA tool gives us the ability to make changes within about a week or two, but it is limited in what we can change. We’re continuing to develop the tool and expand its limitations, but for now you can expect weekly Thursday changes to be numbers-only like the above, with our larger patches still addressing most major changes to card functionality and VFX.

 

Will we be nerfing or buffing cards?

Ah! Well, as you can see with Sentry and Shadow King, we do intend to buff cards through OTA. In fact, we’re going to guarantee at least one buff in each of these updates. We will also use this method to balance the metagame with nerfs, but only when it’s deemed necessary.

 

How many cards will change each week?

Our target is 2 to 4 cards each week. On patch weeks it’s possible we’ll change more, as that’s a unique access point for us.



How will we pick which cards to change?

We have a list of buffs (and a very small list of nerfs) that we’re making to existing content. We’re prioritizing them based on how we expect the individual changes to affect the metagame or even combine with new cards and locations, but we’ll shift them around based on the live metagame.

 

Why not just make all those changes now?

One of the things we’re wary of with balance patches is “how much change is too much?” We’ve avoided changing more than a handful of cards at a time for a while now, and we think that’s a good thing because they’re easier to digest. Plus, pacing out these changes lets us lightly freshen the metagame periodically, rather than shake it all up at once and then watch things settle into a new state of stasis.

 

How long will we do this?

We’ve planned a trial period for May, and depending on how it goes we may continue onward. We’re optimistic about that at the moment.

 

 

That’s all we’ve got for now!

We hope you’re stoked for the future of weekly balance updates, and we’ll see you in a couple weeks as we turn the page on a new SNAPter in the book of digital balance!

Like chapter?

Yeah, you get it.

Kitty Pryde Temporarily Disabled – March 30, 2023

We’ve temporarily disabled Kitty Pryde while we resolve an issue that sometimes results in a game crash when playing against Kitty Pryde. Players cannot queue into matches with Kitty Pryde in their deck, and we’ve removed her from random card generation abilities. Kitty Pryde will also not show in future card rotations in the Token Shop & players who currently have her in their shop will receive an error when trying to purchase the card.

We’re sorry for this inconvenience and will compensate all players at a future date. We’re working hard to resolve this issue and will provide updates as we learn more information. Thank you for being so patient with us as we troubleshoot this issue!

MARVEL SNAP: What’s Next?

Hey, welcome to our first development roadmap update for 2023! We’ve been having a blast exploring the Savage Land, Quantum Realm, and time-traveling to the… Past? Future? We’re not sure. We’ve had some great seasons, launched a BUNCH of new Series 5 cards, balanced some metagames, and some of us even got to Infinite Rank. Whoa. But, we’re ready to talk about what’s next for MARVEL SNAP!

 

COMING SOON

Items listed here are in the final phase of development, and these features are almost ready to release to players! We’re cleaning up, polishing art, and squashing bugs. Our Quality Assurance teams scrape over all the little details to ensure we have as smooth an experience for players as possible. Once features are “Coming Soon,” we can start to plan release dates, timelines and share some insight with players.

The team is hard at work putting the finishing touches on a few much-anticipated features:

  • New Competitive Mode – Conquest
  • Card Acquisition Improvements
  • Token Shop Revamp
  • Ranked Mode Improvements
  • Infinite Rank Revamp

 

What is Conquest?

Conquest takes the Battle Mode format you know and love from Friendly Battles to the next level! In Conquest, players will queue up against other players to face-off in Battle Mode to earn rewards. Winning a series of battles without a loss unlocks tickets to higher leagues against tougher opponents… culminating with Infinity league at the end of each season. Players will battle their way to the top to claim ultimate victory – and the best rewards.

When you queue up for a Conquest match, you’ll start by choosing which league to compete: Proving Grounds, Bronze, Silver, Gold, Vibranium, or Infinite. Proving Grounds is always available to play, but players need the corresponding ticket to access higher tiers. Tickets are earned by winning a league series in the previous tier – for example: winning your Silver series will earn you a Gold Ticket. Players win a league series by defeating three consecutive opponents. 

In addition to Tickets for higher leagues, each victory grants Medals that can be used in the Conquest Shop to unlock exclusive rewards. There’s a brand new Conquest Shop every season with new cosmetics, including a seasonal exclusive variant that can only be unlocked in the Conquest Shop.

We think that Battle Mode is a super fun way to play MARVEL SNAP and Conquest lets you play Battle Mode whenever you want, against the best competition, for the best rewards! The team is actively developing Conquest and we ran our first company-wide playtest last week. We’re hoping to release Conquest in June!

