Patch Notes – November 3, 2022

 

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

 

Features

  • NEW FEATURE: Titles! Titles have been added to the reward pool for Collector’s Reserves on the Collection Level Track. Titles are now visible in the Matchmaking screen when you load into a match – let your opponent know what’s up!

 

General Updates

  • Character logos have been added to Avatars within the Avatar Selection Menu to more easily understand who each avatar represents.
  • Boosters earned after a match will now favor cards with less than 20 owned Boosters.
  • [PC] Ability to resize gameplay window with default to 60FPS.

 

Art & Visual Effects

  • Foil and Prism Card Mods have been improved! The background art for cards with Foil and Prism Mods should now be more visible.
  • Card Upgrade sequence has been sped up and added the ability to “skip” mid-way through.
  • Lots of additional visual polish and updates to the game user interface, buttons, game board, and more!!
  • Updated card visual effect for Magik to reflect her recent ability adjustment.
  • [PC] Added click and hover states for many buttons that did not have them.

 

Audio

  • New Location Sounds for:
    • Attilan
    • Muir Island
    • Nidavellir
    • Sewer System 
    • The Nexus 
    • The Peak
    • Tinkerer’s Workshop

 

Balance Updates

CARD UPDATES

  • Updated functionality of Wolfsbane and Dagger to count unrevealed cards when determining their Power gains.
  • Daredevil is now available in Card Series 3 (the highest series currently available in Collector’s Reserve Boxes).
  • Nick Fury has been added to the Random Pool (it is now possible to get Nick Fury from “random” sources like X-Mansion and Agent 13).

 

Bug Fixes

  • [PC] Buttons on the Card Detail view no longer overlap in full-screen.
  • [PC] Fixed an issue that would cause location art to briefly show as the wrong location before it fully reveals.
  • [PC] Out of Time warning VFX now displays in the proper location.
  • Many updates to improve text for non-English languages
  • Multiple updates to text positioning/display in UI for non-English languages.
  • Switching languages with cards filtered out no longer causes all the cards to go missing.
  • Fixed an issue that would cause players to be unable to progress in the Upgrade tutorial when Hulk was picked as the first card to upgrade.
  • Fixed an issue that caused purchases to happen twice.
  • Jubilee no longer triggers “on play” effects for cards like Angela, Bishop, and Lockjaw when she pulls them from the deck.
  • Avatars are visible again in the second introductory mission.
  • Avatars should no longer need a restart or scene change to be visible in the Avatar select UI.
  • Attempting to matchmake without a full deck should now provide a warning message.
  • Mystery card icons in the Ranked reward UI no longer clip over their tooltip.
  • Fixed an issue that could cause card backs to disappear when scrolling through the deck selector.
  • The purchase buttons for variants in the shop no longer disappears when the shop refreshes.
  • Card labels no longer clip under the notch.
  • Tapping a variant you’ve already bought no longer has an overlapping ”Sold” message.
  • Made the Android “back” button functional on more screens.
  • Fixed an issue where some screens showed a small gap at the bottom on iOS.
  • Fixed an issue that could cause soft-locks in the tutorial if you rapidly switched scenes before the next tutorial step has loaded.
  • Creating multiple decks in rapid succession no longer causes the deck list to disappear.
  • Lowered the Carousel’s art so the Season Pass headers no longer clip under the Collection/Avatar UI elements.
  • Wong’s VFX should now move with the card if the card moves.
  • Mister Fantastic’s VFX now play properly when he, or the location he’s on, moves.
  • Fixed an issue with Deathlok’s VFX breaking.
  • The enemy’s active Warpath will no longer play its VFX when you drag a card out.
  • Uatu should no longer play VFX if he’s drawn after turn 3.
  • Fixed Strange Academy’s VFX when moving multiple cards on both sides of the board.
  • Tapping a Season Cache no longer displays a white square.
  • Fixed an issue where Asgard/Ronan combinations could cause Aw Snap errors.
  • Improved Sokovia’s text to be more readable on smaller devices.
  • Many many art fixes to cards and avatars.
  • Made some improvements to loading times for some device specs.
  • Fixed a rare case where players could get locked in the tutorial at the “Sentinel is waiting” part of the Deck Edit tutorial.

 

Known Issues List

  • The splash screen art will briefly appear off-screen before snapping into place when launching the game on iOS.
  • It is possible to earn variants from caches/reserves that are also present in your shop, but the shop does not update to reflect you own that variant.
  • A brief flicker of duplicate UI appears when going to the Mission screen on app launch.
  • Miles Morales doesn’t get his cost reduced if a card is moved to a location after a Destroy card is played that would destroy the moved card.
  • Some languages have font that’s too large in some UI and can clip out of it, such as the reward claim button, card upgrade button, season pass headers, or inbox messages.
  • French VO can be too quiet.
  • The Shop can occasionally be empty for some players.
  • Undo Actions UI can be opened over the top of the Retreat UI and soft lock until you restart the client.
  • If you do not claim the rank 5 reward, the season roll does not properly occur for you.
  • The scroll bar scrolls the wrong way on the Title UI.
  • After Attilan activates, the middle location’s focused view displays a card preview instead of the location preview.
  • The Sort/Filter UI buttons are misplaced on some iOS devices.
  • It is possible to remove the wrong cards during the deck edit tutorial.
  • Certain card combinations with Bar Sinister can cause turns to go on too long.
  • Cards can take a long time to load their art when the shop refreshes.
  • Season Caches have no descriptive text when focused.
  • Some avatar logos can be hard to read.
  • The navigation bar can show up on screens that it should not, overlapping with the X to close button.
  • Season Cache icons cover the “Claimed” UI banner.
  • Card description information can disappear if you click Fast Upgrade cards then any card in your collection
  • Avatars can be selected under the currently-active avatar UI element.
  • The card description can slightly obscure the upgrade button after the upgrade flow.
  • At the start of the match, the End Turn button shows as 1/6 then 0/6 briefly before the first turn.
  • [PC] If you have more than 5 decks, you cannot scroll them properly in the main screen’s deck selector while in full-screen.
  • [PC] The Filter UI doesn’t display properly in full-screen.
  • [PC] The card back UI doesn’t display properly in full-screen.
  • [PC] Canceling Google login can cause a soft lock.
  • [PC] The carousel can show mid-cycle when returning to the main screen.
  • [PC] Small cards are too low-resolution.
  • [PC] Opening Settings and changing the window size will cause the game window to move down.
  • [PC] Scrolling through the Season Cache rewards (51+ in Season Pass) does not animate properly.

