CapsGame Times #2 - March 2026
CapsGame

And here it is — the fresh March issue of CapsGame Times! Been waiting? Of course you have — it’s a true masterpiece of graphomania and literary craft, seasoned with a complimentary tone and objective analysis!
We didn’t receive any literary awards for the first issue, which is strange, but it was met quite warmly. And we ourselves find the format rather interesting. To reflect once again in text on the path we’ve gone through over the past month, highlight its key moments, and present it in a convenient format — sounds like a good idea worth turning into a tradition
So brew some juice, slice some nuts, and let’s go!
Key News

The most important news of the past month is that we released a small update that shows in the trade notification exactly what was offered to you
Well, we released it — and we released it
Who’s the fairest of them all?

“Flex” — a word that’s been floating around in the heads of the dev squad for the past few months. And for good reason: so many caps, interesting frames, and cool serial numbers — but nowhere to really flex them
Sure, you could do it through staking, but that comes with specific conditions. A bit of a situational flex, you could say
Now, that place is the newly added Player Profile, where the Showcase lets you flex any caps you want, however you want — as long as you have enough CG. And it even applies a Diamond background — beautiful
Speaking of backgrounds. We’ve all grown to love (right?!) the newspaper for its little insider drops. So — yes, more diverse backgrounds for flexing will definitely appear in the project, so you can match something more unique or fitting to each cap. And flex it. Just a matter of time
Also, while we’re at it, we’ve added Achievements display. They were always there, but to learn about them you had to dig through external resources with descriptions. Now everything is clear, visible, and in one place. You can check others’ progress — or flex your own
There are also two hidden achievements. One of them… you’re better off not knowing about. Really. Don’t
And of course, the mysterious Trophies section. That’s where the real flex will be — the kind of flex that out-flexes all flexes. Limited, unique, and with useful bonuses — everything we all love. You’ll see soon
Feel free to guess — if someone gets the first Trophy exactly right, 1-to-1, we’ll reward you with 1000 CG to flex with!
P.S: By the way, does it annoy you too when someone learns a new word and then keeps flexing it all the time?
Well Done Staking

Transparency and clarity — these are the two main principles that led to the idea of updating the current Staking system. Agree, it’s quite difficult to plan collection upgrades when your Pepe and 90s Girls are moving like a roller coaster. But let’s go step by step
All farming is built around four pillars:
- type
- supply (total number of caps in a collection)
- burn percentage (how many caps were destroyed to upgrade others or during events)
- collection age
You can read more in the FAQ, but here we’ll focus on the most important and interesting parts
Type is the foundation. A collection that anyone can get completely for free and one that required you to spend real money and put in effort are not the same. And in between, there are collections where you need to put in some effort — but not too much — or spend a bit, but not always. And so on. As a result, you get the following foundation:
- Premium and Community — rare and expensive collections (sometimes available in small amounts through events)
- Common — completely free (you can buy them if you want, but it’s not necessary)
- Event and Special — free, but require effort to obtain
This separation, together with other farming factors, allowed us to build clear rules and hierarchy. The system isn’t perfect — we admit that. We’ll keep working on it. But the overall shape is becoming clearer
Separately, we’d like to mention modifiers. We wanted the system, despite all its “systemness,” to feel more alive and to be influenced by community actions
That’s why we introduced “Top Market,” “CapsGame Choice,” and “Players’ Choice” There’s also a bonus for new collections and for collections that are obtained through more complex systems.
We’re not stopping here. We’ll keep thinking about how to make it more flexible, clearer, and more engaging. At the very least, we need to clearly display the bonus for completing a collection at a certain rarity. Did you know it exists? Yeah… But it does…
Yeah? How about this?

Officially, Boss Mode was released at the very end of February, but it was already too late to squeeze it into the February issue of the newspaper, so Shredder smoothly rolled over into the March one. And we’ve got something to tell
Initially, in the very first iteration, the boss was supposed to be a pirate, and the battle was meant to take place on a ship deck. But then we thought, “what does a pirate have to do with any of this?” and replaced him with a more canonical villain. But who knows — maybe Davy Jones will make a comeback someday
The mode itself is an improved version of combat based on Combat 2.0, which we talked about in the previous issue. The player assembles a squad of their best caps and tries to defeat the boss, or deal as much damage as possible, since GUM is rewarded for every unit of health taken from the boss
The boss can fight back as well. Shredder, in particular, in addition to being immune to any control effects, deals damage to all your caps at the start of each turn, and Foot Clan soldiers come to assist him in battle
The phrase “Shredder, in particular” clearly hints that there will be other bosses. And that’s absolutely true! We plan to introduce a whole lineup of diverse bosses, each with their own abilities, set of caps, and battlefield. Definitely more interesting than beating up poor Shredder day after day
Boss Mode also features difficulty levels — currently there are 16 of them, from Recruit to Veteran. The difficulty affects the boss’s Health and Attack, the rarity of caps he deploys (and their quantity, by the way), but most importantly — the amount of GUM you get as a reward
At first, we rushed to give you access to the boss as quickly as possible, which meant we overtuned the difficulty, making the progression jumps too sharp. We hope that with more steps added, smoother progression, and the option to “start from scratch,” things feel better now
All in all, in our completely unbiased opinion, the boss battles turned out to be quite interesting and added variety to daily gameplay — and a bit of extra GUM never hurts, right?
We Installed a Monitor

