About the Game

Punch Planet is a Competitive Sci-Fi 2D fighter with a rich and immersive universe, spanning exotic planets, advanced cities, and alien races.
SECTOR-K
Punch Planet is developed by 3 longtime competitors. Our focus is to create a fighting game with a solid foundation of competitive mechanics while also introducing a new depth of story, humor, and design.
STORY
Roy, an undercover Detective for the Luna PD is caught up in a galactic conspiracy. Framed for a high profile murder, he must follow his only lead to Planet K-0. Known to many as Punch Planet, it is the central hub for the evil scum of the Universe. There, he will have to track down the real murderer and bring them back to his home world in an attempt to clear his name.
GAMEPLAY
Punch Planet features classic 1v1 competitive multiplayer and online gameplay featuring GGPO.
Local Versus Mode
Punch Planet features classic 1v1 competitive multiplayer.
Versus CPU Mode
Battle against the CPU with multiple difficulty and behavior settings.
Online Versus Mode
Play online featuring official GGPO rollback netcode. Join the official Punch Planet Discord for community matchmaking.
Player Lobbies
Spectating
Casual Matchmaking
Online Training Mode
Training Mode
Punch planet features a robust training mode.
Hit Box Viewers
Frame Data Overlay
Dummy Recording
Reversal Options
State Saving
CPU
Arcade Mode
Punch planet will feature a variety of single player modes including Arcade and Trials. Arcade mode includes animated cutscenes
MECHANICS
Time Canceling (T-METER)
Galactic Civilization has reached new heights. With the introduction of Time Canceling Devices, users are able to travel through time! The technology is fairly new and limited, currently allowing travel up to 1 second into the past for small corrections to everyday problems. The devices come equipped with an auto fail safe which will disintegrate your former self preventing any possible time paradox.
Use these devices to perform special mechanics such as Double Time Canceling (DTC), Jump Time Canceling (JTC), and Absorb Time Canceling (ATC). Be careful, energy is limited and is directly connected to your TC Meter.
Energy Attacks (E-METER)
Perform enhanced versions of your characters unique attacks by spending 1 E-Meter. Combine 2 or more E-Meter stocks to execute a powerful Advanced Attack.
FEATURES
AVAILABLE NOW
9 Playable Characters
5 Stages
Online Multiplayer (GGPO)
Local, and CPU Versus
Training Mode
Trials
Arcade Mode
Competitive Play
COMING SOON
1 New character
Screenshots
8 imagesVersion Information
Steam Patch Notes
Official update history
Version 0.5.3.a is now released! This update contains a few game optimizations, new VO for Tyara, a new Training Stage + Music, and some small gameplay adjustments.
You can read the detailed notes here.
{STEAM_CLAN_IMAGE}/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png
Optimizations - CPU
Bunch more CPU optimizations, game should feel better in general.
Optimizations - Characters
All character models have been optimized. There should not be any visual changes but should perform much better.
Optimizations - Stages
All stages have been optimized. Background animation has been removed for the time being until we revisit them in the future.
More CPU optimizations, character model optimizations, and stage optimizations.
Training Stage
Added a "Training Stage" level and unique music.
Controllers
Controllers should now reassign to a player when they are disconnected and reconnected
{STEAM_CLAN_IMAGE}/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png
Battle Camera
Slightly adjusted game camera so that it raises and looks slightly higher when characters are in the air.
Push Back - Trades
Fixed trade push back and decreased the amount further.
{STEAM_CLAN_IMAGE}/30948716/6a5fefdfde8b971fae38e16a8205e70eea61d6f5.png
{STEAM_CLAN_IMAGE}/30948716/509c3f7adeb8a75b5d4848eabddd7e0d61ae7e11.png
- All voice over lines have been updated
- Updated smear visuals
- Updated shader visuals
You can read the detailed notes here.
As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!
Discord
Website
Twitch
Patreon
YouTube
SoundCloud
Version 0.5.3.a is now released! This update mostly contains balance adjustments, meter system overhaul, general optimizations, and some other general gameplay changes.
Full detail notes can be found here
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png
Optimizations
Bunch of optimizations done, game should perform better and feel snappier.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png
Meter - System Overhaul
Refactored how meter that gets awarded when landing attacks gets defined and used in the engine, so that it's more consistent and easier to balance.
