Marvel Contest of Champions: Kabam Commemorates a Decade and Unveils Steam Release
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Mobile and PC gaming frequently seem like distinct realms, yet Marvel Contest of Champions is merging these experiences. In May, the developer Kabam introduced a PC version of the game for direct download, with its official release on Steam following on June 18, 2025. With over 225 million downloads thus far, Marvel Contest of Champions has established a substantial audience on mobile devices, and these recent launches are expected to broaden that reach even more.

Marvel Contest of Champions has just marked its 10th anniversary, a significant milestone for any game, particularly one that began on mobile. To commemorate both the anniversary and the Steam launch, we interviewed Kabam to explore these noteworthy accomplishments. We spoke with Charles Busch, Senior Producer at Kabam, about the evolution of Marvel Contest of Champions and what might lie ahead!

Marvel Contest of Champions has just celebrated its 10th anniversary. How does that feel?

Charles Busch: It’s a little surreal. Very few live service games endure as long as Contest has, and working on a game with such a devoted team and player base has been an extraordinary experience.

How has Marvel Contest of Champions evolved over the last 10 years?

Charles Busch: The Contest initially featured quite basic RPG mechanics and limited content — mainly just Story Quest and Arenas. Throughout the years, we have retained the core Rhythm-based fighting that players cherish, but the complexity of the RPG aspect has grown, new Champion playstyles have emerged, and there are more ways to engage in the game than ever.

Marvel Contest of Champions has introduced an abundance of content in the past decade. What has been the most well-received update to date?

Charles Busch: One of our most successful updates was the Battlegrounds game mode — you create a deck of 30 Champions, navigate through pick and ban phases, and compete directly to achieve the highest score. This significantly enhanced our game’s competitive environment and formed the foundation of our Battlerealm Brawl tournament.

With over 300 characters available in Marvel Contest of Champions, how does Kabam maintain balance?

Charles Busch: We strive to establish very clear objectives at the start of the design process. Which Champions should counter others? What level of damage, survivability, utility, and defensive threats should they possess? We then validate this with quantitative data — comparing stats with similarly rated Champions, and qualitative data — conducting numerous playtests to assess the player experience. When we fall short, we implement balance updates. We’re also incorporating more reworks into the timeline to update some of our older Champions to modern standards.

What has the feedback been regarding Marvel Contest of Champions via direct download on PC, as well as the Steam demo, thus far?

Charles Busch: Like any game, we have both supporters and critics. Many players appreciate the option to use a controller with enhanced visuals on larger gaming screens — while some have concerns regarding F2P game mechanics or Easy Anti-Cheat. Regardless, I am hopeful about the performance of the PC version.

Marvel Contest of Champions was featured in Steam Next Fest prior to its Steam launch. What does Steam contribute to the Marvel Contest of Champions community?

Charles Busch: There are numerous players who are not particularly engaged with mobile gaming — they prefer using their dedicated gaming setups. Through our launch on Steam, we aim to connect with these players who may be unfamiliar with the Contest and encourage them to try out our game.

Will Marvel Contest of Champions come to Steam with the entire library of content, and will future updates be simultaneous across all platforms?

Charles Busch: The Contest experience features full Crossplay — mobile, PC, both; play where and how you prefer. The complete Contest experience is available on PC, and future updates will be released for both mobile and PC at the same time.

What does it take to transition a game that was solely mobile-based to PC platforms?

Charles Busch: For a game with such a rich history as Contest, there is a lot involved. We have over 300 screens/modals and more than 300 Champions in our game. It was a considerable effort to ensure they all adapted well to PC and the new control methods.

Were there any aspects of Marvel Contest of Champions that you were concerned would not transition to PC?

Charles Busch: Our main worry initially was about the controller experience. Would the gameplay feel enjoyable on a controller? Would controllers provide too much of an advantage and feel unfair to mobile-only players? I’m pleased to report that we ultimately managed to get this into a good place.

How is the Kabam team ensuring that Marvel Contest of Champions can attract new players on Steam and via PC direct download without making them feel like they’re a decade behind?

Charles Busch: There are currently various early game initiatives in progress to ease the initial gaming experience.

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