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New Character - Mister Fantastic (The Maker) 4*



Health & Match Damage


Feeder Flow


Abilities

[h3]Ability: The Ultimate Future[/h3]
Color: Blue
AP Cost: 7

One Universe. One Future. The Maker’s work begins, and he can do better. Select a non-friendly tile to convert into a 4-turn Countdown tile that increases Progress by 5, then deals damage equal to the current Progress and it converts a random enemy special tile to a new copy of itself.
(PASSIVE) Mr. Fantastic starts with 25 Progress. Whenever he makes a non-Attack special tile, create a strength 49 Attack tile. This Passive is always unlocked.

270: Create a 4-turn tile. Increase Progress by 9. Start with 47 Progress. Create a strength 94 tile.
370: Create a 4-turn tile. Increase Progress by 19. Start with 99 Progress. Create a strength 198 tile.

Level 2: Create a 3-turn tile. Increase Progress by 20. Start with 35 Progress. Create a strength 68 tile.

  • 270: Create a 3-turn tile. Increase Progress by 36. Start with 66 Progress. Create a strength 131 tile.
  • 370: Create a 3-turn tile. Increase Progress by 76. Start with 138 Progress. Create a strength 276 tile.
Level 3: Increase Progress by 90. Start with 45 Progress. Create a strength 88 tile.

  • 270: Increase Progress by 162. Start with 84 Progress. Create a strength 168 tile.
  • 370: Increase Progress by 342. Start with 177 Progress. Create a strength 355 tile.
Level 4: Create a 2-turn tile. Increase Progress by 160. Start with 64 Progress. Create a strength 126 tile.

  • 270: Create a 2-turn tile. Increase Progress by 288. Start with 121 Progress. Create a strength 241 tile.
  • 370: Create a 2-turn tile. Increase Progress by 608. Start with 254 Progress. Create a strength 508 tile.
Level 5: Increase Progress by 370. Start with 104 Progress. Create a strength 203 tile.

  • 270: Increase Progress by 666. Start with 195 Progress. Create a strength 390 tile.
  • 370: Increase Progress by 1406. Start with 411 Progress. Create a strength 822 tile.



[h3]Ability: Children of Tomorrow[/h3]
Color: Black
AP Cost: 6

Richards and the best and brightest of his followers sequester inside The City for years while only moments pass outside. What marvels and horrors will emerge? Remove all friendly Attack tiles, increasing Progress by 195 for each one removed, then convert a friendly City tile into a Fortified Attack tile with strength equal to the current Progress.

(PASSIVE) At the start of the Battle and Mr. Fantastic’s turn, if one does not exist, create a 1-turn Fortified City Repeater tile that increases Progress by 15. While a friendly City Repeater tile is on the board, all friendly Attack tiles have bonus strength equal to the current Progress.

270: Remove all friendly Attack tiles, increasing Progress by 374 for each one removed. Increase Progress by 28
370: Remove all friendly Attack tiles, increasing Progress by 784 for each one removed. Increase Progress by 60

Level 2: Increase Progress by 23

  • 270: Increase Progress by 42
  • 370: Increase Progress by 90
Level 3: Increase Progress by 34

  • 270: Increase Progress by 63
  • 370: Increase Progress by 135
Level 4: Increase Progress by 57

  • 270: Increase Progress by 107
  • 370: Increase Progress by 229
Level 5: Increase Progress by 103

  • 270: Increase Progress by 193.
  • 370: Increase Progress by 413.



[h3]Ability: Comes in Slices[/h3]
Color: Purple
AP Cost: 6

Spread across the multiverse, Richards plans never stop and he can find any tool he needs. Deal 83 damage and select up to 2 basic tiles, converting Blue, Black, and Purple tiles to Strike tiles and Red, Yellow, and Green tiles to Protect tiles, each with strength equal to 10% of the currency Progress.

(PASSIVE) The Maker deals bonus match damage equal to the current Progress. His Repeater and Countdown tiles continue to work while he is Stunned, Airborne, or Away.

270: Deal 160 damage. Strength equal to 10% of current Progress. 370: Deal 336 damage. Strength equal to 10% of current Progress.

Level 2: Deal 111 damage. Strength equal to 15% of current Progress.