Previously every attack (and hit of an attack) had a specific value for how much meter was given to the attacker and defender when it landed. This made it pretty hard to adjust these values because it required changing a lot of individual values (takes time and prone to error).
Now every attack can reference a shared value for this. For instance all medium attacks can reference the same meter values, which allows us to balance all medium attacks' meter gain from a single source rather than many. Attacks can also define custom data if they need it.
With this in mind, the meter gain for all characters when landing attacks have been re-balanced.
Proximity Boxes - Projectiles
Proximity boxes for projectiles now starts from the center, rather than a few units in front (like character attacks). This is only really useful for the new proximity boxes on Maxx's bottles (to avoid the situation where someone can walk in and out of proximity by holding backwards if the bottle is right on top of them).
Battle Camera
Adjusted movement so that it averages over more frames, but moves a bit faster, should feel a bit more aggressive.
Hit Stop
Slightly less hit stop for medium and heavy attacks, should feel a little faster.
Super Freeze
Adjusted the movement curve of the camera so that it's a bit smoother but faster, should feel snappier.
Push Back - Trades
When trades occur, the amount of push back applied to each attacker is reduced from 100% to 75% of the distance. ie if two moves each with 5.0 push back trade with each other, both attackers will be pushed back 3.75 instead.
Crossups
Fixed an issue when calculating the character direction (left / right) when both characters are directly on top of each other (and not in the corner).
Previously if both character's X position was the exact same (one player is directly above the other), it would make a decision based on who was higher up and on which side of the stage. This was pretty rare outside of the corner (which has separate logic) but it allowed for inconsistent situations depending on where it happened and which direction the characters were going.
Now when this situation happens, it will just use whatever the previous frame's direction was. ie if one character is facing right -> both characters have same position -> character continues to face right (where previously it might have switched them to facing left).
Thanks to discord user ElToonRak for finding a consistent Dog setup that showed this! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/a99909357fff464b6145828af41397863e6ad950.png
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/6a5fefdfde8b971fae38e16a8205e70eea61d6f5.png
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/2b0b4cda21d54021697cf922acf4ebf0ae98c14d.png
- Optimized grenade projectile model
- Optimized knife electricity fx model
- Optimized super ball fx model
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/509c3f7adeb8a75b5d4848eabddd7e0d61ae7e11.png
- Health: Decreased from 1075 -> 1050
- Jumps: Fixed issue where she'd spend an extra frame in the air if she hit a button
- FlyingGoddess: Slightly decreased damage, extended hit box bottom
- BreakYourBones: Slightly decreased damage
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/8a8a68451c27b7e8acd7cbb7aedb23fff748cc4e.png
- Dash Backward: Decreased distance
- St.LP: Decreased push back
- Cr.LP: Decreased push back
- St.HK: No longer forces stand on block
- PinWheel->Dive: Increased block stun
- EX.Run->Slide: Less recovery
- EX.Run->Leap: Increased block stun, decreased juggle remove value
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/9d760d0c577976cf93f3fba88ba77955861eb2b4.png
- CrescentKicks: Extended initial hit box
- CrescentSplits: Adjusted all normal versions on block (light safer, medium more unsafe, heavy now unsafe), slightly adjusted all normal versions on hit, ex version increased knockdown frames
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/2789edef5fddc7c00557ab34419c5fabb43619c4.png
- Health: Decreased from 1050 to 1025
- Jumps: Adjusted arc (doesn't jump as high)
- Cr.LP: Extended hit box
- G.A.P: light version decreased horizontal distance, EX version no longer grab invulnerable
- Buff-U(Projectile): Now has a proximity box
- Super.LastCall(Normal): Increased knockdown frames, increased wall launch speed, increased corner push back
As always, you can read the detailed patch notes here
Version 0.5.2.c is now released! This update contains training mode improvements and some performance optimizations.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png
Training Mode - Reversal Actions
Added the ability to have the training dummy perform actions after being struck or getting up from a knockdown. Players can choose up to five actions that will be done automatically. Actions can be chosen from a list of available moves per-character and are saved between game sessions.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/68f99952c9d241ed68f9345f6609614ce47008ca.jpg
This will be extremely helpful for players who want to learn the ins-and-outs of the game engine, by allowing them to set up specific situations in order to test their frame traps, knockdown setups, whiff punish spacing and more.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/d116f8eefc007258029b48ec11e7412e18290ea3.gifhttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/68e04616b1ad64061ceb97cd1b1c42a386acb300.gifhttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/07bdf345361857424d82be18df62c4ad31ac0a50.gif
This implementation is pretty good but it doesn't quite allow for testing of all the situations, but it will be serviceable for a majority of use cases. Eventually we will add support for recording your own actions, but setting up the UX for that is substantially more work.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/787ba55cceb538971b84d55145509dab0fe8a51f.gifhttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/fa3458fbb1ed28ef4c24b73ea3b92e90d393e4e9.gifhttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/372afc06a2ea632e1e93ec583525d6591bc99cf2.gif
Training Mode - Block Type "First"
Added ability to set the training dummy to block the first attack of a sequence, and get hit by the rest. This allows players to test situations where their first hit is blocked but their followup attack lands.