 

Card Acquisition Improvements 

Every new card released in MARVEL SNAP should be exciting and impactful. We want players to wonder how that card could unlock new possibilities for fun or to win matches–and be able to actually play out those dreams. We’ve heard your feedback that we’re not meeting these expectations right now. It’s time to change that! We’re increasing the rate that all players earn Tokens, including a huge boost for Series 3 players that brings them in-line with Series 4/5 players. These changes will give all players equal opportunities to unlock brand new cards for themselves–whether you’re in Series 3 or beyond. 

  • More Tokens: We’re increasing the amount of Tokens earned on the Collection Level Track for all players who have not yet collected all Series 4 and Series 5 Cards. Starting at Collection Level 500 players will be able to earn between 200-600 tokens in Collector’s Caches and Collector’s Reserves regardless of whether they have completed Series 3 or not. This is an increase of 4X for players who have not yet completed Series 3! Once a Card Series is complete, caches that would have contained a card from that Series will now be replaced with 100 Tokens. All of these changes will result in more tokens for more people!
  • Choose Your Card: Series 3 cards now have their own section in the Shop! Once per season players who haven’t completed Series 3 will be able to claim one free Series 3 card to help them fill out their favorite deck and take a step closer to completing their collection. Now you can save your tokens for Series 4 and 5 cards! 

You don’t need to wait long for these updates, both of these changes will be in our next patch!

 

Token Shop Revamp

Token Shop is an awesome way to target the cards you want most, but we think we can do it even better. We’re dividing the Token Shop into a few different sections that will allow players to target  new and desirable cards faster. We’re also revamping the look and feel of the Token Shop so you can swipe through to see what’s new.

  • Weekly Spotlight: When a new Series 5 card is released, it will be immediately featured in its own section for its first week in MARVEL SNAP. Once you buy the Weekly Spotlight card, this section will be hidden until the next new card is released. If you want the newest cards at release, here’s what you’ve been waiting for!
  • Series 4 & Series 5: This section functions nearly the same as previously, but only features Series 4 and Series 5 cards. This section will feature a card you don’t own from all currently available Series 4/5 cards and rotates every 8 hours. Series 5 cards will be added to this section once they leave the Weekly Spotlight.
  • Ultimate Variants: Ultimate Variants are some of the most epic variants in the game. We felt they deserved their own section too!  We’re moving Ultimate Variants out of the way of seeing Series 4 and 5 cards and into their own rotation for those of you who want to make your decks that much cooler. 

We’re aiming for these changes to make our April patch!

 

Ranked Mode Improvements

We’ve been hearing your feedback about Ranked Mode and we agree it’s time to make some changes. Ranked Mode is a tough feature to get right and we want to find the right balance through some additional iteration. We’re making a few updates before our next season that will address issues with some players feeling unable to progress or players that feel they are not facing worthy opponents. 

  • Matchmaking Algorithm: We’re improving our matchmaking algorithm to create higher quality matches for all players–including an update that will prevent players from matching against an opponent more than 30 ranks away.
  • Infinite MMR Floor: When someone reaches Infinite Rank, we’ll take a snapshot of their MMR (Matchmaking Rating). For the rest of the season, their MMR cannot fall below that value. This change is to address players that could intentionally lose many games at the Infinite Rank floor to drop their MMR for the next season. You’ll still be able to increase your MMR while playing in Infinite Rank.
  • Infinite vs Infinite Matchmaking: Players that reach Infinite Rank will only match against other Infinite Rank players.

We know there’s more work to be done. We think the current journey to re-climb to a previous season’s rank is too difficult. To that end, we are exploring changes to how many cubes are required per rank, how many bonus cubes are granted when a player achieves a new Tier, and potentially how much of a reset is incurred each season. These numbers are actively being crunched right now, so we don’t have more details to share, but rest assured, our goal is to deliver a satisfying seasonal experience for players who wish to get better at the game, and see their rank increase as a result.

We’ve also seen a lot of feedback around matching by MMR and why we don’t simply match by Rank. The team has been weighing the positives and negatives of both these options. In a pure match-by-rank situation, it can lead to an awful start-of-season experience, as players are matching up against opponents who are far superior to them. However, we are exploring alternate ways of matchmaking to try to deliver a more satisfying overall experience, as there are some upsides to matching-by-rank. We have some ideas that we think can capture the best of both worlds, and will be trying out updates to the matchmaker in future seasons. We’ll absolutely be sharing more as we lock in details–you’ll hear more from us soon!