On March 19–20, Capzibit stormed into the game straight from the streets and quite literally made everyone upgrade their caps as part of the new event “Pimp My Cap”
“And made” is not even a figure of speech! Have you seen the number of Points the top players reached in the rankings? There was clearly no getting around it…
The rules were pretty simple: upgrade caps — earn Points. Reach the required threshold — claim your reward. Want more? Or just want to show who the real “pumper” is here? Welcome to the leaderboard
The fight for the top spots was intense. In the very first hours, you barely make it to the 15th reward and think, “Alright, definitely Top 30.” You open the leaderboard and… hello, 200+ place!
After two days of battles in the name of the Chewing Monster, players spent a total of 322 million GUM. The top three spots were taken by OuT, the sky is over, and Tmir, who together invested around 20.6 million GUM — now that’s power!
Capzibit personally shakes hands with such dedicated players and sends respect to all participants!
This is the first “Pimp My Cap” but definitely not the last. The format proved itself well — upgrading caps is much more fun not “just because,” but together as a crowd (friendly or not), and with tasty rewards on top. We’ve also noted areas for improvement and will continue developing existing formats and creating new event formats in the game.
And one more thing: Capzibit asked us to pass along that he showed up at this time not because “the Squad Event is starting soon,” but because his ride was taking longer than expected at the service shop — otherwise he would’ve arrived a week earlier… or even faster
Caps on the Asphalt

Some didn’t know about it, some had heard of it, and some were hoping to take part. And only the battle-hardened veterans of yard showdowns knew — it was inevitable. Just as inevitable as day replacing night. And now it happened. Yard went against yard, no one stayed aside… “Squad Clash” has begun!
In the third event of its kind, players together with their teammates fight for the right to call themselves the best Yard — and to take the honorable top spots in the overall ranking, earning exclusive rewards
At the time of writing, the Squad Clash has only just started — and the CapsGame team doesn’t have a DeLorean. Unfortunately… So all the stories of rises and falls are still ahead of us, and for now we’ll reflect on the format
This time, players were offered not only to jump into one massive all-out brawl (though how could we do without it), but also to engage in multiple local clashes. Ten separate points, 24 hours each — to give that sense of dynamics and the feeling of: “Yes! We captured the spot!”
For now, rewards at each spot are given only in the moment, based on ranking. But already in the next Yard Battle, we plan to introduce a persistent bonus from capturing a spot, which will apply to all members of the Yard until the next redistribution of the district. That’s your insider info
We also wanted to move away from abstract competition and make it something more tangible and narrative-driven. And what could be more natural for squads than fighting over key locations in the district? That’s how the global map appeared — with factories, blocks, and residential areas
Also, the icon of the Squad that takes TOP-1 at a point is displayed upon capture. We really liked that!
Another major update was the addition of TON as a reward — and its distribution based on each player’s contribution, rather than at the discretion of some stingy treasurer. Everything is fair: whatever percentage you contributed to the victory, that’s the percentage you get
We’re still experimenting with the TON reward format and will be watching the results, but we can already say with confidence that we’ll continue developing it, not abandoning it
And finally: yes, this time it turned out to be a “big leagues battle,” where smaller Yards find it hard to break into the top. But in the next Yard Battle, we’ll make sure everyone can participate according to their strength. How exactly — let’s keep it a secret for now
Stonks!

We break down the life of the Market and trading activity in our regular Stonks section
The most expensive cap sold in March was Ton & Jerry (Legend) #422224, which went for 100 TON! Then it came back, by the way. And then it was gone again… Seems like the owner couldn’t make up their mind, and the buyer was kind enough to return it at the same price. Now that’s mutual support!
Not financial advice. Don’t
Another big trade — Halloween (Diamond) #66666 for 33 TON. Valuable, and only for 33… The reseller already listed it for 99. Never crashed, never damaged
Now, if there was something you should’ve invested in instead of Bitcoin, it was the National Cars collection. Trading volume for March alone reached almost 4,000 TON! The cars took off right from the start and only kept gaining speed. Common caps didn’t even sink to the floor and are steadily holding at around 0.3 TON
Neon Dream climbed to second place (from 9th last month) with around 1,100 TON in volume. We believe in alt girls
Third place is shared by Cheeton and Tonsters, with only a minimal gap between them — both sitting at around 550 TON in volume. Tamatonchi is close behind
Maybe we won’t talk about the last place, huh? There’s this cute little dog in a hat there… feels kinda bad…
By the way, CG trading is also very much alive, especially around the release of collections like National Cars. It almost reached the point where demand exceeded supply. CG token is the new gold!