
Following an extended period of scheduled maintenance, Collectibles! has been returned to service.
Last year we removed the entire game. We stated that the truly major update was ahead. Some of you interpreted this as a joke. Our shareholders interpreted it as a roadmap.
Today we are pleased to announce that both interpretations were correct.
The game has been brought back from a state of complete non-existence.
The core has been rebuilt from the ground up. Not improved — rebuilt.
The visual design has been fully reworked across every screen.
Effects, transitions and feedback have been reworked to make collecting feel like an event rather than a database write.
Pins have been temporarily removed.
Tasks have been temporarily removed.
We analyzed both systems in depth and reached an uncomfortable conclusion: they worked, but not well enough to belong in the game we are building now. Rather than ship them in a state we would have to apologize for later, we have taken them offline for rework.
Both will return — reworked, deeper, and properly integrated into the new core instead of bolted onto it.
Opening a pack is no longer an instant transaction that happens somewhere far away from you.
A live roulette now runs at the moment of opening, showing the drop being determined in real time.
You watch the outcome arrive instead of being informed of it after the fact.
The result is identical to what it would have been anyway. It simply now takes long enough for your heart rate to participate.
The burning screen has been completely redesigned around ergonomics — fewer steps, clearer selection, less accidental grief.
A full burning animation has been added.
Your stickers no longer disappear silently. They now disappear ceremonially.
The crafting screen has been rethought from scratch.
A crafting animation now accompanies the process.
A dedicated reveal animation plays when the new sticker is created.
Fixed an issue where the game was not present.
The placeholder mini-game has been sunset. Your high scores remain stored in your neurons, as promised.
The client now contains a game, which we consider a meaningful step forward for the genre.
Roger Mitchell (CTO) commented:
"Taking the product offline entirely was not a decision we made lightly. The original codebase had accumulated years of technical debt, most of it ours, and every new season made the next one harder to ship. We evaluated an incremental migration and rejected it — the dependencies between the drop system, the album and progression were tight enough that a partial rewrite would have meant maintaining two versions of the game at once.
So we rebuilt the core from the ground up, and it took considerably longer than our internal estimates. Most of the year went into work that is invisible in a changelog: data models, the drop pipeline, the rendering layer the new animations depend on. The silence was not a communications strategy, we simply had nothing to show that would have been honest to show."
Sincerely,
The VHC Team!