Training Mode - Block Type "Auto" Updated
Updated auto blocking logic for the training dummy, which should cover some situations that were previously not working:
- Will now block when being air-reset
- Will now block when rising from a knockdown
- Will now block when being hit with a mid->low true-blockstring
Training Mode - KO Enabled
Added ability to KO opponents in training mode.
Training Mode - Health Start Settings
Added ability to set the starting and refresh value for health.
Training Mode - Health Regen Settings
Added ability to toggle whether health regenerates or not in training mode.
Training Mode - Per Player Settings
All above player settings in addition to T-Meter, E-Meter, and Maxx-HappyHour settings, are now settable per-player. Can be helpful if a player wants to practice with unlimited meter against a cpu that doesn't.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/ea5ca66f12c02f07a29143b58908e6decb68df75.jpg
Training Mode - Updated Health / Meter Refresh Logic
Updated logic that controls when health and meter is refreshed so that it's more consistent and correct. These will now only refresh once the player has returned to a neutral state and does not initiate another move.
Training Mode - Added Game Timer
Added option for turning on the game timer.
General Optimizations
Made some low-level code optimizations to the move and input controllers that should make these a bit faster. These functions get called many times per frame when trying to figure out which move needs to be used, and the improvements should make the game feel snappier and help with rollback situations (very cpu dependant).
These changes have been added to the main Version 0.5.2 change-log, which can be found here.
As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/a6e8c396d90668f877b3b4740a2dd36d0513014e.png
Galactic Citizens
We are excited to share our plans for DLC during Steam Early Access
IT'S FREE!
Steam Early Access Supporters of Punch Planet will receive any available in-development Costumes and other DLC free of charge, which will also carry over into the full release of the game.
Today we are kicking it off with two new costumes, one for each Roy and Cid!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/ce4083e573e8a2b9f98d3365a91bd487edac08f1.png
Sport Cid's getup from her time in the Galactic Forces, featuring commando gear and a serrated combat knife.
Available in ten colors, more info on the store page
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/eea7c051c4bb1ce2880a679ff91ac16eeb7b3bac.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/c2d71af6828e8d04c4d91b94125e2717e51f6849.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/622a70756d1ea02446ea7986c2be9f9d6aafa1ee.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/14710bc09b0590bd7ed8d25391090c4fb99a57eb.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/4a15577f2c179fc7cd8813afcdd182becd184c10.jpg
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/5027f7a67236a79aaadc24a894584ccc7e526919.png
Before Roy went undercover, he patrolled the streets in the standard Luna PD uniform. Featuring riot armor and the standard issue laser pistol.
Available in ten colors, more info on the store page
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/14004433f09df74c4bb61af17d1930244c1213ab.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/659f650dd259d2cb8d56340199de15817233d3cc.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/ce88ff3a9400468373d0c0ca41037fed6ce2f19a.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/11ea40ca82bcabb929ce31e7b7066c973888ca77.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/ee80b20857fad2f8a66563c0ab8ae5a82eef12aa.jpg
Here's a bit of footage of both the costumes in action
https://www.youtube.com/watch?v=auLgCbJ14fc&feature=youtu.be
These costumes are now available for all Early Access owners!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png
Also included in this update are some improvements to the lobby system, main menu music changes, and some small balance adjustments.
Online - Lobby Improvements
We've made a few small improvements to the lobby functionality.