New Season! Symbiote Invasion!

 

WELCOME TO SYMBIOTE INVASION! We’re launching globally on Oct 18th and Symbiote Invasion is our first official season of MARVEL SNAP. Symbiote Invasion runs through Nov 6th and features a brand new character, Miles Morales… plus a bunch of awesome content!

 

NEW CHARACTER: MILES MORALES

If a card moved last turn, this Costs 1.

 

A BUNCH OF NEW REWARDS!

In addition to Miles Morales, Symbiote Invasion wouldn’t be complete without some Symbiote-themed rewards that you can earn via the Season Pass or Ranked Rewards.

 

FIVE NEW LOCATIONS!

And, what’s that?! Each week will debut a brand new Featured Location! Bring your wits and best strategies to:

  • The Nexus
  • Oscorp Tower
  • Daily Bugle
  • Bar Sinister
  • Machineworld

 

LEARN MORE FROM BEN AND NICKI!

If you’re hoping to stay up-to-date with the hottest news off the presses, check out the newest Developer Update featuring Ben Brode and Nicki Broderick as they talk about Symbiote Invasion and what to expect from the future of MARVEL SNAP.

Watch Now on MarvelSnap’s YouTube channel or Video Feed in-game!

 

See you in the game! Until next time!

Goodbye Beta, Hello Future!

 

We launch MARVEL SNAP globally on October 18th! We’ve all been focused on this exciting moment, but let’s talk a bit about the FUTURE! First, we have to thank our incredible beta community that has played and provided invaluable feedback over the past few months. We’re here to make a game that people will love for years to come and you’ve really helped us build our foundations. We can’t wait to continue this journey together – launch is just the beginning!

Starting today, you’re going to get occasional updates from us on what’s happening in our ‘development roadmap’. We can’t promise everything you see will actually make it into the game; game development is a highly iterative process and things can change rapidly! But, we hope that sharing a bit more of the process will help with transparency along the way.

What we CAN promise you is that your feedback (in places like our discord community) will have an impact on what we prioritize or focus on, as it already has throughout beta.

Let’s jump in, shall we?

 

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.

As you might imagine, the team is getting ready for everything related to the Global Launch of MARVEL SNAP! This includes:

  • Global Launch on Android and iOS
  • PC Early Access
  • Localizing the game in 13 languages
  • Welcome Bundle
  • Reward Delivery Inbox System
  • Variant Rarity System*

 

What’s the Variant Rarity System?

We’re going to have over 1000 card art variants available in MARVEL SNAP at global launch! Some of these variants are going to be more rare than others. 75% of existing variants will now be labeled as Rare Variants and will have their cost reduced in the Daily Offers Shop from 750G to 700G. You can also earn these variants in Collector’s Reserves on the Collection Level track, Mystery Card Art Variants, and in the Season Cache at the end of each Season Pass. The remaining 25% of variants will become Super Rare and will only be available in the Daily Offers shop for 1200G. Each Season Pass will also include a number of limited time exclusive Super Rare variants.

As a part of this update we’re adding 75+ new Rare variants, and 25+ new Super Rare variants!

 

 


 

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 actually wasn’t fun OR we might discover we can achieve our goals in a totally unexpected way!

Here’s a few features the team is actively working on right now:

  • Battle Mode vs Friends*
  • Unranked Mode*
  • Collector Tokens*
  • PC Widescreen UI
  • Titles System

 

What’s Battle Mode vs Friends?

We know you’ve been asking how you can play against friends and this is how! Battle Mode is a totally new way to play MARVEL SNAP. In Battle Mode, each player starts with 10 health and the winning player deals damage to their opponent equal to the stakes of the game. If you doubled down and SNAPPED, you’ll do 4 damage to your opponent instead of 2 – or retreat early and only lose 1 health! Players will play a series of games against each other with the same deck until one player has no health left.

We think Battle Mode is the best way to play against friends, or run community tournaments, because it provides a clear winner while still incorporating the SNAP mechanic. We can’t wait to see the community play in Battle Mode!

 

What’s Unranked Mode?

In Unranked Mode, players face-off against other players without the risk of losing Ranks or Cosmic Cubes while still making progress on your Missions. This is the perfect place to test new decks and strategies.

 

What are Collector Tokens?

We love that everyone has a unique collection and gets to enjoy the fun of collecting over time. However, one of the most frequent requests we hear from the community is the ability to target specific cards for your collection. Maybe you’re waiting on Death to complete your Destroy deck or Hela for your Discard deck? Collector Tokens are a new free currency earned on the Collection Level Road that can be used to unlock the cards you want most in the Shop. (With the addition of Collector Tokens, we will be significantly dropping the amount of Boosters from Collector’s Caches and Reserves.) 

