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Release Notes & Balance Update: 29/10/2026

Writer: George Brown
George Brown
2 hours ago
6 min read
Vampire the Masquerade Clans of London Close Beta Ending Image

If you want to jump right to the balance update, click here


Release Notes

New & Coming Soon

Tzimisce Arrive - We've added support for the Tzimisce, with the first cards from the Clan arriving this season. This includes new Clan visuals and effects, including bespoke VFX for Grand Duchess Bezubaia.


Single Card Purchase - We're adding support for direct card purchasing for blood shards in this release, so you can get the cards you want most! The shop won't appear just yet, but will be enabled soon. Once live, you'll be able to directly purchase cards that appear in your shop, with the selection refreshing every 8 hours. If something you like comes up, you can also pin it for later.


Cosmetics Shop - We're preparing to launch a new Cosmetics Shop in the next few days! This is part of a wider push to give you more ways to customise your experience. We'll be adding more cosmetic options over time, alongside more places to show them off.


Card Styles in the Shop - We're also preparing to add previously exclusive Card Styles to the Shop. Newly released Card Styles will have a period of exclusivity before becoming available there, preserving some of the value of their original release while giving players that missed them the chance to obtain them.


Google Play Level Up - We've added support for rewards through Google Play's Level Up programme, which we'll be rolling out for Google Play players soon.


Fixes & Improvements

  • Improved handling of connection errors during auto-login.

  • Fixed an issue that caused the Leaderboard to restart the game when your rank was unavailable.

  • Fixed rows disappearing from the card collection after using filters.

  • Fixed the new Edition not displaying correctly after claiming a new Edition.

  • Improved the reliability of upgrade and reward-claim steps during the FTUE.

  • Improved readability when multiple matchmaking options are displayed at once.

  • Fixed some shop reward sequences displaying incorrectly when ending on a card.

  • Fixed timer audio and visuals continuing after leaving certain screens.

  • Cards that have been Murdered will no longer provide support in Conflict while waiting to be removed from the board.

  • Eugene's Video store should now add power only at the correct times (when the prince does not have support)


Meta Report

We want to give a little insight into the state of balance, to encourage discussion and deck building. There’s plenty of discussion over in our Discord, and we encourage you to check it out.


For this meta report, we’re showing PvP stats from Collection Level 1000+ and Rank 100+, but we do look at all different player types when making final balance decisions.


Murder has, as expected, been very popular this season, with Elizabeth Dunsirn showing up in 28% of all decks in the sample.


Violent decks also saw a lot of popularity, hoping to disrupt their opponents' combos before they got going. Marissa the Butcher saw a 25% usage rate!


The top end of thin-bloods sees moderate usage rates but very high win rates. Overall, the archetype is overperforming, and at the top end some of the cards are seeing PvP win rates as high as 57.8%. We expect this to trend a little higher than previous highly meta archetypes, since the usage rate is comparatively low.


(Side note: Usage rate normalises win rate, since if a card has a 100% usage rate it would have exactly a 50% win rate. This means very high-usage-rate cards show lower win rates in the data than they would in practice, while low-usage-rate cards can be skewed by a few skilled players).


Currently, out of the top 11 cards by win rate, 10 of them are thin-bloods (counting Snakefly as an honorary thin-blood).


The stronger Gangrel cards, like Clive Crawford and Queen Rat, are seeing high win rates (55.6% and 53.5% respectively), while mainstays of the deck are still above a 50% PvP win rate.


Balance Pass

When we first launched thin-bloods, we were concerned the new archetype would struggle to bed into the meta, as we thought the randomness of Ingredients would slightly hamper the deck. However, in the end, several pieces of the deck were overtuned, and this has been reflected in their win rates.


Their ability to swarm and concentrate Power will remain strong; however, we want to make the core changes we think are necessary before reviewing them further next season. This primarily targets their ability to combo in addition to swarming the board effectively.


Agent 1/2

Was: 5/8

Ability: “After you reveal your next card, donate all this card's Power to it."

Change: 5/8 → 5/7

This is a relatively minor change given how much Power you can stack onto him with caffeine, but we want to ensure the card is still fun and viable.

Jax

Was: 2/2 Ability: "When you trigger an Ingredient ability: Score 2 Points."

