What’s Up, Supervillains? — an Overview of the Upcoming v0.2.0 Update

Supervillain Labs
Supervillain Labs: EU & AM
8 min readAug 13, 2024

The First Update of Supervillain Wanted!

Date? No.

Update? Yes!

Hello Villains!

In the blink of an eye, two weeks have passed since the launch of Supervillain Wanted. How are you doing so far? We hope that our game has brought you a lot of fun and will continue to do so.

Today, we’d like to give you an overview of the upcoming v0.2.0 update and highlight the biggest changes.

What’s New?

1. World Map

Explore the whole wide world, and discover new dungeons where you can acquire new Villains and Baby Sidekicks!

  • New Villains: Players can target a specific element Villain to farm and make their squad stronger.
  • Baby Sidekicks :Players can farm Baby Sidekicks to equip them in Sidekick slots. They can also participate in Sidekick Races. Babies must be handled with love and care, thus they are not tradable… but wouldn’t it be lovely to see what they could potentially grow up to?

2. Costume Feature

Finally! Your Captain can wear the SuperV Costumes collection. Simply link the game to your SVL account and import the Costume NFTs into the game storage (it’s the same process as importing Sidekicks).

There are three different parts for the Captain’s costumes: Head, Outfit, and Weapon. When the Costume NFTs are imported into the game, the ‘Body’ category Costume will be divided into ‘Head’ and ‘Outfit.’ (The Weapon category remains unchanged.) This system allows you to mix and match different costume pieces to create your own unique look.

This Costume update is primarily focused on quickly enabling players to try out the Costume feature in the game and have fun. For this reason, Costumes imported into the game won’t be able to be exported back to the Account Inventory for a brief period — this is because, to be exported back to the Inventory, the Costume must exist as a whole piece, a feature that will be enabled in the next update, along with the personal shop feature. This gives you a hint that Costumes will be tradable in your personal shop… so stay tuned for the next major update!

Note: NFTs of the SuperV Costumes collection that have been issued as Unique grades will be renewed as Epic grades, in order to keep the consistency with the in-game costumes.

3. New grades of Gears unlocked!

The wait is over! Upgrade your Gear Printer above Lv. 11 to obtain the mighty Mythic & Immortal Gears. Prepare for your adventure, it’s going to be beyond legendary…

Note: Previously accumulated exp on the Gear Printer after reaching the previous max level (10) will be applied upon the new version update.

Mad about Gear Printer Max Level? Witness me upgrading it…

4. Changes in Shop Products

  • Growth Booster Step-Up Packs will no longer be sold.
  • Villain Summon Pack 1–5, Gear Summon Pack 1–5 will be added to the Shop.

5. Increased Security Measures

Since the launch of the game, one of our top priorities has been combating bad actors who spoil the fun for the honest majority of players. Ensuring a fair environment and preserving the honor that our most enthusiastic players rightfully deserve has been at the forefront of our efforts.

Rather than opting for short-term fixes, we are implementing measures designed to address this issue at its core. Starting with the v0.2.0 update, a security module will be applied to help us block attempts to modify the game. We understand that this is not a quick fix for everything, so we will continue to monitor the game for abnormal behavior and sanction abusers accordingly to ensure stability.

Once we are confident that the issue has been resolved, we will reopen leaderboard and ranking content, including the daily mission for Combat Power Contest.

Thank you for your continued support and understanding.

Game Balance

Since the release, we have been carefully collecting and reviewing various feedback related to balance, including growth and stage progression. While some aspects are functioning as intended, there are certainly areas that are not working according to our original design.

Although players have provided a lot of feedback on these areas, rather than addressing each issue individually, we have been working towards an overall adjustment that enhances the intended fun of the game. Balance-related changes will continue to be refined as we monitor gameplay patterns, and the first set of changes will be applied in the upcoming v0.2.0 build.

1. Stage and Growth Balance Adjustments

Our original intention was to encourage players to explore various strategies to increase DPS through different combinations of Villains and progress through stages. However, as players advanced to higher stages, we found that the attack power of regular monsters became excessively high, making survival setups essential and leading to uniform deck compositions.

Survival skills such as heal and shields were intended to be used partially within the squad in order to supplement the combat strategy whenever needed. To prevent players from being forced to focus on survival only, monster attack will be reduced and their HP increased overall. This change aims to allow players to find more diverse combinations based on DPS and pursue time-attack efficiency. Additionally, we will adjust the abnormal difficulty spikes for monsters appearing from Stage 3001 onwards.

