CapsGame Times #7 - August 2026
CapsGame

And just like that, summer has come to an end. Next up: either autumn blues or autumn bliss — depends on how you feel about this time of year. As for us, we don’t have time to mope around anyway. Work won’t wait, and the newspaper won’t write itself (well, technically it could, but where’s the soul in that?). So here it is: the fresh August issue of CapsGame Times!
This goes here, and this goes over there…

“Okay, click here, then here, go to this screen, yep, click, click, click… Well, looks like that’s it, the cap is upgraded”
That’s roughly how the old cap upgrade system felt. And what it was like before auto-upgrade appeared — honestly, better not to remember. Upgrading every previous rarity manually — brrr…
That’s why one of our top-priority tasks, which we very successfully kept pushing back for a very, very long time, was the updated and simplified cap upgrade system. And now it has finally made it to release!
Now all cap upgrade actions can be done on a single screen. Upgrade a Common cap to Diamond in just a couple of clicks? Easy! You can do it automatically, or manually by selecting the caps yourself

We also really wanted to make “partial upgrading,” so you wouldn’t have to wait until you had the required number of caps and could instead feed them in little by little. But unfortunately, this solution comes with a whole pile of hidden traps
For example: if a cap is Epic, but almost Epic+, would it be fair to let it be traded as a “clean” Epic? And how do we even show that? Or what do we do with NFTs? Write data every single time someone adds even one Point? That’s why we decided to drop this option
The amount of GUM required for upgrading has not changed in any way, and it still adjusts to all intermediate upgrades. But the upgrade process itself has become a tiny bit simpler in its logic, because now you don’t need copies of the same cap at all — you can use any caps. Unless, of course, the entire collection has an alternative upgrade system
There’s still the matter of temporarily banning upgrades where lower-grade caps are upgraded using higher-grade ones during events. Considering that this wasn’t possible at all before, it’s not really a restriction — it’s a solution. If we find a better solution, we’ll make it better
Drip Check

One of the best parts of any kind of collecting is getting your hands on something truly rare. Ideally, something nobody else has at all. And we spent a long time thinking about what that could be. Trophies partly fill that role, but still — their supply is not exactly 1 piece. Plus, we wanted to tie all of this to caps, since they are the core element of CapsGame
Eureka! What if we tried making a unique skin? One that keeps the original spirit and concept, but adds a fresh little twist to the look. Like in the image above. But this is just an example! We’ll definitely show what the caps will look like in the final version — just a bit later
The concept is this: a strictly limited number of unique skins is released. Each one exists as a single copy. In the case of Neon Dream, there will be 12 in total — for the TOP-4 of each of the three Seasonal Events
Sure, you could complain and say “Neon Dream again,” but it really is a popular collection! And come on, we’re not going to start dressing up the wrestlers, are we? Although…
If this format sticks and you end up liking it, we’ll keep releasing unique skins like this for other collections too. But let’s say it right away: this is a fight for TOP players, because the number is strictly limited, and releasing 100 skins or duplicating some of them would go directly against the whole concept
Immolate Improved

Except in our case, that chance is 0, because we don’t have any Resist in the game. But who knows what the future holds? Oh… Right… We know!
From the very beginning, we wanted to make Combat System 2.0 varied, with tons of abilities, interactions, animations, effects, and all that good stuff. After all, fighting with caps in this format is way more interesting than just rolling a die (or is it?)
But perfectionism and the urge to release “everything at once” take a huge amount of time and resources. You’d be waiting at least another year. Do we need that? We do not need that. So we’re adding and improving things step by step. The current stage is an expanded list of abilities and the ability to upgrade them

New abilities have appeared in the game, such as Taunt, Lifesteal, Empower and Summon Each of them can affect the course of a battle, especially when used smartly at the right moment
Yes, we understand that right now the most effective tactic is “overwhelm them with numbers,” so we’re continuing to move toward a proper metagame. That includes deepening the actual structure of drawing caps into your hand and playing them onto the “table.” Not just “throw everything you have”, but actually use your head a little
And this is only the beginning! Yep-yep, still “only the beginning”… Adding abilities “as a system” lets us speed up the development and release of new ones significantly. And we’re not going to stop, so in the near future you can safely expect more and more abilities to appear
Live from the editorial desk: while this newspaper issue was being worked on, the “Quick Shot” ability entered the main lineup together with everyone’s beloved boss, Velvet. See? It’s already coming true
Also, the “Boss Cap” format turned out to be way more interesting in practice than just a “health bar” like in Tower 2.0. So now we’re thinking about how to make the player’s own “cap” take part in the battle in an interesting way

Ability Shards deserve a separate mention. Wait, or is everything obvious here? You get shards, you upgrade abilities…
But we still want to highlight one thing: we want to make full-fledged PvP battles within Combat 2.0. Meaning, one player’s deck of 20 caps against another player’s deck of 20 caps. And that’s where it will really start to matter who has a conditional Heal that gives +3, who has a whole +11, and whose other abilities are not sitting at level 1 either
Spoiler: don’t expect a synchronous mode. That’s a critically difficult task. But an asynchronous version, where the active player fights against a “bot with another player’s deck” is absolutely doable
Three events streak

In-game events have already become an essential, familiar, and expected part of the monthly calendar. So writing about them every single month feels kind of unnecessary. But in July, we launched three of them at once, one of which was for an old collection. And Beavis finally paid us a visit too! But first things first
The first one was Kuzya. Sorry, more precisely — Kapuzya. And yes, this very interesting name needs an explanation. It’s simple: some idiot came up with it Kuzya (Hugo) sounded boring, so we made it Capuzya, because it has the word “cap” in it. But that was also boring, so we had to replace “cap” with “kap,” like slang, like yo… yeah, actually, maybe the crossed-out text above shouldn’t be crossed out after all…
The second event was dedicated to the Naruton collection. This is an intermediate step between the current launch format of “only new collections” and “old Sold Out collections.” In the future, expect events for any collections! Though we won’t tell you in advance which ones
And the final event of July was Beavis and Gum-head, the most “people’s collection” of them all, also known from such legendary quotes as “****, Beavis again,” “shove your Beavis up your ****,” and “why the **** do I need your Beavis?!” But it’s fine, just a little bit longer — and all we’ll be able to do is remember this collection while wiping away a nostalgic tear
The Idiot Box Trophy, by the way, is a direct connection to the animated series itself. It’s not a “box for an idiot,” it’s an “idiot box.” A reference to the fact that Beavis and Butt-Head were constantly watching all kinds of trash on it. The phrase itself is used in the cartoon too
Promocode
Yep, it’s that simple this time. A separate section. Promo code BEST-GAZETA-EVER with 300 activations. Enjoy the game!