The Token Shop features a card you don’t own every 8 hours! If you don’t have enough Tokens yet, players can freeze the shop to lock-in their targeted card. This isn’t meant to be the primary way to earn new cards, but being able to target the couple cards you want most should allow you to build the deck of your dreams! 

We’re planning to share more information about Collector Tokens as we get closer to release – stay tuned!

 


 

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 are turning ideas into concepts through discussion, documentation, and planning. Features that are currently in the “In Concept” phase have been initially scoped out and given shape, but not yet had any engineering or development work done in the game itself. 

This is where we’d love your feedback (everywhere else too, but especially here!)! Concepts listed in this section may be elevated in priority, rescoped, or scrapped entirely… or we might hear something completely new from the community! We’re going to learn a ton during global launch and beyond.

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

  • New Competitive Modes
  • Guilds (Social Systems)
  • In-Game Events
  • Infinity Rank Leaderboard
  • Collectible Emotes & Card Emojis
  • Mythic Variants

 


 

We hope to continually update you about our future roadmap using this framework. Let us know what you think and please continue to share your ideas for the future of MARVEL SNAP! Thank you again for all the feedback during beta. GLOBAL LAUNCH HERE WE COME!

 

Patch Notes – October 4, 2022

 

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

 

General Updates

We’ve polished up a lot of visuals in the game, you might experience more asset downloading happening with this update!

GENERAL

  • Inbox: We’ve added an “Inbox” tab within the News section where you can expect to find messages and upcoming rewards!
  • Welcome Bundle: Check out the Shop for a featured Welcome Bundle that includes a Captain America Variant Card, Captain America Variant Avatar, plus 700 Gold. (Welcome Bundle can only be purchased once!)
  • Default FPS is now 30fps – we think that 30fps offers a good balance between fluidity and battery life. If you’d like to change this, you can increase to 60fps in the Settings menu.
  • Variant Rarity System: 75% of existing variants are now labeled as Rare Variants and have had their cost reduced in the Daily Offers Shop from 750G to 700G. Other variants will become Super Rare and will now only be available in the Daily Offers shop for 1200G.
  • We’ve added 75+ Rare Variants and 25+ Super Rare variants to the game!

LOCALIZATION

  • Added text support for the following languages (selectable from the language drop-down in the Settings menu – in addition to English and Latin American Spanish):
    • Chinese (Simplified)
    • Chinese (Traditional)
    • French
    • German
    • Indonesian
    • Italian
    • Japanese
    • Korean
    • Portuguese (Brazilian)
    • Spanish
    • Thai
  • Added Voice Over support for the following languages (in addition to English and Spanish):
    • Chinese
    • French
    • Japanese
    • Korean

ART & VISUAL EFFECTS

  • Boosters are now color-coded to match their cards!
  • Many, many elements were polished, adjusted, and generally spruced up!

 

Balance Updates

CARD UPDATES

  • Bishop: [3/2] -> [3/1]

Developer Comment: Bishop sees a lot of play in a variety of decks as a strong generalist card. We’re hoping that, by nerfing him a bit, other options will be more appealing for players to explore.

  • Magik: [5/3] You can’t play this on turn 6. On Reveal: Change this location to Limbo.

Developer Comment: Playing Magik to unexpectedly extend the game on the final turn is a very powerful and game-warping effect, so we are adding this restriction to her in order to tone her down.

  • Mister Negative: [4/1] -> [4/-1]

Developer Comment: We believe the Magik change will have a big impact on Mr. Negative, but we are also taking a bit more power away from him.

  • Nakia: [3/1] On Reveal: Give the 2 leftmost cards in your hand +2 Power.

Developer Comment: Nakia’s ability often feels too random to play around effectively. We’re having her buff the two leftmost cards in your hand so players can better plan their play around her.

  • Ronan: [5/3] Ongoing: +2 Power for each card in your opponent’s hand.

Developer Comment: Ronan’s ability is very powerful at higher values, so we are reeling his cap in a bit to prevent him from getting out of control.

  • Goose: [2/2] Ongoing: Nobody can play 4, 5, or 6-Cost cards at this location.

See the Developer Comment in Location Updates below.

  • Text only updates:
    • Armin Zola
    • Ghost Rider
    • Captain marvel
    • Dracula
    • Hazmat
    • Ironheart

LOCATION UPDATES

Developer Comment: We have a number of updates to abilities that enact play restrictions to make them check the adjusted Cost of cards in hand rather than their original, base Cost. For example, if your Sentinel costs 4 due to Wave, you can play it at Crimson Cosmos.

  • Crimson Cosmos: (OLD – 1, 2, and 3-Cost cards can’t be played here.) NEW – Cards that cost 1, 2, or 3 can’t be played here.
  • Hellfire Club: (OLD – 1-Cost cards can’t be played here.) NEW – Cards that cost 1 can’t be played here.
  • The Big House: (OLD – 4, 5, and 6-Cost cards can’t be played here.) NEW – Cards that cost 4, 5, or 6 can’t be played here.