Players can now choose to move themselves down in the rotation queue. If a player has someone behind them in the rotation, they now have the option to switch places with that person and give them their spot. This can be repeated until the player is at the end of the queue.
Lobby hosts can now update the settings of their lobby after it has been created. Size and privacy can now be set without requiring the host to leave and create a new lobby.
With the above changes, we also adjusted the visuals of the lobby and in-game spectator pause dialogs. The "Leave Rotation" button is now on the left side along with the other buttons and new buttons, and new labels have been inserted into the player list to divide between current players, players that are in the rotation, and players who are only spectating.
Main Menu Music
If the main menu is left to idle for a certain amount of time, the music will now transition into random stage songs.
Benchmarking Tool
Added a benchmarking tool to the graphics options. This will help players tune their graphics settings for their hardware, and provide us with a standardized environment for testing for performance discrepancies between characters and stages. Players can choose character / stage / music settings and allow the CPU to fight against itself at the fastest speed your computer can go, and are graded based on fast it performs. Choosing the same character settings will result in the same exact playback (between runs and between machines), so feel free to compare with other players.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png
Battle Camera
Gameplay camera now moves faster horizontally.
Character Shake
Disabled the character shake that happens when collisions happen, wasn't really working out. Will possibly revisit at another time with a different implementation.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/0e4383a8ae2bffc701dff1d12c03e6f64a5fad0d.png
- St.MK: Slightly increased hit box range
- Cr.MK: Slightly increased hit box range
- St.HK(charged): Slightly increased enemy launch distance before bouncing off wall
- EX.Headbutt: Slightly increased enemy launch distance before bouncing off wall
- L.Gunshot: Increased push back
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/2b0b4cda21d54021697cf922acf4ebf0ae98c14d.png
- Cr.MP(fast): Slightly increased hit box range
- Knife Rush: medium version more push back on hit / less on block, heavy version less push back on block
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/8a8a68451c27b7e8acd7cbb7aedb23fff748cc4e.png
- Run: Normal versions slightly slower, EX version slightly faster
- Run->Stop: Adjusted input leniency and priority
- EX.Run->MidStrike: Slightly increased enemy launch distance before bouncing off wall
- EX.Run->LeapStrike: Fixed missing hurt boxes
Full change log has been added to the Version 0.5.2 notes
As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/a6e8c396d90668f877b3b4740a2dd36d0513014e.png
Version 0.5.1 is now released! This patch contains new CPU versus mode, more training room features, a demo mode, and as always more gameplay improvements.
https://www.youtube.com/watch?v=PY7JhoPBkWk
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png
CPU Versus Mode
Added CPU / AI functionality! Players can now fight against computer opponents in versus mode and training mode.
There are three difficulties to choose from (Easy / Medium / Hard), the difference between them is that the harder difficulties block more often, tech throws more often, make decisions quicker, and react to things faster.
There is also two behaviour types to choose from. One is the Default option where they will use all their moves, and the other is a Footsie option where they will just use movement and a select few normals (can be fun to practice against).
The AI itself is not particularly smart, but sometimes it does cool things and decently fun to fight against for a version 1.0. In the future we plan on improving on this and adding more behaviour types to fight against. Soon we will also add other game modes like survival and arcade.
Also, Maxx cheats (doesn't need charge)
Demo Mode
Added a demonstration mode that creates random cpu vs cpu matches, and initiates automatically from the press start screen if no input is supplied. There are no intros or outros, and pressing start at any time will bring the game back to the main menu.
Training Mode - Dummy
Added functionality for selecting the behaviour of the training dummy in the "Dummy Settings" sub-menu. The available options are:
- Default (Counter Hit / Blocking)
- Jump
- Crouch
- CPU (Difficulty / Type)
- Human
- Record
- Playback
Training Mode - Quick Change
Moved quick character / stage / music selection to a sub-menu under "Quick Change". Also added the ability to select character color from this menu.
Training Mode - Functions
Added a "Functions" menu to the training mode which serves as a way to access the keyboard-mappable training keys from a controller. This will allow players to Pause / Step / Toggle Playback / Toggle Recording / Save Game State / Load Game State with their controller, which before was only possible from the keyboard.