  • 270: Deal 213 damage. Strength equal to 15% of current Progress.
  • 370: Deal 448 damage. Strength equal to 15% of current Progress.
Level 3: Deal 138 damage. Strength equal to 20% of current Progress.

  • 270: Deal 267 damage. Strength equal to 20% of current Progress.
  • 370: Deal 560 damage. Strength equal to 20% of current Progress.
Level 4: Deal 277 damage. Strength equal to 30% of current Progress.

  • 270: Deal 533 damage. Strength equal to 30% of current Progress.
  • 370: Deal 1120 damage. Strength equal to 30% of current Progress.
Level 5: Deal 553 damage. Strength equal to 50% of current Progress.

  • 270: Deal 1067 damage. Strength equal to 50% of current Progress.
  • 370: Deal 2240 damage. Strength equal to 50% of current Progress.

Fantastic Four MPQ Takeover

Nova (Frankie Raye) isn’t the only one blazing a trail into MARVEL Puzzle Quest this week as thing heat up with a wave of Fantastic Four excitement! From now until August 17th, log in to join the action and enjoy login rewards, character-specific event quests, and Fantastic Four Season Pass.

[h2]Weekly Login Rewards[/h2]
Log in each week to claim covers for each Fantastic Four family member and strengthen your roster for upcoming festivities. No battles required!
4 Star: Mr. Fantastic (Reed Richards)
4 Star: Invisible Woman (Classic)
4 Star: The Thing (Classic)
4 Star: Human Torch (Jim Hammond)
2 Star: Human Torch (Johnny Storm)

[h2]Character Event Quests[/h2]
Each member of the Fantastic Four will be featured in their character-specific event quests. Complete these challenges to earn Vault Tokens, your key to unlocking exclusive rewards from four dedicated vaults for each character. Inside each vault, you'll find a 1/1/1 set of covers for the featured hero, ISO-8, and a Light Blue costume inspired by team's colors.


[h2]Season Pass: Fantastic Four[/h2]
This season's reward features even more ways to level up your team, granting 1/1/1 covers of each family member. Completionists can also blaze into battle with two exclusive Future Foundation costumes for Human Torch and Mr. Fantastic.
[h2]Fantastic Four Daily Play Vault[/h2]
Use these characters daily to claim your Vault Tokens and unlock special rewards during the Fantastic Four festivities!
Eligible Characters:
Agatha Harkness (Governess) ★★★
Agatha Harkness (Coven Leader) ★★★★★
Annihilus (Classic) ★★★★
Doctor Doom (Classic) ★★★
Doctor Doom (Infamous Iron Man) ★★★★
Doctor Doom (God Emperor) ★★★★★
Human Torch (Johnny Storm) ★★
Human Torch (Classic) ★★★
Human Torch (Annihilus) ★★★★
Invisible Woman (Classic) ★★★★
Kang (Classic) ★★★
Mr. Fantastic (Reed Richards) ★★★★
Nova (Frankie Raye) ★★★★★
Nova (Tanak Valt) ★★★★★
Silver Surfer (Skyrider) ★★★★★
Spider-Man (Bag-Man) ★★
Spider-Man (Classic) ★★★
She-Hulk (Modern) ★★★
The Thing (Classic) ★★★★

New Character - Nova (Frankie Raye) - 5 Star



Health & Match Damage


Feeder Flow


Abilities

[h3]Ability: Gold Comet[/h3]
Color: Green
AP Cost: 6
Create 3 Charged tiles, then Nova goes Airborne for 3 turns.

(PASSIVE) When Nova goes Airborne and at the Start of her turn while Airborne, she deals 199 damage to the enemy team for each Charged tile on the board.

450: Deal 801 damage.
550: Deal 1732 damage.

Level 2: Deal 210 damage.

  • 450: Deal 845 damage.
  • 550: Deal 1829 damage.
Level 3: 221 damage.

  • 450: Deal 890 damage.
  • 550: Deal 1924 damage.
Level 4: Deal 243 damage.

  • 450: Deal 979 damage.
  • 550: Deal 2117 damage.
Level 5: Deal 287 damage.

  • 450: Deal 1157 damage.
  • 550: Deal 2501 damage.



[h3]Ability: Burn Bright[/h3]
Color: Red
AP Cost: 7
Deal 797 damage plus 266 for each Charged tile on the board.