 

Bug Fixes

  • Fixed an issue where the deck selector, Battle Pass, and Ranked Rewards scrolling UI could disappear when switching tabs.
  • Fixed an issue where the game would not launch properly if your device was set to an unsupported locale.
  • Fixed an issue where the gold section of the shop would occasionally go missing for some players.
  • Updated Agatha’s post game dialog to reference Boosters instead of Card XP
  • If you have all possible mod combinations for a card, the option to infinity split is no longer present.
  • Made several updates to the Carousel to make it easier to slide between pages.
  • Fixed an issue where audio played through the tutorial into the main screen.
  • Fixed an issue where the previous Fast Upgrade’s card art remained on screen when the shop refreshed.
  • Clicking variants in the Daily Offers will no longer cause the focused card text to overlap with other cards.
  • Fixed an issue where the season 5 promo asset was too compressed
  • Added avatar art for several avatars, and re-adjusted some avatars that were not centered properly.
  • Kraven now activates his ability if the card that moved is also destroyed.
  • A mini version of the game board screen no longer shows at the end of matches.
  • Quickly pressing Play multiple times in succession no longer brings up multiple matchmaking screens.
  • Shine effects should no longer get stuck on the navigation bar.
  • The Sort and Filter UI in the Collection screen can no longer be opened at the same time.
  • Cards played in matches should no longer show up under the end of game results screen.
  • Drawing cards from your deck that were shuffled in by Attilan are no longer invisible in-hand.
  • Avatars now appear properly during the Stakes tutorials.
  • Phones with notches no longer block the Punisher and Sentinel text during tutorial upgrades.
  • Kingpin no longer destroys himself if he’s moved from his location.
  • Clicking Next at the end of a game no longer turns the button pink.
  • Prevented multiple pop-ups from appearing when clicking some buttons in the shop.
  • The Booster icon should now animate properly on the Collection Level Trophy Road.
  • Card descriptions are no longer broken after Infinity Splits.
  • Opponent and player information windows now close if they are open when the match ends.
  • Stakes Tutorial matches now show information at the end of the match.
  • Base card nameplates are no longer missing textures.
  • The lock icons now move properly when scrolling the Season Pass rewards.
  • Professor X now stops cards from leaving the board when Lockjaw activates.
  • Collector’s Reserves and Season Caches no longer show a white box when tapped on.
  • The Collector Level Trophy Road progress bar no longer clips under the button for displaying your level when you earn rewards.
  • There are no longer extra dots in the name when making a deck on Android.
  • There is no longer duplicate UI on Fast Upgrade buttons after upgrading a card.
  • Many card art and card/location VFX improvements!

 

Known Issues List

  • When Special Offers is refreshed, cards can sometimes not load in fully or be slow to load in.
  • Filter does not filter all relevant cards in non-English languages.
  • Switching languages with filters active can cause your collection list to show empty until you restart the client.
  • Creating multiple decks in a row in quick succession causes the deck list to disappear.
  • Some currencies with large numerical values have text that’s hard to read on some buttons.
  • Odin can cause games to go on too long when used in conjunction with multiple copies of himself.
  • Previously-played On Reveal cards do not activate twice if Odin triggers while Wong is on the board.
  • Cable and Mantis don’t interact properly with Widow’s Bite in-hand.
  • Leader doesn’t copy cards that are destroyed.
  • If Sakaar pulls cards that affect the following turn, that ability is active for 2 turns instead of 1.
  • Some assets can be slow to load.
  • Variants in the Daily Offers section of the shop don’t dynamically update to show you own it if you earn that variant as a mystery/cache reward during that shop refresh window.  Note: Once you’ve earned the variant, it won’t show up in subsequent refreshes.
  • There’s no warning if you try and matchmake without a full deck.
  • Mister Fantastic’s VFX can play on the incorrect location if he or the location moves.
  • Selecting some emotes in-game can focus locations on some devices.
  • Auto-doubling of cubes doesn’t behave as intended with TVA active.
  • There are certain situations where Captain Marvel may not move to the optimal location.
  • Deathlok has broken VFX when he reveals.
  • UI can be obscured on devices that have a front-facing camera.
  • The Claim button does not stay on screen after making a purchase and will re-appear when you change tabs (this does not affect your ability to claim the purchase).
  • If Limbo is de-activated on turn 6, stakes do not double at the end of game.
  • Switching languages multiple times can cause some UI elements/card art to disappear until you restart.
  • Card description information can disappear if you focus a card in Fast Upgrade then focus a card in your collection.
  • The Bug Report UI does not display properly on Android.
  • The Cube and player/opponent name font in-game does not display properly.
  • The font for detailed text when tapping a location is too bold.
  • The button for purchasing a Daily Offer can disappear if you are on the screen when the shop refreshes (Note: You can still purchase the existing variant by tapping the card/where the button would be, and can restart to get the button back).
  • Card Variant text is hidden under the card art in the Ranked Reward track.
  • Inbox messages with more than one line clip out of the UI.
  • Notification pips do not disappear when you’ve read an inbox message.
  • An extra dot appears when searching for specific search terms in the Filter view.
  • Avatars don’t appear on the second tutorial’s matchmaking screen.
  • Cards spawned or created by other cards/locations don’t display that info in their focused view.
  • Upgrade particles can be left on the collection UI if you filter out cards that have the ability to upgrade.
  • Strange Academy can display portals in the incorrect location when it moves cards, and may not move all cards at the same time.
  • The “Never Before Seen” banner can show up slightly before the card appears.
  • When Jubilee pulls other cards, they can activate their ability when they should not (eg: Lockjaw).
  • Iron fist can remain on screen if his ability activates after he’s destroyed.
  • If Arnim Zola destroyed the real Mysterio, no Mysterios are revealed to be real at the end of the game.
  • Android has no setting for Haptics.
  • Navigation bar tabs may become slightly mis-aligned when switching tabs.
  • There is no prompt for reaching the daily booster limit.
  • There is a small dot present on player names on the matchmaking screen.

Patch Notes – September 20, 2022

 

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

 

General Updates

GENERAL

  • Emotes: A new set of emotes are available for use! Check them out while playing a match by tapping your avatar & let your opponent know how you’re feeling about the latest play!
  • The matchmaking system will allow for longer wait time for high-ranked players to increase the likelihood of finding a more competitive opponent.
  • Weekly Mission requirements have been reduced to 5, 10, 15, 20, and 25 completed Daily Missions. (Previously 5, 10, 20, 30, and 35)
  • The Game Result Screen has been visually upgraded.
  • Card art variant names are now visible in the Shop and Card Detail screen.
  • Doubled the max number of Decks from 10 to 20.