Regarding growth balance, we identified two main reasons why it was not functioning as intended: 1) The desire for competition got restricted due to the temporary suspension of the ranking & competition(Combat Power Contest) aroused by client manipulation issues, and 2) the overly linear progression that made gameplay repetitive and less challenging.

To address the first issue, the 0.2.0 build will include security updates and server checks related to reward logic, allowing us to reopen the challenge and ranking content after ensuring the build security.

The second issue will also be addressed in the new update and onwards. Growth related balance will be adjusted to provide a greater sense of challenge, aligning more closely with the original intentions.

2. Villain Balance Adjustments

We have prepared a variety of cute Villains to fight on your side, and we hope you are enjoying the different combinations in your deck. However, we found that some Villains were not performing as originally intended.

  • Spark (Uncommon): Fixed a bug where the heal amount was excessively higher than intended.
  • Lunatrix (Epic): The area stun was too overpowered. After the adjustment, only the primary target hit by the punch will remain stunned, while other enemies within the area will only take damage.
  • Celeste (Legendary): Fixed a bug where the damage numbers were excessively higher than intended.
  • Multi-target Skill Villains: Fixed issues where multi-target skills were randomly functioning, attacking fewer enemies than intended. This has been corrected to work properly (includes Legendary Villains like Naria, Juniper, etc.).

Additionally, there have been some general adjustments and improvements:

  • Cooldown and Damage Adjustments for Legendary Villains: For Legendary Villains that do not have long-lasting status effects, their cooldowns have been reduced by 1–2 seconds, while their damage has been decreased accordingly (thus DPS remains unchanged).
  • DoT (Damage over Time) Skills (Burn, Acid, Moist, etc.): Descriptions for DoT effects have been added (viewable in a mini pop-up in the tooltip). Additionally, the performance of DoT skills has been slightly buffed overall.

3. Light/Dark Villains and Sidekicks

Light and Dark Villains and Sidekicks were designed to be rarer and more difficult to obtain compared to Fire/Water/Wood Element Villains and Sidekicks — Light and Dark ones have a higher opportunity cost for acquisition.

However, their performance turned out to be not significantly different from the other three Elements. so we are going to give them a slight overall boost.

4. Search Ingredients and Recipe Adjustments

The current Search Ingredients & Cook (Villain Recruitment) feature can become quite repetitive as the game progresses, requiring players to gather large quantities of ingredients and grind through tedious cooking levels. The team has been considering ways to make this process more enjoyable.

  • The Search Ingredients feature will now yield fewer Ingredients than before but will provide more other resources needed for overall game progress. However, Ingredients will still have the highest drop rate among the resources that can be collected during the search.
  • While players will be able to cook fewer times, we are going to create an environment where players can acquire a variety of delicious recipes — these will offer players a way to recruit their desired Villains. Crispy Fried Chicken smells heavenly — but it’s about time to lure the Villains with their favorite dishes!

A variety of yummy recipes will be added one by one, and various in-game events will allow players to obtain useful resources, including Exploration Torches. We’ll be sharing more ideas and details about these changes in the upcoming updates!

5. Training Gold Requirements Adjusted

The amount of gold required for each Captain Training section has been reduced for Training levels 8 to 12. Also, Training levels from 13 to 16 have been newly added.

  • Level 13 — reachable from Captain Level 105
  • Level 14 — reachable from Captain Level 110
  • Level 15 — reachable from Captain Level 115
  • Level 16 — reachable from Captain Level 120

Update Rewards

The update will become available on August 14, with the exact time depending on the review process by Apple/Google.

To celebrate the update, we will be giving everyone a special gift:

  • 5-min Time Booster x 300 (reduces 24 hours worth of time)
  • 50 Exploration Torches
  • 200,000 Gold
  • 30,000 Diamonds
  • 1 Legendary Villain

The First Step in a Long Game

This was a brief overview of the first major update for Supervillain Wanted.

Our goal is to create a stable, enduring game that provides enjoyment not just for a short time, but for a larger audience over the long run. We hope that with the changes we’re implementing, we are starting on the right track.

We are extremely grateful to you, our earliest supporters — thank you for making history with us! Your feedback is incredibly valuable, and while the team may seem slow to respond at times, please know that we are listening to your voices and working hard to cook up a balanced dish from all the input we receive.

This is why we’re so eager for the update — we’d like to see if you like what we like! (We all know how important those Likes are.)

The update is just around the corner! Stay tuned, and we’ll see you in the game!

Ever upward!

Wanna talk about Supervillain Wanted with fellow gamers? Join our Discord: https://discord.gg/supervlabs

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Supervillain Labs
Supervillain Labs: EU & AM

We are linking gaming content and user network with the shortest distance.