 

Infinite Rank Revamp

For most of us, the climb to Infinite Rank has been our peak achievement… and we have great news! We’re completely revamping Infinite Rank so your experience doesn’t end at Infinite – it’s just the beginning! We want to create an exciting and fair battleground for our most skilled players to compete on the Infinite Rank Leaderboard. Once players reach Infinite Rank, they are separated into their own ecosystem that will highlight two important numbers:

  • Skill Rating Score: This score is your personal skill rating score; it’s similar to your matchmaking rating. You’ll be able to see how your skill rating score changes after each match. If you’re more interested in increasing your personal skill from season to season, this is the number for you.
  • Leaderboard Rank: Your friend has always claimed that they’re the Best MARVEL SNAP Player – well, now we’ll find out. This is the leaderboard number based on the ranking order of each Infinite player’s skill rating score.

We’re fine-tuning the experience and visuals for the new Infinite Rank ecosystem and currently scoping out the work, but we’re hoping to release it as soon as possible! More details on timing soon!

 

IN DEVELOPMENT

Game features in this section are actively being developed, iterated, and improved upon. Our production team dedicates team resources, generates tasks/timelines, and ensures we’re moving forward. Features and systems in this bucket can change dramatically – we might find our initial idea wasn’t fun OR we might discover we can achieve our goals in an unexpected way!

Here’s some features that are currently in development:

  • PC Widescreen UI
  • Smart Decks
  • Avatars & Titles by Deck
  • Personalized Shop
  • Global Matchmaking

 

IN CONCEPT

We have BIG dreams about what we’d like to bring to the future of MARVEL SNAP! The first step towards these dreams is turning ideas into concepts through discussion, documentation, and planning. Features currently in the “In Concept” phase have been initially scoped out and given shape but have not yet had any engineering or development work done in the game itself. 

This is where we’d love your feedback the most! Concepts listed in this section may be elevated in priority, rescoped, or scrapped entirely… or we might hear something completely new from the community! 

Here are some of the future concepts we’re thinking about for MARVEL SNAP:

  • Guilds (Social Systems)
  • Collectible Emotes & Card Emojis
  • Mythic Variants
  • PC Controller Support
  • Seasonal Audio
  • Test Deck Mode

 

Test Deck Mode

Where’s Unranked Mode? What’s this Test Deck Mode?! We know that players want a quick-and-easy way to try out new decks or strategies. Since before Global Launch, we’ve been talking about the idea of Unranked Mode as a solution to this problem. But, as we explored this feature, we found that Unranked Mode comes with some not so great additional challenges. So, we set out to reimagine what this feature could be and Test Deck Mode evolved from there!  We’re considering adding a button to the deck editing screen that will let you instantly hop into a low-stakes game against the computer. We’re still in early stages of concepting here, but we’d love to hear your thoughts on this new path.

 

Hopefully that provides some extra insight on what the teams been working on and thinking about. Let us know what you think, and please continue to share your ideas for the future of MARVEL SNAP! 

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New Season: The Power Cosmic

THE POWER COSMIC IS OUR MOST CONTENT-PACKED SEASON YET! December welcomes MARVEL SNAP’s newest season, The Power Cosmic. There’s more new content than ever before… let’s jump into it.

 

THE POWER COSMIC SEASON PASS

Unlock tons of new rewards on the Season Pass, including Silver Surfer, starting RIGHT NOW! We can’t wait to see what heavenly decks you build with the Sentinel of the Spaceways – what 3-Cost cards will you add to your deck? (And don’t forget to rock your new card backs & variants too!)

 

NEW CHARACTER: SILVER SURFER

On Reveal: Give your other 3-Cost cards +3 Power.

 

POWERFUL SEASONAL REWARDS!

 

 

BRAND NEW SERIES 5 CARDS

MORE. NEW. CARDS. Get ready to meet some otherwordly characters from across the MARVEL multiverse! These new cards will be added to Series 5 and will be available to unlock on the Collection Level Track & Token Shop.

Ongoing: Has the combined Power of all cards destroyed this game.

Cannot be played at the right location. On Reveal: Add a -8 Power Void to the right location.

 

Ongoing: +2 Power for each card in your opponent’s deck.

 

So, when can you expect new cards?

