Hello from our Team!
Hey everyone! We wanted to take a moment to express our deepest gratitude for your continued support and enthusiasm for our game. We're a small but passionate team, and every message, discussion topic, and review you send our way is incredibly valuable to us. We read each and every one, and we're constantly working to tackle issues and implement improvements as quickly as we can. Your input helps shape the future of our game, and we couldn't do it without you!
We prepared answers to the most frequently asked questions and our very first roadmap laying out our plans for the future. Your feedback can change which features we prioritize so definitely let us know what you’re most excited about.
Frequently Asked Questions
How does ranked/unranked work?
Ranked mode pits you against other players, and your performance directly impacts your season score and ranking. Unranked mode is intended for friendly matches, and is only available when playing via password with a friend.
How do seasons work?
Seasons are monthly, giving you fresh opportunities to climb the ranks! At the end of each season, you will receive rewards based on your final rank. We’re working to add an overview of the season rewards in the season page.
Here’s more information on our ranking system: https://playlostglitches.com/rankings/
What is the difference between classic & collectors packs?
Classic and collectors packs give the same amount of cards, have the same drop rates and contain the same cards.
Classic packs have a 3% chance to give cards with a dark background, otherwise they drop the classic cards you all love.
Collectors packs give cards that have a sleek holo effect for you to show off in battle.
What is the drop rate of cards?
Both classic and collectors packs have the same drop rate.
Common: 54%
Uncommon: 31%
Rare: 10%
Epic: 3.8%
Legendary: 1.2%
Where can I find the rarity of my cards?
The rarity of each card is an icon above its description. Here’s what those icons mean.

Roadmap
Our game is currently in active development, and we have a lot of exciting features planned for both the short term and long term. Here’s a glimpse into what’s coming:
Ongoing
Bug fixes and performance improvements. The game automatically sends us reports when there’s an exception or error. You can also report tickets (bugs or suggestions) from within the game. These send us logs and screenshots of the current state and help us improve the game.Balance adjustments based on community feedback. The game automatically saves gameplay data of cards and skills so we can track which cards and skills are OP or not played often. We balance those cards out based on these data (and your feedback). We are very careful of the balancing changes we make to not change the core essence of the card/skill.Short-Term Goals
Releasing more cards. Based on the meta, we plan to release around 50 cards that will help balance the game further. These cards won’t introduce any new mechanics, but will solidify some strategies and balance the game further. A new set of 100 cards is also in the works, which will introduce new game mechanics!Steam Login. We hear you. The game currently requires custom authentication to support cross platform gameplay (use your account across multiple platforms; currently the epic store). We will soon deploy a steam-login feature, which won’t require you to create an account and can continue playing with your steam account.Support for more languages. The game currently supports english, german and french. We plan to add more languages, starting with Portuguese and Russian. More languages will be added based on your requests and user-base.Add interactions on the battlegrounds. Many of you sent the feedback that the battlegrounds are gorgeous to watch and enjoy the animations, but you’d like to trigger them yourselves. While waiting for the opponent to play, we will deploy micro-interactions on the battlegrounds. These will be fun and playful things you can do on the battleground to pass the time.Battle log. We get it, sometimes you’re not looking at the battle and then suddenly the full board is empty. We’re working on a history of all actions and combat during battle so you can track what happened in previous turns.
Mid-Term Goals
- Adding new cosmetic items. Personalizing the game is core of the experience. You can already do that by switching sleeves and avatars, but we have more cosmetics in the pipeline:
Finishers. When you win the final strike that finishes the opponent will be customizable. Imagine arcane power, toxic acid or just kill them with rainbow love.
Emotes. Express yourself with different emotes that reflect your personality.
Charms. Yes, we all love the shroomie on the battlefield. Still you’ll be able to get other characters that will be your support animal during the most challenging steps of the battle.
Action Avatars. Your avatar can be more than just a representation, it can become an extension. When triggering a skill, an animated avatar will unleash that skill and bring their personal touch to combat. - Compile/decompile cards. A deck doesn’t allow more than three copies of a card, so collecting more than three copies is currently useless. But soon, we will deploy compiling/decompiling cards. You will be able to “burn” cards and will be able to “compile” a specific card you’re missing from your collection. The “decompile” rate will be defined by the rarity of the cards.
Long-Term Goals
- PvE mode. The Lost Glitches has a deep lore and the current version of the game just scratches the surface of it. A single player, narrative campaign will introduce you to the world, the syndicates and its characters. The campaign consists of five chapters and we will be releasing those gradually.
- Competitive tournaments. For some players, playing ranked in TLG isn’t competitive enough! We will run regular tournaments with bigger rewards than the ones given by the season ranking.
We will be following the conversation and might reorder priority of the tasks based on your thoughts. Thank you all for tuning in <3