OPTIMIZATION

  • Haptics are now supported on Android devices (they were already present on iOS).
  • Game resolution has been increased on Low Settings.
  • Added a “Download All Assets” button in Settings that will let players choose to download all game files at a time of their choice. Downloading ahead of time will improve match game performance for players on devices with less RAM, slower processors, and/or poor network connectivity.

LOCALIZATION

  • We have added initial support for the Spanish language. You can switch between languages in the Settings menu. This includes both text and voice overs. Please note that there are some areas of the game that are not yet fully translated.

ART & VISUAL EFFECTS

  • To make for a snappier experience when moving, Ongoing effect updates are paused while moving multiple cards.
  • Colossus visual effects have been disabled for now (to prevent the “glowing Colossus issue”).
  • Updated card visual effects for:
    • Agatha Harkness
    • Apocalypse
    • Ghost Rider
    • Goose
    • Kraven
    • Warpath
  • Updated location visual effects for:
    • Attilan
    • Bifrost
    • Mindscape
    • The Raft

AUDIO 

  • New Card Sounds for:
    • Adam Warlock
    • Apocalypse
    • Colossus
    • Dr Doom
    • Ghost Rider
    • Kraven
    • Lockjaw
    • Mojo
    • Mystique
    • Quake
    • Warpath
    • Wong
  • New Location Sounds for:
    • Baxter Building
    • Dream Dimension
    • Knowhere
    • Lechuguilla
    • Mindscape
    • Nidavellir
    • The Raft
  • Voice Overs:
    • Removed “Defeat” VO line
    • Spanish VO

 

Balance Updates

CARD UPDATES

  • Arnim Zola: No longer adds copies of a card if his target was not destroyed.
  • Baron Mordo: [2/3] On Reveal: Your opponent draws a card. Set its Cost to 6.

Developer Comment: Baron Mordo’s Cost increase tends to be very inconsequential in practice. We’re bumping his effect’s Cost markup to make it more impactful.

  • Jessica Jones: [4/4] On Reveal: If you don’t play a card here next turn, +4 Power.

Developer Comment: Jessica Jones’ effect is one that was a bit too stifling to be reliant on turn 6. So we’re looking at a change similar to Rescue, where moving her to be a 4-Cost card will allow her effect to see more play.

  • Lady Sif: [2/4] -> [3/4]

Developer Comment: Lady Sif’s effect in combination with many other cards is very strong, especially on a 2-Cost card with high power, so we’re moving her up to 3-Cost.

  • Mister Negative: [4/4] -> [4/1]

Developer Comment: The Mister Negative deck is very strong, and tends to have an unhealthy play pattern of skipping your first few turns. We are taking Mister Negative’s Power down to tone the deck down. While this may seem like a big change, the power of the deck is largely in the cards hit by Mister Negative so we don’t forsee this being a massive hit to the deck’s overall power.

  • Professor X: Ongoing: Lock down this location. (Cards can’t be added, removed, etc.)

Developer Comment: We’re making Professor X’s text more general, as the expectation for his effect tends to be more aligned with “This location is locked and nothing can happen” rather than “Only these effects in the parentheses are disabled”. Along with this change, Professor X will now prevent cards from switching ownership, like Hobgoblin.

  • Spider-Man: [4/2] -> [4/3]

Developer Comment: Spider-Man is a bit weak right now, so we’re giving him an extra Power to help him out.

  • Thor: [4/6] -> [3/4]

Developer Comment: Reducing Thor’s Cost should give players more flexibility when they play him, and also allow more time to draw Mjolnir.

5-COST CARD UPDATES
  • Abomination: [5/8] -> [5/9]
  • Aero: [5/6] -> [5/8]
  • Black Bolt: [5/7] -> [5/8]
  • Blue Marvel: [6/4] -> [5/3]
  • Devil Dinosaur: [4/0] -> [5/3]
  • Gamora: [5/7] On Reveal: If your opponent played a card here this turn, +5 Power.
  • Klaw: [5/4] Ongoing: The location to the right has +6 Power.
  • Red Skull: [5/14] -> [5/15]
  • Ronan: [5/0] Ongoing: +3 Power for each card in your opponent’s hand.
  • Spider-Woman: [4/4] -> [5/7]
6-COST CARD UPDATES
  • Agatha Harkness: [6/13] -> [6/14]
  • Hulk: [6/11] -> [6/12]
  • Onslaught: [6/6] -> [6/7]
  • Spectrum: [6/4] -> [6/5]
  • Ultron: [6/8] On Reveal: Create four 1-Power Drones at each other location.

Developer Comment: Many of our 5 and 6-Cost cards don’t quite live up to their lofty Energy Costs. We’d also like to give our 5-Cost cards some more identity, as many of them at the moment have rather simplistic effects compared to many of the other cards in Snap. We’re making a suite of balance changes targeted at the 5 and 6 Cost range to help some cards that are underperforming, and provide some more interesting options at 5 Cost.

LOCATION UPDATES

  • Attilan: After turn 3, shuffle your hand into your deck. Draw 3 cards. 

Developer Comment: We believe that moving Attilan’s trigger to the end of turn 3 will make it clearer to players, as they’ll be able to easily tell that they have until turn 3 is over to use up their hand.

  • New Location – Necrosha: Cards here have -2 Power.

Developer Comment: Klyntar has been replaced with Necrosha.

 

Bug Fixes

In-Match Fixes
  • Cards should now be less likely to show up black/blank/empty during matches.

