As Marvel SNAP has ended its beta phase and opened up the multiverse for all of our existing variants on Tuesday, October 18, it also made sure to bring along a set of special login rewards to celebrate the launch week. As we're approaching the final days of this initial event, there is no better time to join in and try the game out for yourself - or, if you've been playing solely through Steam, to keep your mobile device at hand and remember about accessing the Inbox feature.
Launch Week Celebration Rewards - Almost As Advertised
If you play largely on mobile, you've probably stared at the featured graphic numerous times: it's rather hard to miss! And we've also made sure to mention this already within our section of special tips for beginners. But as it turned out, not everything was set to be exactly as it appeared.
So far, Day 4 and 5 had their rewards switched.
Most everyone expecting their Day 4 reward to be the highly desirable 30 boosters for a random character card was in for a surprise when instead only 50 measly credits were found within the inbox. Which - according to MARVEL SNAP's official Discord - was all due to an accidental switch.
The boosters did indeed arrive on Day 5 and - with the way these Launch Celebration reward countdowns seem to operate - should be available until 9 AM Pacific on this very Sunday (12 PM Eastern, 6 PM CET). Past that point we'll be entering the penultimate Day 6, which once again is not very exciting (unless there is another accidental switch). Then the final Day 7 will have the rarest of currencies in store with 50 Gold up for grabs - that's the one you definitely don't want to skip!
No Mailboxes on PC
The Steam store version of MARVEL SNAP temporarily suffers from being branded as 'Early Access', thus not being the most convenient choice to play the game. Things probably won't be as awkward moving forward (unless there is some form of login reward every week, unlikely as it would seem), but the Inbox feature not being currently available on PC is all kinds of problematic for anyone not fond of having to deal with Android or iOS devices.
Still, there is no other choice when it comes to collecting these rewards, and there is only so much time to do so (consider it our second warning/reminder of the kind!). In fact, the freebies from the first two days have already expired, and the third package is set to do so before long. At least the promo Hulk/Iron Man variants aren't going anywhere anytime soon - although once again, that's been a privilege reserved for mobile users only (or emulators, if we're being nitpicky).
Hopefully you didn't forget to claim anything!
There is no exact countdown to follow as you can see: the expiration date will simply just state "Today" - regardless of whether there are 23 hours or only 2 hours remaining. As mentioned above, this switch tends to occur by 9 AM Pacific (12 PM Eastern, 6 PM CET).
If you haven't yet installed the mobile version of Marvel SNAP and so far have only played on PC, it's worth noting the game keeps track of your progress and daily logins across all devices: as long as you correctly set up one main Google Account for it to follow. It might sound simple, and yet this process has already caused certain players some unfortunate grievances.
Still on the Fence? Give It a Try!
If you're still unsure as to whether MARVEL SNAP might be the right game for you, there is really not going to be a better time than today (and/or Day 7) to take the plunge and find out for yourself. Otherwise you might later regret missing out on the opportunity to collect some free boosters and gold when you could've easily done so by just logging in (there is no indication that anything would be counted retroactively). The small amount of credits isn't such a big loss at the end of the day, as you can routinely earn up to 500 of those daily just due to regular missions plus the shop bonus.
So far the community response and early reviews have been notably positive, and the Second Dinner team with Ben Brode at the helm is certainly very ambitious in their hopes of reaching the actual masses of Marvel fans and turning them into devoted followers. We're not going to ponder the question whether this fast-paced card battler might actually rival the largest of them all that generally likes to take its time (ahem, Hearthstone) this early on, but every card game fan might wish to be keeping an eye on SNAP's ongoing development.
How long and how much have you been snapping on either mobile or PC, or perhaps both? Have you managed to collect all of the free rewards so far? And if you're still hesitating, what would it take for you to give MARVEL SNAP a try?
Comments
This is the second time I've seen an OOC article call boosters more desirable than credits. Is this a long-running inside joke, or do you truly believe that? The universal opinion on Reddit was that people were excited to get credits instead of boosters, and disappointed when that was corrected the next day.
It's not even a matter of belief, just simple facts. And for a player who is just starting out on their journey, more than likely to be true. Going by how the game itself values boosters and credits where it even gives you 50 of the latter for free daily from the shop, we can clearly tell that 30 boosters > 50 credits. It's the same on the Collection Level where (initially) you get 25 credits for every 5 boosters. But there isn't one ultimate answer, actually.
To elaborate: this is very much going to depend on the type of player you are or plan to be long-term. Reddit in general = more dedicated, grinders, hardcore, etc. But the majority of audience for such games tends to generally skew toward a far more casual crowd (we've seen as much with Hearthstone and the likes), whose time spent is in turn considerably limited. If you're knocking out dozens of games every day, you will be swimming in boosters. But if you aren't (but keep up with most daily/weekly missions), the opposite will be true. As it stands, there is a certain average you would need to hit daily for these scales to outweigh one another.
So all the usual advice you'll be seeing from streamers (there might be exceptions) and very engaged players will typically be the kind of advice based on their own perspectives and experiences, living and breathing Marvel Snap. Not necessarily applicable to mere mortals just hopping in on the side and occasionally playing a small-ish amount of matches. People who play a lot conveniently tend to forget how it might be like for somebody doing half of what they do, or even a third or a fourth (at best).
I can tell you some staff members here have seemingly now counted games well over hundred(-s), and so far I've managed but a fraction of that amount. But we've all had the same amount of daily missions/weekly challenges and refreshes available (i.e. credits). In the end, time might not be a clearly visible in-game resource, but it's the one that always ends up being the most important.