Change: "When you trigger an Ingredient ability: Score 1 Point."

This is one of the bigger changes. Ultimately, when we were first testing the deck, we were slightly concerned that the randomness of Ingredients would make it a challenge to get the deck working with a mixed collection. However, with caffeine stacking and effects like Theo and Agent 1/2 moving Power around, the deck was able to score a healthy amount of base game points. This meant the added scoring from Jax pushed the deck a little too far in terms of scoring potential. Also, the number of points gained from Cormac on the final turn made this combo so desirable that it was worth running in a deck with no other synergy.


Blood Bag

Was: 1/0 Ability: "On Reveal: A random card in hand costs 1 less. (minimum of 1)"

Change: 1/0 → 2/0

This card was essentially free on its own, which is something none of our other cards do, and massively accelerated the deck's ability to swarm the board with no downside (in fact, with massive upsides). This also went Blood-positive with Batch, which is something none of our previous cards have done. Ultimately, all this has proven far too effective, and the deck needs to slow down a little bit without losing the fun, exciting payoff moments that it's built around. So Blood Bag now costs 2 Blood. You still get to discount other cards in your hand, but now you're actually paying for the card you put into play.

Bleach

Was: 1/0 Ability: “On Reveal: Inflict -2 Power on the highest Power enemy card.”

Change: 1/0 → 1/1

Parr's Pantry was a cool emergent deck to see, but ultimately it cannibalised every other weaker Parr deck. This season, Parr has seen her highest ever win rate (significantly higher than during the Malkavian season). While we think the deck is a creative expression of deckbuilding, it ultimately performs too well. In playtesting, this change makes the build slightly less efficient but still viable, while encouraging a few more creative decision moments in gameplay. Outside of Parr-based decks, this is a buff, as Bleach is essentially a 1/4 in terms of stat output.

Caffeine

Was: 1/0 Ability: “On Reveal: Give +3 Power to the rightmost Mortal in hand."

Change: 1/0 → 1/1 “On Reveal: Give +2 Power to the rightmost Mortal in hand."

Caffeine would stack huge amounts of Power onto specific cards, and gives you much better control over which card it goes onto than other in-hand Power-buffing effects. This also makes the Parr’s Pantry deck less efficient, but with 2 of the tokens sitting at 1 Power, it gives you an interesting decision point if you want to pivot towards Parr 1 mid-game. While that does come with some risk, you can still pull it off.

Paulo's Hunter

Was: 3/3 Ability: "Connected cards cannot gain Power.(They lose power gained from while in play abilities)"

Change: 3/3 → 3/4

Paulo’s Hunter offers a very strong hate effect against quite specific cards, but due to being quite easy to defeat and curving out poorly, it can be a little hard to use. We’ve buffed its Power to make it a little more reliable.

Agent ∞

Was: 3/0 Ability: “Start of Round: If this is in your Discard pile, gain +3 Power and return this to hand. (This power is not lost when discarded or defeated)"

Change: 3/0 →3/1

The interaction between Agent ∞ and Salvo Calvo was a little unintuitive and underpowered, so we’ve given him 1 more Power to make the interaction work more effectively.

Marcus Kiley

Was: 4/6 Ability:  "While in play: Knights score double Points. (This affects both players)"

Change:  4/6 → 4/7

Marcus already has a built-in downside in that his effect is symmetrical. While you can usually plan around the effect, him also having middling Power makes him fairly hard to run consistently, so we’re giving him a small buff.

Shauna Bench

Was: 2/1 Ability:  "While in play: Your Knights have +2 Power."

Change:  "While in play: Your Knights have +3 Power."

To bolster decks focusing on Knights, alongside Marcus getting buffed, we’ve also given Shauna a boost to her ability. Since she still only has 1 Power, she's vulnerable to disruption, but offers a lot more payoff for using her.

As part of introducing Tzimisce, we’ve added the Fleshcrafted tag to the game, so to reflect the narrative connection, the follow cards are gaining the Fleshcrafted tag:

  • Gangrel Monstrosity

  • Vincent’s Masterpiece

  • Michael (since he has been sculpted by his tainted love, Grand Duchess Bezubaia)



Thank you

🩸The Clans of London Team

 
 
 

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