Developer Comment: We fixed the main bug where bunch of card art would suddenly turn black in the middle of a game! We are still on the look out for other ways card art could show up black.

  • Fixed an issue where Lechuguilla or Korg adding rocks to hand could cause clients to freeze.
  • Fixed a bug that should prevent Deathlok visual effects freezing some devices.
  • Players can now retreat if your opponent plays Daredevil on turn 5 and snaps.
  • Fixed a bug where two friendly Daredevils would result in their effect being canceled.
  • Wong’s ability now functions correctly with Onslaught if Onslaught is played after Wong.
  • On Reveal effects triggered by Odin are now doubled by Kamar-Taj.
  • Improved speed of Ka-Zar and Blue Marvel’s abilities when they update card power.
  • Fixed an issue where Domino can get stuck in your hand after you’ve played her.
  • Fixed an issue where Hulks created at Gamma Lab retained modifiers from before transformation. Gamma Lab now turns token/spawned cards into Hulks properly.
  • Fixed an issue where The Peak did not visually change the power of some cards.
  • Xandar VFX activation cleaned up
  • Falcon VFX now moves when Falcon moves
  • Fixed an issue where cards could go invisible in-hand when switching hands with your opponent.
  • Limbo VFX should no longer appear if the game is already over when the location is revealed (if Dark Dimension or Invisible Woman is in play).
  • The opponent’s cards in the top-right of the rightmost location should now be easier to tap to focus.
  • Mister Fantastic no longer plays VFX if he is played on the only location remaining (if Worldship is in play).
  • Slightly adjusted the End Turn button’s readability and transitions.
GENERAL FIXES
  • Fixed an issue where auto-pushed season rewards could soft-lock the client.
  • TVA no longer prevents missions from completing correctly.
  • Death’s body is no longer missing on her base card art.
  • Collector’s Cache/Reserve images no longer disappear when scrolling the CLTR.
  • Swiping through cards in the collection no longer closes the card instead of moving to the next card.
  • Pasting a deck if you do not own all the cards will now create a deck with the cards you do own for that copied deck.
  • Players should now get credit for completing the “Win Matches with a Snap” mission when their opponent snapped (it was being counted only when the player snapped).
  • Season Key Art should now show up again on Android
  • Android “Back” button should now take you to the main screen if used in the Shop and Collection screens.
  • Many bug fixes for various card and avatar art (this may cause your game to re-download some assets).

Patch Notes – August 9, 2022

 

Developer Note

NEXUS EVENT COMPENSATION

With this patch, any gold you’ve spent on Nexus Events will be returned. Additionally, the Jane Foster base card has been granted to ALL players regardless if you participated in Nexus Events. For new accounts created after this patch, Jane Foster is available in Pool 3.

Thank you for your feedback and sticking with us as we continue to improve the game. We have big dreams for the future of MARVEL SNAP – we want to build a game that’s here to stay and players love! To do that, we’re exploring fair and fun ways to add new cards to the game. As we test new monetization features, we’ll strive to provide value and create a player-friendly experience. We don’t have all the details quite yet, but we’ll be hard at work until we do.

 

General Updates

COMPENSATION OVERVIEW

  • Any gold players spent on Nexus Events has been returned.
  • Jane Foster: The Mighty Thor base card has been granted to all current players. (For new accounts created after this patch, Jane Foster is available in Pool 3.)

GENERAL

  • You can now see your opponent’s card backs in the matchmaking screen
  • Season Pass Experience gained from Matches now has the same rules as Missions. You no longer gain Season Pass Experience from Matches if you retreat on turn 1, 2, or 3, unless your opponent snapped.
  • We now allow a player to retreat when an opponent “Snaps back” in the same turn.

ART & VFX UPDATES

  • Updated card visual effects for Colossus, The Collector, Black Widow, Arnim Zola, and Cerebro.

AUDIO UPDATES

  • Updated sound effects for Human Torch (voice-over) and The Collector
  • Added variety to the in-game announcer “Snap” voice-over

 

Card Updates

BALANCE UPDATES

  • Collector – [2/1] When a card enters your hand from anywhere (except your deck), +1 Power.

Developer Comment: The Collector’s ability to gain power rapidly in many decks is a bit too out of control, especially at his Cost. We are reining him in with an adjustment to his Power gain potential.

  • Colleen Wing [3/5] -> [2/4]

Developer Comment: Colleen Wing has been buffed to maintain the Energy curve of discard cards with Hellcow now at 4 Energy.

  • Hellcow [2/6] -> [4/6]

Developer Comment: Hellcow is clearly a very strong card, so as we considered what direction to take her change we decided to adjust the curve of discard effects and how we cost them. Discarding two is now clearly a beneficial effect, so we have moved Hellcow’s “discard multiple” effect up to 4-Cost to nerf her. We are also subsequently buffing Sword Master and Colleen Wing to 3-Cost and 2-Cost respectively to maintain our curve of discard cards and help the two out.

  • Kingpin: [3/4] When a card moves here on turn 6, destroy it.

Developer Comment: We believe that this update to Kingpin will make his functionality more clear, and give players more flexibility in when to play him to capitalize on his payoff.

  • Lizard – [2/4] -> [2/5]

Developer Comment: Lizard’s performance was extremely weak, so we are giving him an extra power to help him out.

  • Nakia – [3/1] On Reveal: Give 2 cards in your hand +2 Power

Developer Comment: Nakia had the potential to give massive amounts of power that players could reliably play out by using low Cost cards. We are nerfing the number of cards she will buff in order to keep this ability in check.

  • Rescue[4/4] On Reveal: If you play a card here next turn, +5 Power.

