Bubble V2 is the second iteration of the music managerial game where players build a record label by collecting artist cards. The redesign turns the collection into a real economy, where every card carries a Collectible Value based on rarity, real scarcity, fanbase and experience, and that value drives the player's progression. The whole experience is built to reward consistency, strategy and the ability to build a strong collection.
V2 introduces the Major, a tiered loyalty programme that rewards players on the total Collectible Value of their roster with growing perks such as pack discounts, free cards, early access and extra quiz boosters. Two daily loops keep engagement high. Challenges give streak-based rewards at 5, 10, 20, 50 and 100 consecutive days, while Quizzes are daily music questions that hand out Jolly and boosters. The Marketplace lets players trade cards at community-driven prices, with Cubble Packs offering bulk-buy savings.

Designing a collectible-value economy
The core of V2 is the card value model, where Value equals (Rarity × Scarcity) + Fanbase + Experience, with an optional Print-run Value that rewards owners of the lowest serial numbers, the way traditional collectibles do. The design work translated this backend formula into something players can read and act on at a glance, surfacing market value, rarity, print run and streaming data on every card, and making the Major progression legible as a direct consequence of collection strength.

The Jukebox and daily engagement loops
The Jukebox is the daily home screen, where players spend Cubble on vinyls, each with its own rarity, and open them for coherent random cards in the pack-opening moment of the game. From there the flow branches into Challenges and Quizzes, the Marketplace for buying and selling, and the personal Collection with per-artist pages showing bio, top tracks and streaming performance. The V2 prototype maps the full user journey across these systems, with a focus on engagement and clear feedback at every step.