While in training mode:
- Open the dialog by holding the "Utility" button (previously mapped to the load game state functionality)
- While continuing to hold the Utility button, move up and down to select the desired function
- Release the Utility button to execute or Start button to cancel
- Tap the Utility button in-game to repeat the last selected function (map to load game state and it will function same as before by tapping)
This menu can also be accessed through the pause menu under "Functions".
Training Mode - UI
Adjusted how the sub-menu options work (player / dummy / display / etc). Changed to just being separate sub menus instead of being a left / right group, which was kinda unintuitive how we had it set up.
Patches Dialog
Removed the in-game patch viewing dialogs. Was kind of a pain to maintain and I doubt anyone actually uses them. In the future if I bring it back, it will probably just link to these steam announcement posts.
Optimizations
Bunch of code optimizations done to improve memory performance, should feel smoother as a result (less intermittent hitching).
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png
Animations - Airborne hits improved
All characters have had their airborne being hit animations (reset / juggle / knockback) updated. This should provide more clarity for resets and generally look better than before.
Attacks - Airborne normal pushback increased
All airborne attacks now apply slightly more push back against grounded opponents. Should look better and is slightly tied to the changes in jump arcs (read below).
Camera - Adjustments
As always in searching for the perfect camera, ours has been adjusted against. This version should feel more 2D, move slower horizontally, move less vertically, clamps the top position (doesn't go above a certain height), and generally should be more clear.
Character Shake - Re-enabled
Re-enabled the character shake that happens when a character gets hit and should be a bit more subtle than it used to be. Hopefully gives attacks a little bit more umpfh.
Collision Boxes - Move Boxes - High speed resolutions
Added support to the engine that prevents characters from passing through each other at high speeds. This has been a pretty long-standing problem that has been pretty limiting and we finally got around to addressing it.
Previously, if a character moved quick enough in one frame so that they moved farther than the width of their movement boxes, they would end up passing through the other. In order to prevent this, we generally just made the width of movement boxes relatively large and made sure that animations weren't too fast, but there were still some cases where it was possible to happen.
Now we can account for this, where the engine takes the previous frame's positions into account when figuring out if there was a movement collision and which side each player needs to be on. This will give us a lot more freedom with move box widths where we can make the characters "thinner", and with attack animation speed where characters can move much much faster without having to worry about going through the opponent.
Collision Boxes - Move Boxes - Corner adjustment
Removed the logic that prevented characters from crossing under a juggled opponent in the corner. This was done so that things like Juggle xx DTC -> Forward Dash -> Attack would keep them in the corner even if the attacker got all the way into the corner.
This is being changed in order to allow that juggle cross under (stuff like Dog St.HK xx Run will allow the same mixups in the corner as it does mid screen), and any situation like the above one will be balanced more around the push back on the juggle and dash distance of the character.
Collision Boxes - Move Boxes - Standardized Airborne / Juggle sizes
Standardized the bottom move box position between airborne and juggle states. Previously, the juggle version would reach quite a bit farther down to be harder to get under, but it allowed a strange-looking case to happen when a character gets hit while right on top of the other (one above the other and not intersecting -> get hit into juggle and is now intersecting because it reaches lower -> jarring resolution), most frequent example is Agent uppercutting against a very deep opponent.
Now it should feel a lot more consistent and look better.
Also, the back side of all airborne move boxes has been shrunk a bit, which makes it less often to collide with things that are behind the player. This will be mostly noticeable when landing directly on top of an opponent and landing on the other side (crossup), now when the character hits the ground they will be much closer because their movement box doesn't push out as much, should make empty jump crossups much much better.
Collision Boxes - Move Boxes - Adjusted grounded heights
Dog has had the height of his grounded move boxes slightly reduced, and the Big body characters (T.Yara / Maxx) have had theirs slightly increased. This should slightly increase the difference between the body types.
Collision Boxes - Grab / Move Boxes - Reduced grounded widths
With the above change to high speed move boxes, all body types have had their move box widths decreased (and grab boxes by the same amount - they are tied).
In relation to this, the hurt box widths have NOT been adjusted. Because of this, the horizontal distance between the edge of the move box and the hurt box has been increased, which means that all characters will get slightly more combo options when starting a combo from point-blank range.