Normally, you can expect new cards to be added on a nearly weekly cadence – but there will be variations every so often! We’ll be releasing TWO new cards before the holidays and skipping the last week of December. Here’s the expected schedule (Pacific Time):

  • December 5th: Silver Surfer – Season Pass Release
  • December 8th: Black Panther – Series 5 Release
  • December 13th: Knull – Series 5 Release
  • December 20th: Sentry & Darkhawk Series 5 Release

 

 

BRAND NEW LOCATIONS

It wouldn’t be a new month without new locations from the MARVEL multiverse. The Power Cosmic introduces some truly extraterrestrial locations that will be sure to shake up your matches.

  • Lamentis-1: Draw 3 cards. Destroy both decks.
  • Klyntar: After turn 4, merge your cards here into a Symbiote.
  • Vormir: The first card you play here is destroyed.
  • Morag: You can’t play your first card here each turn.

 

 

BRAND NEW VARIANTS

From Knullified, Winter-themed, to Cosmic-inspired — December brings 20+ new variants to the game! Choose your favorites and flex your style.

 

 

WHEW! That’s a lot of new content — and there’s even more! Keep an eye out on social media for more details about a special project and a Winter-themed celebration later this month!

Compensation Details – December 2, 2022

We recently resolved an ongoing issue with Collector’s Caches & Collector’s Reserves that resulted in some players receiving incorrect or missing rewards. Thank you for your patience while we worked through this problem!

 

To apologize for any inconvenience, we are sending the following compensation:

  • ALL players will receive 200 Gold via the Inbox. This is available to collect for the next two weeks.
  • Impacted players (those who didn’t receive rewards or received boosters in new Collector’s Caches and Collector’s Reserves earned since the patch) will be able to re-open caches/reserves which were incorrectly filled.

 

We know this was a frustrating issue on the heels of a new patch, and we’re thankful for your support and patience. Cheers, and best of luck with your games!

Patch Notes – November 29, 2022

 

PLEASE NOTE: If you haven’t updated your game yet, get the latest in the app store!

 

Patch Highlights

  • NEW FEATURE: Collector’s Tokens are here! You can earn them starting at Collection Level 500, then use them in the Token Shop to target new cards or the card you’ve been waiting for most.
  • NEW CARDS: A bunch of new cards have been added to the game! We’ve introduced two brand new series: Series 4 including 10 cards; and Series 5 including 6 new cards. The new cards have a chance to drop from Collector’s Caches, Collector’s Reserves, and can also be found in the Token Shop.

 

General Updates

  • Card Boosters no longer appear as rewards from Collector’s Caches and Collector’s Reserves. (They have been replaced by Collector’s Tokens!)
  • Improved bad luck protection for Collector’s Caches and Collector’s Reserves. Going forward, players at the same Collection Level will have nearly the same number of cards.
  • When you “Favorite” a Card Variant (by pressing the Star button above the card), you now have the option to automatically swap that variant into all decks that contain that card.
  • During a game, players can now tap their opponent’s avatar or their own avatar to view player titles in the pop-up avatar menu.
  • The End Turn button is disabled for a few seconds when your opponent Snaps – this should make it harder to accidentally accept a Snap.
  • Performance improvements for app launch/loading times.
  • Added support for “Sign in with Apple” on PC.

 

Art & Visual Effects

  • Infinity Border visuals have been improved. Cards upgraded to Infinity look WAY COOLER!
  • Flare modifiers earned from Infinity Split now have a chance to roll one of seven different colors: red, green, blue, purple, black, white, and gold. Flare modifiers unlocked before this update will now rotate through multiple colors.
  • Card Emojis have received a bit of polish to make them a little easier to use and see.
  • Logos have been added to Cards & Location Power Modifiers in-game. (Tap on a card or location to see what’s modifying it!)

 

Audio

  • New Card Sounds for:
    • Magik
  • New Location Sounds for:
    • Ego
    • Central Park
    • Project Pegasus
    • The Raft 
    • Death’s Domain

 

Balance Updates

CARD UPDATES

  • Angela [2/1] -> [2/0]

Developer Comment: Angela is a card that sees a lot of prevalence across many decks, so we’re nerfing her a bit to make other options more appealing.

  • Destroyer [6/16] -> [6/15]

Developer Comment: Destroyer is making big waves. Lowering his power by 1 will give opponents more of a chance to win the Location he’s played to.

  • Mysterio [2/5] -> [2/4]

Developer Comment: Mysterio has more Power than other 2-Cost cards because of how many “slots” he takes up at other  Locations. However, in many cases, those extra 2/0 Illusions end up being quite beneficial, so we’re lowering his base Power by 1.

  • Sera [5/5] -> [5/4]

Developer Comment: Sera is slightly too good right now, so we’re shaving a bit of Power off.