Mind that I'm not even mentioning all these people who might be willing to pay more/some while actually playing less (for them money being less valuable than their time), and aside from the Season Pass they can only really buy gold to turn it into credits and card art variants, but not boosters. And that's also the audience the game is currently banking its entire business plan on.
Thanks. I'm still swimming in credits now, but I've been planning around the assumption that I'll eventually run out. I'm "only" playing about 20 games/day, though, so if I keep up that pace maybe I'll hit the sweet spot where they even out.
Mmm, "only" indeed. I'd actually consider 20 games/day to still be quite a lot - depending on who we ask ;). So you might very well be in the category of players for whom saving up the credits might be a good idea long-term, since the later upgrade tiers require such a considerable amount (although I suppose as long as you keep earning new cards/variants at a good pace and playing with them to grab some boosters, there will be a lot of Uncommon/Rare upgrades yet to come). I definitely don't question the validity of that advice, I'd only question the claims of it applying to everyone regardless of their commitment to the game.
Of course this is only the first week, with things being so fresh and exciting. I'd expect the daily game average might eventually drop for many. There are still other factors to consider (not missing out on missions, completing season pass chapter tasks, owning a pass vs not and staying F2P, etc.) that make this whole credits/boosters math a lot more complicated. Heck, even the number of boosters we get for winning/losing and personal/opponent retreats (plus which turn these things actually happen) introduces extra variance.
I've mainly been playing when I can accumulate 5-6 missions, just not to waste any (occasionally I'll be very daring and go for it when I have 3-4, since there is always that chance of not being able to log in for the next two resets). Not sure what my daily game average was/is, but there is a very good chance it's not even in double digits at this point. I'd love to be able to play more, just time wasn't on my side seeing as I also try to keep up with Hearthstone. And I wouldn't be surprised if there were even more casual players out there (and plenty of them) for whom just a handful of Snap games done over 30-40 min will be considered much; maybe not even an everyday sort of thing.
I did some quick research, and it does look like the sweet spot is about 70 rounds of play per day. (Since you earn one booster per round that the game lasts.) You want to earn about 10 credits per booster, since that is the consistent ratio for most levels. The one exception is that the first upgrade for a card costs 5 boosters + 25 credits. (And since you keep getting variants and splits that let you repeat that cheap upgrade, it's hard to tell what exact ratio you want.) If you complete 3 easy quests (50 credits each), 3 hard quests (100 credits each), and take the free 50 credits in the shop, that's 500 credits/day. The weekly quest is another 1350 credits total. On average, that's enough credits to pay for about 70 boosters earned from play.
Outside of those resources from playing and quests, things seem to be balanced around a 10-to-1 ratio. At first, the collection level track gives you 25 credits and 5 boosters for each new card. That's a bad ratio, but I guess it works out since you can spend it on the first upgrade for that new card. Eventually, you switch to collector's caches and collector's reserves, which have a consistent 10-to-1 ratio. The paid season pass actually gives a bit too many boosters for the credits. Since I bought it, I can no longer see which tiers were free. Because the paid pass gives you so many boosters for the new cards, I expect that the F2P players actually get a higher ratio of credits.
Didn't knew about such a feature, were playing for some days, luckily in my box were rewards for previous days.
Ty for the post.
Well, I like the game, but so far it's forcing me to install it on my phone AND make a google account just to actually enjoy it fully. That seems sort of intrusive and unfriendly to me. Also, attempting to link it via PC afterward has so far been completely unsuccessful - nothing happens, and the support team has thus far ignored e'mails.
In the end I have my PC and Android phone in sync. My very initial experience, maybe helps:
- I started on PC, missed to click the android connect link at the very beginning
- Had a rant about it because after tutorial starts you can't go to any menu or exit, so can't connect anymore to google => end task and I said I will not play this, lol :D
- Whatever, a day later I continued on PC: after tutorial ends menus appear on PC version, and I could connect to my google account (PC)
- I played on PC, then I found out that Inbox collecting and the event can't be done on PC: I installed it on phone and connected to the same google accout
- and that is it: the accounts are clearly on sync: I play mostly on PC, I use the phone to collect the things from Inbox and track the event
- Amazing game with great potential!
That is really unfortunate to hear. Yeah, while logging in via gmail might be more convenient for some, I can see how ppl without it might not like it too much. Then again, think of it as an account you would have to make for the game anyways, so imho not that big of a deal in the end.
The inability to link your account on PC is quite bad tho. Have you tried to verify integrity of game files via steam, or to reinstall it?
As far as I can tell, I'm gonna just have to disregard everything I did on my PC, start over elsewhere, maybe redo in on PC and link it immediately, and just hope it works. . . or i just give up on the game now because I'm so annoyed by it. I've now done that stupid tutorial 3 times.
That must be really frustrating, from the forum thread and Steam advice I was hoping you might've found a way by now. As I understand, the correct order should be: you set up a Google Account (make sure it's active via Google features/gmail), log on the client/computer where you have the most progress and actually played the game so it's always past tutorial, then from its options attempt to sign into said Google Account (which should be detected). Then afterwards use this same mail/account for your mobile version of the game once past tutorial there (don't accidentally allow it to create a new, separate one), at which point the progress between devices should be synced.
Release day I started on my phone then booted up Steam later, and I didn't have to run the tutorial twice. Obviously too late now for the OP, but for anyone else reading this, I would suggest making your account on the mobile version if possible and jump to Steam/PC after. Maybe I got lucky - not sure - but IIRC it immediately gave me the option to sync to my Google account.
Sorry you had such a frustrating experience, OldenGolden :(
Yeah, being unable to link acc before tutorial is upsetting as well. I unlinked my acc just to see what happens on another device (that was on launch day) and had to sit through it again. Thankfully I was able to link it back.