(PASSIVE) At the Start of the battle, create 5 Charged tiles. At the Start of Nova’s turn, remove a random Charged tile. She deals 4.5% increased damage and takes 10% decreased damage for each Charged tile on the board, up to 5 tiles. 

450: Deal 3205 damage plus 1068 for each tile. Deal 4.5% increased damage.
550: Deal 6927 damage plus 2309 for each tile. Deal 4.5% increased damage.

Level 2: Deal 885 damage plus 296 for each tile. Deal 6.0% increased damage.

  • 450: Deal 3561 damage plus 1187 for each tile. Deal 6.0% increased damage.
  • 550: Deal 7696 damage plus 2565 for each tile. Deal 6.0% increased damage.
Level 3: Deal 974 damage plus 325 for each tile. Deal 8.0% increased damage.

  • 450: Deal 3917 damage plus 1305 for each tile. Deal 8.0% increased damage.
  • 550: Deal 8465 damage plus 2822 for each tile. Deal 8.0% increased damage.
Level 4: Deal 1107 damage plus 369 for each tile. Deal 11.0% increased damage.

  • 450: Deal 4452 damage plus 1483 for each tile. Deal 11.0% increased damage.
  • 550: Deal 9622 damage plus 3207 for each tile. Deal 11.0% increased damage.
Level 5: Deal 1417 damage plus 473 for each tile. Deal 17.0% increased damage.

  • 450: Deal 5698 damage plus 1899 for each tile. Deal 17.0% increased damage.
  • 550: Deal 12316 damage plus 4105 for each tile. Deal 17.0% increased damage.






[h3]Ability: Siphon Power[/h3]
Color: Black
AP Cost: 6
Convert up to 4 non-friendly tiles into Green or Red Charged tiles, destroying 1 random enemy AP for each basic tile converted.

(PASSIVE) Nova cannot be Stunned. Whenever an Ally causes a Charged tile to leave the board, deal 487 damage.

450: Deal 1959 damage.
550: Deal 4233 damage.

Level 2: Deal 531 damage.

  • 450: Deal 2137 damage.
  • 550: Deal 4618 damage.
Level 3: Deal 598 damage.

  • 450: Deal 2404 damage.
  • 550: Deal 5194 damage.
Level 4: Convert up to 5 tiles.

  • 450: Convert up to 5 tiles.
  • 550: Convert up to 5 tiles.
Level 5: Deal 709 damage.

  • 450: Deal 2850 damage.
  • 550: Deal 6159 damage.




MPQ State of Unity Update #1

At the point of this blog’s release, many of you have already experienced the Unity engine. A long-awaited and touted milestone in the life cycle of MPQ that we’ve been talking about for years now. We knew it was going to be a bumpy start and wanted to extend our apologies for the poor experience this has been for players. 

We also want to thank everyone for reporting issues that they’ve experienced while we work towards getting things in a more stable place. That stable place means a much more flexible framework for us to continue developing MPQ and most importantly, introducing new features and mechanics to the game. There’s still a ton of exciting possibilities under the Unity hood and we’re confident that this rocky start will be worth it in the future when we start talking about the exciting roadmap of MPQ.

Meanwhile, we really appreciate your patience as we work through this and want to address some of the questions you may have to understand why we decided to pull the trigger on Unity’s launch in its current state. 

Why was Unity released in this current state?
At the beginning of the year, we had to cut back on the live version of the game in order to get the Unity engine to the finish line. This shift was only supposed to take a few months, as the port was making steady progress at that time. However, it has recently created a scenario where sustaining development work on both engines has proved very difficult. This was compounded by the early release of Unity on Amazon and a tech stack with outdated or no longer supported infrastructure. We found ourselves forced into working on two full engines that required equal support vs a fully functional, pared-down old engine while getting Unity ready.

During this time, we also ran a closed beta that helped shape a playable version of Unity, but still had several bugs that needed further optimization. Ultimately, these bugs were identified and prioritized based on our risk tolerance to leave them in during our initial Unity launch or continue several more months of development struggles as mentioned earlier. 

After a few months of testing, we got the build into a stable enough state that would allow us to launch and we’d then start prioritizing pushing out hot fixes as soon as possible. This while also acknowledging that some of it wasn't perfect but needing to get overall development back into a space where we could support four platforms properly instead of essentially double that with two concurrent game engines. What we didn’t anticipate, however, is that some of these bugs which were found during our device and build testing before launch, became far more severe after launch than had been previously observed. And along with the new bugs that appeared after launch, the new engine has definitely started off rockier than we had expected.

