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Directos's Note #2

06/18/2025

NOTICE

Directos's Note #2

Hello, Villains of Supervillain Wanted!

I’m Sungmo, the Game Director for Supervillain Wanted.

It’s been about a month since I last reached out through a Director's Note, and I’m happy to speak with you again.

Almost one year has already flown by since our Global launch, and everyone involved in Supervillain Wanted—including the entire development team—has been working so hard that we’ve barely noticed the time passing.

First, I sincerely apologize for not yet delivering updates that fully meet your expectations, for the service instability you’ve experienced, and for the lack of a predictable schedule (such as advance notice of update times). Several planned systems and pieces of content have also been delayed.

We carefully read every piece of feedback you share in the in-game chat, on the discord, and through customer support, and we do our best to reflect it in development. Nonetheless, I realize the results have not been satisfactory, and I apologize for that as well.

In today’s Director's Note, I’d like to share the features we’re currently developing and the overall direction we’re taking with Supervillain Wanted.


1. Plaza Update (Target Date: June 25)

Our entire development team is working around the clock to release the previously announced Plaza system next week (June 25).

To offer a richer social-play experience, we’re merging HQ and the Plaza. Because Supervillain Wanted’s original architecture didn’t account for this feature, we had to overhaul our core structure, which proved more challenging than expected.

The good news is that the new foundation is now in place. We’re converting various features into “Buildings,” adding fresh sub-systems, and fine-tuning real-time data syncing with other players (yes—you’ll be able to jump around the Plaza!).

While June 25 remains our goal, unexpected issues discovered during testing could delay the update by a few days. Thank you in advance for your understanding.

Please note: the scheduled Pickup event will still begin on June 25.


2. Costume Exchange (Target Date: June 25)

Up to now, you’ve been able to obtain Costumes through paid bundles, Pickup Exchanges, the Friend-Invite event, and various external promotions.

Starting with the Plaza update, a new Costume Exchange booth will let you trade a dedicated currency—Hangers—for a rotating selection of limited-time outfits.

To prevent power inflation from Costume set bonuses and to support Users who join later, most Costumes (except those from paid packages) will become available through this exchange. Costumes first released via Pickup or other events will return after a set interval so early adopters still enjoy a period of exclusivity.

We’re also working on an extra-special Costume, and I’ll share more details about that a little further down!


3. Sidekick Enhancement & Fusion (Target Date: July 9)

We are preparing to enable Sidekick Fusion directly inside the game.

However, because the feature was originally built as an on-chain system rather than a native in-game tool, extra development time is needed to make it behave identically in the client.

We fully recognize the feedback from Users who find sending out or retrieving Sidekicks inconvenient, and we’re doing our utmost to hit the announced date.

In addition, we plan to introduce a brand-new Sidekick Enhancement system.

While we can’t reveal every detail yet, the core idea is to combine two identical Sidekicks: one is consumed, and the remaining one has a chance to gain an enhancement level.

Because this mechanic can overlap with Fusion, we’re reviewing it carefully and designing it to support a healthy Sidekick market. Once finalized, we’ll update previously issued NFTs so they benefit as well.

Also, when another player enhances a Sidekick of a certain grade or higher, you’ll be able to watch the process live in the Plaza. We’re considering social features such as cheering, and even a system where more spectators slightly boost the success rate.

Our goal is to let everyone share the adrenaline—and the risk—of pushing high-grade, highly enhanced Sidekicks to new heights.

Finally, we’re designing a path that lets you evolve a Baby Sidekick into a C-grade Sidekick (NFT). Because this converts a free-to-play element into a paid one, it may require some premium currency or come with account-based limits.


4. Sidekick & Costume Trading (Sidekick Trading Target: July 19, Costume Trading: TBD)

We’re working on a system that lets you trade Sidekicks directly inside Supervillain Wanted while still supporting the external marketplaces you’re already using.

In-game trades will use a new, special currency and will occur account-to-account within your inventory, so anything you purchase can be sent straight to your wallet the moment the transaction completes.

We’re also exploring a way to trade Costumes through the in-game marketplace. Because the Costume Exchange already exists, and because paid-bundle outfits carry their own value, we need to balance those factors with our NFT policy that requires Costumes to be traded only as complete “packed” sets. Designing a system that feels fun and fair under those conditions is tricky, so we’re not ready to lock in a schedule yet.

While in-game implementation is the goal, we ask for your understanding as we focus on building the most stable and enjoyable social-trading experience possible.


5. Crew Content & Crew Events

Crew content is something the entire development team—myself included—has been pondering deeply. In many games, guild-level battle modes turn into tedious chores, and we’ve often seen guild leaders pour in countless hours only to burn out and quit.

With that in mind, we originally designed our system so that Crews can aim for top rankings through member diligence and the Crew Leader’s management of inactive members, even without direct combat content.

Reflecting this philosophy, we’ve added new Crew-Leader-exclusive items to the Crew Shop. These can be purchased with Medals when a leader consistently manages the Crew well, regardless of its overall ranking.

Still, we understand the feedback that simple check-ins and donations aren’t enough.

We’re therefore exploring competitive or cooperative content and events with rules that prevent the very top Crews from monopolizing all rewards while ensuring that growth differences still matter.

Once the plans are more concrete, I’ll share the details with you in a future Director's Note.


6. Championship Event

The Korean service is about to hit its two-month mark, and next month we’ll celebrate the first anniversary of the Global Launch. To honor both milestones, we’re holding separate Championship Events for KR and WW(Worldwide).

This Tournament will decide the strongest Player in each region, but prizes will be prepared for many participants—not just the champions—so everyone has a reason to join in.

For the two Players who claim first place in their respective regions, we’ll create a one-of-a-kind commemorative Costume. Rather than designing it on our own, we’ll ask each champion for a concept that best represents them and bring that vision to life.


That brings us to the end of this Director's Note.

Thank you for reading all the way through. I look forward to staying in touch with you via future Director's Notes.

We are always truly grateful for your support of Supervillain Wanted.

Thank you!

-Sungmo

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