Damage - Ignore global and character scaling
Added functionality for defining if a hit has its damage scaled or not. Normal Throws, Command Throws, and Supers all are no longer scaled by global / character scale values and have had their damage values adjusted accordingly. These meta of these moves will no longer be affected when adjusting those scale values, and eventually if we want to move away from the scaling system we now have the ability to do so.
Damage - Removed counter hit scaling bonus
Counter-hits no longer provide the benefit of not scaling the next hit in a combo. The damage variance on combos was just too much but it was fun for a while.
Damage - Adjusted scaling
Slightly increased the global damage scale so that hits generally do a bit more damage and adjusted combo scaling so that there is a larger change between the first and second hits of a combo. This change should give a bit more reward to neutral hits in relation to combos.
Damage - Supers separate scaling
Supers now use a separate linear scaling list (100% -> 90% -> 80% -> 70% -> 60% -> 50%). This change should give more reward to quick combos into supers.
Hit Stop - Adjusted
Slightly increased all non-special-cancellable normals hit stop. This is something we've had in the past and gives these attacks slightly more umpfh, and in the case of super-cancellable attacks, slightly more time to buffer super.
Input - More wakeup leniency
Slightly increased wake up input leniency, which should make it a little easier for players to get their attacks out when getting off the ground.
JTC - Adjustments
JTC has been changed in a few ways that should give it a bit more utility but a bit less effective in neutral. The juggle value that you gain when landing it in a combo has been increased from 1 to 2, which will allow for more combo options after the JTC. On the other hand, it now scales the combo damage much more than before. Hopefully it should make going for these combos more about situational meter usage or player variety, rather than optimal damage.
Jumps - Arc adjustments
All characters jump slightly farther horizontally, and slightly less high vertically.
KO - More freeze
There is slightly more character freeze when KOs happen, should give the KO moment a bit more impact.
Meter - Reduced
Slightly reduced E and T meter gain across the board, should make spending these resources a bit more of a risk and make 4-bar supers a bit harder to build.
Resets - Adjustments
Decreased global reset juggle value from 3 to 2. This should allow more opportunities for resets, and with the above change to JTC juggle value, always after a JTC.
Each character has also had their reset distance slightly increased, which will make it harder to cross under and less reward in general.
UI - Adjustments
Adjusted scaling resolution and positioning of the gameplay UI. Text should be more readable and look better.
Walks - Added speed ramp
Added functionality for walk speed to ramp up over a few frames. This will slightly reduce the distance moved when quickly going between different directions. When initiating a walk, the movement speed will now start at 50% and ramp up to 100% over six frames. With this in mind, all characters have had their walk speed slightly increased.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/0e4383a8ae2bffc701dff1d12c03e6f64a5fad0d.png
- Jp.HP: Can no longer cross up
- St.HK: More push back, less corner push back
- HP.Gunshot: More hitboxes added to the end of the beam
- All.Headbutts: Less push back
- HK.Headbutt: More punishable on block
- EX.Headbutt: Travels farther during startup
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/2b0b4cda21d54021697cf922acf4ebf0ae98c14d.png
- General: Gains less meter
- St.MP / St.HP: Dash cancel now requires regular dash input (not single forward / backward)
- Cr.MP (fast): Reaches farther, better on hit
- St.MK: Easier to whiff punish, worse on hit and block
- Cr.MK: No longer disables upper hurt box during startup
- Cr.HP: Can no longer cancel later active frames, fast version better on hit and block
- All.KnifeRush: Juggles slighlty farther horizontally
- HP.KnifeRush: Increased knockdown frames
- EX.KnifeRush: Less push back, worse on block
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/509c3f7adeb8a75b5d4848eabddd7e0d61ae7e11.png
- General: Less health
- St.HK: More hit stop
- LK.ShieldCharge: Less push back
- MK.ShieldCharge: Less push back
- EX.ShieldCharge: Travels farther during startup, increased hit box range
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/8a8a68451c27b7e8acd7cbb7aedb23fff748cc4e.png
- Dash Forward: Less distance
- St.LP: Better on hit, better on block
- Cr.LP: Better on hit, better on block
- St.MP: Faster startup, more push back, better hit box
- St.HP: Super cancellable, reaches farther, collision boxes now follow animation, better on hit, worse on block
- Cr.HP: No longer forces stand, hit box top reduced, slower startup, better on hit
