Supervillain Labs has officially released version 1.0.0 of Supervillain Wanted, marking the game’s full launch and a new chapter in its development journey. The update, which rolled out gradually across Google Play and the App Store beginning April 18, includes a complete gameplay rework and a headline collaboration with hit anime series I’ve Been Killing Slimes for 300 Years and Maxed Out My Level (commonly known as Slime 300).

Lucas, the CEO and co-founder of Supervillain Labs, called the release a culmination of the studio’s restructuring efforts that began months ago. “This full rebuild sets the foundation for a richer experience and helps Supervillain Wanted thrive in the long run,” he wrote in the official patch notes.

A Legendary Anime Collaboration

To celebrate the full launch, Supervillain Labs has teamed up with Slime 300, a popular anime and light novel franchise with over 3 million copies sold globally. The crossover event, which runs from April 18 to May 15, introduces Azusa, the series’ iconic protagonist, as a playable Captain, alongside six other crossover characters who now appear as Legendary Villains.

Players can participate in three new collab-exclusive challenge dungeons, earn ranking-based rewards, and collect limited-edition costumes such as Azusa’s Maid Dress and Banquet Dress. A dedicated collaboration shop allows players to exchange event materials for exclusive in-game items.

The tie-in coincides with the release of Slime 300 Season 2 and adds a fan-favorite twist to Supervillain Wanted’s fantasy-meets-villain gameplay universe.

Gameplay Systems Rebuilt from the Ground Up

Version 1.0.0 introduces a significant overhaul to the game’s core systems. Villain damage has been doubled across all characters, resulting in faster-paced and more impactful combat. The Villain Grade system has also been rebalanced, with many characters receiving upgraded classifications and elemental adjustments; no characters were downgraded in the process.

 Additionally, the update delivers a broad balance patch that increases rewards from sector and dungeon milestones, lowers Memory Stone requirements, and improves early-game progression to support a more streamlined onboarding experience.

New villains such as the “Gang” and “Kong” color squads also debut in this patch, each arriving with common-grade status and elemental roles, helping diversify early team-building options.

System Expansions and QoL Features

Supervillain Labs has also introduced new systems and expanded existing ones:

  • Cooking level cap increased from 12 to 20, with better summon rates for high-grade villains.
  • Fusion mechanics now allow the conversion of villain shards into Memory and Elemental Stones.
  • A Team Level system helps players better match difficulty to their roster strength.
  • Boss level displays now appear in-game, adding clarity to difficulty scaling.
  • Ascension level cap raised across all grades, with new resource balance logic applied.

Bug fixes addressed app freezes, incorrect skill effects, and display glitches. Some minor issues, like self-liking bugs in the challenge rankings, remain under review and will be patched soon.

Launch Rewards and Looking Ahead

To mark the full launch, all players received a generous update gift:

  • 30,000 Diamonds
  • 4 Limit Break Tickets
  • 10 Slime 300 Challenge Tickets

This launch caps off a nearly one-year journey that began with the game’s soft launch last summer. Lucas thanked the player base in a closing message, noting, “It’s been quite the journey… and it was all made possible thanks to you—our incredible players.”

With new systems in place, a deeper progression loop, and growing cross-media appeal, Supervillain Wanted is positioning itself as one of the more ambitious indie RPG titles in the mobile web3-adjacent space.