Developer Comment: Rescue’s performance is very weak right now, so we are adjusting her down to 4 Cost and 4 base Power to make her more competitive.

  • Sword Master [4/7] -> [3/6]

Developer Comment: Sword Master has been buffed to maintain the Energy curve of discard cards with Hellcow now at 4 Energy.

GENERAL UPDATES

  • Jane Foster: The Mighty Thor has been added to Pool 3.
  • Wave has been added to Pool 3.
  • Jane Foster can now appear from effects that add random cards, such as Agent 13 or X-Mansion.

 

Bug Fixes

  • Fixed an issue that would sometimes cause mysterious “small cards” to be visible after upgrading Cards from Common to Uncommon
  • Fixed an “Aw, Snap” soft lock that could happen when playing Scarlet Witch on Nidavellir
  • Added the missing milestone reward chests in the Missions screen

Patch Notes – July 29, 2022

 

Developer Note

Since last week, the team has been absorbing all your feedback regarding Nexus Events and we’ve been working towards finding the best solution. To that end, this update removes all future Nexus Events from MARVEL SNAP. (The “Test your Might” Nexus Event will end at its scheduled time on Monday, Aug 1 @ 8PM PT.)  Additionally, we’ve reverted the change to credit bundle purchases that came with the Nexus Events update – you can again use gold to purchase multiple credit bundles in the shop each day. These changes are just a first step that we could implement quickly. We’re continuing to work on the path forward and plan to keep you updated along the way. Thanks for all your feedback and discussion as we continue to iterate and improve the game!

 

General Updates

  • Removed all future Nexus Events from the game. (The “Test your Might” Nexus Event will end at its scheduled time on Monday, Aug 1 @ 8PM PT.)
  • Reverted the change to credit bundle purchases that came with the Nexus Events update – you can again use gold to purchase multiple credit bundles in the shop each day.

Collection Level Evolution

 

One piece of feedback we’ve been getting is that the Collection Level past 1000 feels… not so great.  Part of it is the mystery rewards that have no bad luck protection.  Part of it is looking into the future and knowing it’ll be a long way until you unlock your next new card. And it gets really rough past CL 1500 where every new card takes 96 Collection Level to earn.

We’re going to try a new system in our 3.0 patch that attempts to improve the experience.  Starting at CL 500 we’ll begin dropping a Collector’s Cache.  Collector’s Cache will have a 50% chance to have a new card, and a 50% chance to get gold, credits, or boosters.  The amount of currency you get is significantly more than the mystery rewards we had before.  GONE are the days of 50g at a time; now if you happen to roll gold, you’ll be getting 150 gold.  (Yes, that’s 3x more gold!) Or, Instead of 100 or 200 Credits, you’ll get 150 or 300!  (Yes, that 50% more!)

Collector’s Cache

 

At CL 1000, instead of Collector’s Cache, every 12 levels you’ll get Collector’s Reserve.  These boxes have a 25% chance to get a new card, a 25% chance to earn a new cosmetic reward (like a variant or avatar), as well as even MORE currency than Collector’s Cache, like 200g, or 200-400 Credits.  Not only does this represent a huge increase to the amount of currency we’re giving out, it also means we’re significantly increasing the number of variants players will get from the Collection Level road.

Collector’s Reserve

 

What does this mean for how often you’ll get new cards?

Until about CL 1500, it’ll be about the same pace.  It’ll be a bit more random, but we have bad luck protection in place that will make sure everyone who has the same Collection Level will have almost exactly the same number of unique cards.  We want it to be surprising and exciting, but also fair.  AFTER CL 1500 is where we’ve made the biggest change.  Compared to the previous patch, you’ll be unlocking cards twice as fast as before.  This is a massive speed-up, that we hope really reduces the feeling of it being a “slog”.  It means that completing an entire collection of every card will occur much faster than before.

These are exciting changes that we think players are really going to love.  Please keep the feedback coming – we know we still have a lot of work to do as we get ready to launch the game globally, and we’re counting on y’all to help us make MARVEL SNAP the absolute best game it can be!

– Second Dinner

 

Patch Notes – July 19, 2022

Patch Highlights

  • We’ve introduced a new feature, Nexus Events! These are limited-time events that offer new cards, variants, avatars and more! Nexus Events are available in the Shop and can be purchased with Gold. (Read the event detail blog for more information!)
  • Weekly Mission system has been completely overhauled allowing players much more flexibility on when & how they’d like to earn rewards. 
  • Update to the Collection Level Road (CLR)! We’re changing Card and Mystery Rewards in the CLR at Collection Level 500+ to Collector’s Caches and Collector’s Reserve Caches. This will cause players to get significantly more credits, gold, and variants, as well as doubling the pace of card rewards for players above 1500 Collection Level. (Read the deep-dive blog for more information!)

We’re continuing to test, iterate and improve – please keep sharing your thoughts and feedback!

 

General Updates

NEW FEATURE: NEXUS EVENTS

  • Nexus Events are limited-time events that offer new cards, variants, avatars and more! They are available in the Shop and can be purchased with Gold. (Read the event detail blog for more information!)

GENERAL

  • Collector’s Caches: We’re changing Card and Mystery Rewards in the Collection Level Road at Collection Level 500+ to Collector’s Caches and Collector’s Reserve Caches. This will cause players to get significantly more credits, gold, and variants, as well as doubling the pace of card rewards for players above 1500 Collection Level.
  • Card Emojis! You can now leave emoji responses on cards after they’ve been played!
  • Card Upgrade visuals and sound effects have been updated. Check it out next time you upgrade any of your cards!
  • Season Cache: Season Rewards for level 51 and beyond have been updated to the Season Cache, which can contain credits, boosters, or sometimes even gold and variants!
  • Since we are adding so many other ways to purchase Credits in this patch, Credit purchases in the Shop are now limited to one purchase per day for each tier. 
  • Added Tier Title to your rank in the Ranked Rewards menu to make it easier to understand your current rank.
  • Added “Report a Bug” feature to the Settings menu that allows players to directly report bugs in-game!