- Jp.HK: More active frames, additional hit box on last active frame, less hit stun
- EX.PinWheel: Now requires 0 juggle value (still removes 1), increased corner push back
- PinWheel->Dive: Better on hit, better on block, adjusted spike physics
- Run: Adjusted animation timing
- Run->Slide: Reaches less far
- Run->MidStrike: Increased push back, ex version worse on block
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/9d760d0c577976cf93f3fba88ba77955861eb2b4.png
- Dash Forward: Slightly less distance
- Throw Backward: Fixed corner push not being applied
- St.LP: More push back, better on hit
- Cr.LP: More push back
- Jp.LP: Updated animation
- St.MP: Slightly worse on hit, slightly better on block
- Jp.MP: Updated animation
- Cr.MK: Reaches slightly less far
- Jp.MK: Updated animation
- Jp.HP: Updated animation, now causes spike into soft knockdown against airborne opponents, slower startup, less active frames, adjusted hit boxes
- St.HK: Increased juggle value
- Cr.HK: Updated animation, more push back, reaches slightly less far, slightly decreased damage
- Jp.HK: Updated animation, now causes a hard knockdown against airborne opponents
- All.CrescentKicks: Adjusted juggle physics, adjusted hit box positions, no longer cancellable into super when parried, harder to go over opponents on the ground
- Super.LunarGeyser: Worse on block
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/2789edef5fddc7c00557ab34419c5fabb43619c4.png
- General: Less damage, less meter gain, slower walk forward when buffed
- St.LP: More push back, more recovery, more hit / block stun
- Cr.LP: More push back, better on hit
- Fw.MP: Now special cancellable
- St.HP: Faster startup, less push back, bigger hurt box
- Cr.HP: Slower startup, more push back, smaller hit box top, bigger hurt box
- Jp.HK: Slower startup, reaches slightly less far
- All.HookSwing: Less push back
- LP.HookSwing: Slightly less recovery, slightly worse on dtc
- EX.HookSwing: More time between hits, second hit reaches farther
- All.GAP: No longer applies damage on initial hit, easier to whiff punish
- EX.Buff-U: Bigger hit box, increased damage, less push back
That's it for the main changes in the update, but as always, there's a ton of little things in the full detailed changelog, which you can find here
As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!
Version 0.4.1.a is now released, it's a big one! We will try to highlight the big changes here but as always you can read the whole detailed change log at the bottom of the post.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png
Online Lobbies / Spectating
This update contains some pretty hefty improvements to our online functionality! Players can now compete in rotation king-of-the-hill style with up to 7 other players, and spectate matches that are in progress.
Current features of the lobby system:
- Players can leave the rotation if they wish to only spectate
- If only two players are in the rotation, players can rematch as much as they want
- Players will be automatically skipped if AFK
- Lobbies can be private and steam friends can join or be invited
- Steam profiles can now be viewed
- Total amount of players online is now shown
This is pretty much version 1 of the new online stuff and next we will work towards matchmaking queues (from the menu or training) and more persistent data (like wins, losses, and rank, etc).
Cid Art Updates
Much like Roy with the last version, Cid has had her entire animation library updated and brought up to the current generation of tech. She now has animated swipes and special ones for using her electric attacks, completely filled out secondary animation for her side grenades and dog tags, and in general a polish pass on the animations themselves. Along with that she has probably had the most gameplay changes which are detailed in the character section.
Menu UI Changes
Changed the animations and layouts for all menus in the game, should be a bit faster, smoother to navigate, and look a bit better.
Keyboard Configuration
Added support for mapping the keyboard. In the controls options, alongside the controller options there are now options for mapping keyboard keys for Player 1, Player 2, and Training Mode functions. Player 2 now defaults to un-mapped and will need to be mapped to be used.
Menu Input
There is no longer a separate (un-mappable) set of inputs for controlling the menu versus controlling in game, now whatever your inputs are mapped they will be used for the menu as well.
Training Mode - Playback and GameState
Removed Playback and GameState UIs and options to enable, and added a popup that shows when any of the functions are triggered. There will eventually be a way to access this stuff from the menu but for now it will need to be just the keyboard mappings.
Training Mode - Maxx Happy Hour Toggle
Added toggle in training mode to disable Maxx's 4-bar automatic super "Happy Hour", now you can choose to practice buffed or not with meter options enabled.