  • Onslaught’s ability now stacks additively with effects like Mystique or Onslaught’s Citadel rather than exponentially. 

Developer Comment: When you start stacking Onslaught’s doubling effect, things get out of hand very quickly! We want to avoid situations where players are waiting for cards like Ironheart to play their animations for long stretches of time, so we’re changing the stacking to be additive instead of exponential.

  • Nick Fury has been added to Series 3.

 

Bug Fixes

  • Fixed French VO mix
  • Improved translation for many languages
  • Fixed art issues on many cards
  • Improved messaging when you try and log in to an older build on a different device
  • Fixed a soft lock that occurred if you had not previously set a name and then the season rolled.
  • Fixed an issue that caused some players to get stuck in the recruit season after the season rolled.
  • Fixed an issue where the client could crash after switching languages.
  • Cards drawn by White Queen no longer show out of place in your hand.
  • Updated Agatha Harkness’ dialog to reference Boosters instead of Card XP
  • Daredevil VFX no longer shows over the game results screen.
  • Danger Room VFX should now consistently play when destroying a card.
  • Kraven VFX no longer plays for you when you drag a card if Kraven is on your opponent’s side.
  • Omega Red on Bar Sinister no longer has over-repeated VFX.
  • Buying a variant from the Daily Offers section should no longer cause the button to be invisible on the next refresh.
  • Splash screen Key Art should load properly on game launch.
  • Updated purchase button UI for things like Mission Refresh to remove some text, as it was too small in most languages.
  • Collector Cache/Reserve icons display properly if you focus them after earning a new card from them.
  • Claimed UI now shows over Season Caches instead of underneath it.
  • Star-Lord boosters should now be the correct color at the end of the game.
  • Stakes will double correctly if Limbo is turned into another location on Turn 6 and ends the game.
  • Electro’s ability should be properly removed when he is hit by Enchantress.
  • iOS devices should no longer have a gap at the top of the Season Pass header image.
  • Improved Morph’s performance when he reveals (he takes less time to “Morph” than he did).
  • Improved power value icons/font on card/location detail view in-game to not be bold and blown out.
  • Playing cards in quick succession should no longer show VFX from the previous cards.
  • Added SFX for tapping the enemy avatar.
  • Adjusted button collision on the navigation bar so there’s less overlap.
  • Fixed the in-game Bug Reporter and Settings popup not showing up / handling touches properly
  • The Location, TVA, now doubles the Cube count properly on the final turn (i.e. Turn 4)
  • Better communication when you have all of the  Infinity Split combinations for a card.
  • [PC] Decks can be scrolled properly in full screen if you have more than 5 decks.
  • [PC] Fixed an issue where the game window would reset after opening Settings then switching scenes.

 

Known Issues List

  • Some players may experience a “Something Went Wrong” error when claiming from Collection Level. 
  • Losing network connecting and reconnecting during client launch can require a client restart to connect properly.
  • If you have more than 20 card backs, the card back window does not fully scroll.
  • It is possible to remove cards out of order during the Deck Edit FTUE and soft lock until you restart.
  • Undo Actions UI can open on top of the retreat pop-up and soft lock until you restart.
  • The text “Variant” clips into the Season Pass spotlight card.
  • Murderworld, Gamma Lab, and Warrior Falls have a delay when activating their abilities.
  • Bar Sinister VFX does not play correctly
  • Agatha Harkness’ post-game text box UI is not displayed correctly.
  • Some cards have extra textures when upgrading to Uncommon at the end of the game.
  • Sort and Filter buttons are too high on some iOS devices.
  • You often have to tap twice to purchase a variant from the shop.
  • After Daily Offers refresh, the variant card assets can take too long to load.
  • Sort and Filter UI elements can be opened at the same time.
  • When favoriting a card, you are prompted to swap that card into decks even if you have that variant in all of your decks.
  • If there are no bundles available, the bundle icon still appears at the top of the Shop UI and there is a little bit of empty space.
  • Closing the bundle preview window for individual items can take you back to the shop page instead of the bundle preview window.
  • If you are on the shop screen when countdowns for refreshes are ending, the countdown can go into negative values for a couple of seconds before refreshing.
  • The tappable area to preview a card in the token shop is too small.
  • The purchase and cancel buttons are too close together on the Token purchase screen.
  • The Token Shop help button can be difficult to tap.
  • Some of the Token/Bundle UI elements scroll up/down too far as you scroll the shop up/down.
  • You may see an incorrect warning for the Credit cap when you hit it.

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