MISSIONS

  • Weekly Rewards have been split into more pieces and we’ve changed the system to allow for more flexibility – as long as you complete 35 Daily Missions in a week, you can claim all the Weekly Rewards!
  • Fancy new UI to make it easier to claim Daily and Season Missions with less taps.
  • To add even more flexibility to complete the Weekly Mission, you can now use gold to buy an extra Mission Refresh, up to 3x a day.
  • Added handy notifications that you’ve made progress towards Missions on the main screen after a match.
  • We’ve made an update to Mission Rules. You only retain Mission progress:
    • If you’re in a tutorial
    • Upon completing a game (all turns played)
    • When retreating after your opponent Snaps
    • When retreating after Turn 3 (but not on Turn 3)
    • If your opponent retreats, but you didn’t

ART & EFFECTS UPDATES

  • Updated card visual effects for Blue Marvel and Doctor Strange.
  • Updated location visual effects for Atlantis and Nidavellir.

AUDIO UPDATES

  • New card sound effects for Forge, Morph, Nova, Okoye, Strong Guy, and Scarlet Witch.
  • New location sound effects for Atlantis, Danger Room, and Nidavellir.
  • New sound effects added for Collection Level Road.

 

Card Updates

BALANCE UPDATES

  • America Chavez – [6/10] -> [6/9]

Developer Comment: America Chavez sees a very high amount of play in various deck archetypes right now. We are nerfing her Power down to make other options more enticing.

  • Crossbones: [4/8] You can only play this at locations where you are winning.

Developer Comment: This is mostly a wording change. It only really affects Crossbones’s interaction with Bar With No Name. We think this new text will make the card clearer and easier to understand quickly.

  • Ebony Maw – [1/6] -> [1/7]

Developer Comment: We are giving Ebony Maw a bit more Power to make playing around his heavy limitations more rewarding.

  • Ghost Rider – [3/3] -> [4/3]

Developer Comment: Ghost Rider will often be an outlier in Power due to the amount of Power he can ‘cheat’ out. We are nerfing his Cost to make his resurrection come at a higher price.

  • Hulkbuster – No longer grants his Cost to the attached card

Developer Comment: Hulkbuster affecting Cost turned out to be largely unexpected by players. After further consideration, we believe this update will create more interesting and exciting gameplay and deckbuilding experiences for players.

  • Jubilee (OLD: On Reveal: Play the top card of your deck to this location.) NEW – On Reveal: Play a card from your deck to this location.

Developer Comment: Jubilee’s previous functionality had some unintended interactions with America Chavez, causing her to frequently pull Chavez, creating a near-guarantee “4 energy for 11 Power” play, which was not desired nor intended.

  • Ka-Zar – [4/5] -> [4/4]

Developer Comment: Ka-Zar tends to give a bit too much Power right now, so we are taking his base Power down a notch.

  • Okoye – [1/1] -> [2/2]

Developer Comment: Okoye as a 1-Cost proved to be too powerful as an opener, so we are nerfing her to a 2-Cost and giving her a little extra Power.

  • Scarlet Witch – [1/2] -> [2/3]

Developer Comment: Scarlet Witch is a bit too good at working around location selections right now. We are making her powers a bit more costly to preserve the stability of our locations from her reality warping.

  • Scorpion – [3/3] -> [2/2]

Developer Comment: Scorpion is a rather weak card right now. With this change, players should have much more freedom in how they utilize him.

  • Strong Guy – [2/3] -> [4/4]

Developer Comment: Strong Guy was a very clear outlier in his power as a 2-Cost card. We also want him to be more of a build-around card to provide an “empty hand” avenue in the discard archetype, so we are increasing his Cost and giving him a small Power boost to compensate.

  • Killmonger and Sandman – Available earlier on the Collection Level Road

Developer Comment: We like to make sure players have tools to counter major strategies before they get too deep in the Collection Level Road. We hope that moving these cards earlier in the collection level road will give players more options to deal with low-cost go-wide decks in the earlier stages of collection.  If you’re already deep in the road and haven’t found these cards, your next 2 cards will be Killmonger and Sandman.

GENERAL UPDATES

  • Thor can now appear from effects that add random cards, such as Agent 13 or X-Mansion.

 

Bug Fixes

  • Attempting to fix an issue with getting stuck on Waiting for turn if no cards are played.
  • Navigation Bar notification for upgradeable cards in the Collection does not show unless you also have enough Credits to upgrade the card.
  • Lots of card art fixes!
  • Lots of fixes for the Collection Level Road!
  • Fixed several card and location VFX that played to the incorrect place on the screen.
  • Filtering to cards while editing your deck no longer causes the cards to be grayed out.
  • Improved the power update calculation speed of several cards (eg: Devil Dinosaur).
  • Turned down the brightness on the Booster icon.
  • Morph should now display properly after turning into another card.
  • Fixed several location VFX that don’t move if the locations are shuffled.
  • Miniaturized Lab now displays properly on Android.
  • Lemuria should now use the correct art.
  • Fixed America Chavez/Domino with Weirdworld not working correctly.
  • Fixed a bug where location power would not update correctly after resolving Green Goblin or Hobgoblin in a location with Professor X.
  • Renamed Ultra Legendary rarity to Ultra.
  • Adjusted spacing between decks in card Collections.
  • Fixed an interaction between The Collector and Sabretooth that would cause a crash.

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