Why haven’t you addressed beta or preexisting bugs?
The intent of this first Unity release is to be as close to a snapshot of the original game as possible. This required including all the pre-existing bugs, such as the broken Facebook refer-a-friend, bugged character abilities, and anything else that was part of the original game. Trying to fix things prior to importing into Unity would’ve been a versioning nightmare since the game would constantly be changing, and ensuring that fixes worked on both versions of the game would have doubled our time spent investigating, fixing, QAing, and releasing builds.

When can we expect some improvements to Unity so that it can “remain the same as the current live version”?
Our first order of business upon launch was to identify the impact of known bugs, issue hot fixes, and tackle any new bugs that had surfaced. Unfortunately, the impact of the known bugs is more than we had anticipated, and we’re still very much in the midst of trying to push out as many fixes as we can.

We’re also seeing issues such as account linking and worse than expected performance, which we’re actively working on addressing. Part of that stability will come this week via version R326 on all devices. This release aims to decrease and stabilize the frame rate to 60fps on PC and 30fps on mobile, which will greatly help resolve some performance issues. It also fixes a variant of the black loading screen and brings back the “back" button on Android devices. Most importantly, this release puts all platforms back to one release version instead of two.

What are our current priorities now?
Stability is our number one priority at the moment which encompasses a wide array of elements in the game. From laggy gameplay experiences to broken events, we now have our entire team prioritizing getting the game into a stable state where we can start releasing updates that weren’t previously feasible. Until then, here’s some visibility into some of the priorities we’re focusing on to allow us to start improving on the Unity experience in the immediate and near future.


  • Bugs! Bugs! Bugs! We’re trying to put out as many bugs as we can so please keep an eye out for the latest release notes as more builds get deployed to improve all areas of MPQ, from alliance chat to UI improvements.
  • Memory allocation to help performance on lower-spec devices. MPQ has historically been a low resource-intensive game, but with Unity, there are more resource requirements that we’re working to optimize to minimize the negative impact on less powerful devices.
  • Improved frame rate for less jittering. This also potentially helps improve performance and battery drain on mobile devices. We’ll look to implement an option to select frame rates in the future, but this change should help fix the immediate issues we’re seeing.
  • Smoother screen transitions, which include some animation improvements causing motion sickness in some players. 
  • Improvements to asset streaming to decrease load times.
  • Investigate a batch asset download button that allows players to download all assets at once, rather than streaming them during gameplay. This type of UI and feature option was something not in the original game, and was previously a very tedious process to change.

Lastly, we realize that some of the above things that we’ve pointed out is a bit nebulous in the world of game dev speak and to better explain how we’re handling the launch of Unity, we’d like to invite you to join us on Wednesday July 16th at 10am PST in our official MPQ Discord Server for a State of Unity AMA. Our very own MPQ Game Producer, IceIX will be around for a few hours during our regular work day to answer some of our community's question regarding the state of MPQ's Unity launch and what plans we have to get things back on track after our recent rough start to the new game engine.

If you’re unable to make it for the live chat, we’ll do our best to take some notes and post them as a post-AMA F.A.Q. on our forums. Additionally, please feel free to ask questions in this Steam post and we’ll try to also address them during the AMA. See you then!

[UPDATED] Marvel Puzzle Quest R326 Release Notes (July 17, 2025)

"Carries A Torch..."

  • Fix for Deadpool Daily Crash of the Titans and other completion restricted missions resetting
  • Fixed an issue that sometimes prevented the system navigation bar from being visible
  • Fixed an issue preventing users that had maxed all Supports from having an un-dismissible dialog if they received additional Support Shards. If you were loading into a black screen, this was very likely the reason.
  • Increase the scroll speeds in various locations around the app.
  • Cover Exchange HP costs updated for the following rarities.
    • 1-Star: 75 HP (per cover)
    • 2-Star: 100 HP (per cover)
    • 3-Star: 150 HP (per cover)
    • 4-Star: 300 HP (per cover)
    • 5-Star: 500 HP (per cover)
    • 5-Star Latest Legends: 750 HP (per cover)
Performance optimizations:

  • Implemented stronger framerate throttling/limiting
  • Disabled some unnecessary analytics calls