Sound Options - Mute when Alt-Tabbed
Added sound option for toggling if alt-tabbing causes the game to mute or not.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png
There is a ton of adjustments to the gameplay in this one and we'll try to highlight the major changes.
Chained Light Attacks
Light attacks that can chain cancel into other light attacks can no longer do so if the attack was parried. Previously, these moves had to have their chain timings restricted with regards to parry in order for them to still be negative when countered. Since they can no longer chain, we can get a little more freedom on the chain timing and speed it up in some cases.
ATC - Less Hitstop
Hit stop across the board for almost all parried moves has been reduced by around 2 frames. Defenders will need to react slightly faster if they want to counter attacks.
ATC - Orients Correctly on Crossups
When parrying a crossup, the defender will now orient towards the attacker instead of away (like normal hits), should just look better.
JTC - Less Reward
The universal overhead JTC mechanic has been adjusted a bit in order to slightly reduce it's reward on hit.
- Two more active frames
- First two active frames will no longer hit against crouching opponents
- Less hit stun. Less advantageous against standing opponents and counter hits are now only combo-able against crouching opponents
- Horizontal distance is slightly decreased
- Push back is slightly decreased
Special Move Meter Gain
All specials moves now grant their meter for initiating them on the second frame instead of the first. This ensures that you do not gain meter for kara-cancelling a normal-special into an ex-special.
Collision Boxes - Empty Jump Hurt Boxes Reach Lower
Empty jumps have had their hurt boxes slightly extended downwards. This should make them easier to hit by defenders.
Collision Boxes - Shorter Standing Characters
All characters hurt boxes are slightly shorter when standing. This will make air to ground attacks need to be timed slightly later than before.
Collision Boxes - Wider Hurt Boxes When Crouching
All characters have had their crouching hurt boxes slightly extended. There will now be a greater difference between standing / crouching hurt box distances and allow for more things to work against crouching opponents.
Battle Camera
The game camera changed a little bit. Horizontally it will move smoother and a bit slower, and vertically it will move higher and slightly slower.
Damage
Damage in the game has been adjusted slightly. Counter hits now grant +25% damage instead of +10%, supers minimum scaling increased from 50% to 55%, and the combo scaling values have been reduced a bit in order to limit longer combos a bit.
Crossups - Physical Collisions
When crossups happen and players are intersecting with their movement boxes, the scale at which this is resolved has been increased from 0.5 to 1.0, which effectively disables this feature. This was used so that when players jumped almost directly on top of the other and landed behind, that they would not be pushed so far away when landing on the ground. With changes to the jump velocities and movement box sizes, this is no longer needed and looks much better.
Crossups - Corner Non-Crossups
When both players are in the corner and one is jumping onto the other, non-crossup attacks will now land on the defender. Previously, if a move was not considered a move that can hit crossup, it would completely whiff and the attacker would land inside the corner.
Crossups - Airborne Proximity Origin
The origin position for all attacks' proximity boxes has been extended so that it doesn't come from the exact middle of a character. This doesn't really change anything for grounded attacks, but for airborne attacks that landing right above the defender it should help and avoid proximity blocking putting a character in a weird flipping situation (proximity block -> get crossed up -> walk back into the front -> proximity block again -> etc).
Crossups - Blocking Input Check Improvements
How the input for blocking is stored and referenced by the engine is now done as a unique case instead of like any other input, and is now calculated immediately before processing the collision logic for a hit. This fixes an unblockable case when being crossed up on the same frame that a move hits.
Crossups - Less Pushback When Crossing Up
Added a scale value that can be applied to an attack's push back only when hitting as a crossup. Set to 0.5, this means that moves that hit crossup will only apply 50% of their push back instead of 100%.
Previously, depending on a character's jump velocity, the character's move boxes, the attack's hit boxes, and the attack's push back, an attack could easily hit in front and land behind, or hit behind and land in front. Because of this, airborne attacks that could cross up needed to have their hit boxes and push back finely tuned to prevent it from happening. Due to that delicate balance, any change to a character's jump arc would have a strong chance of messing it up and re-introducing the case. It also meant that all the airborne normals needed different push back distances because they had different hit box sizes.
With the new method, we're able to standardize the push back distance for all airborne attacks (set to 2.0, which is higher than most crossup normals had before), and then scale it to 1.0 when it hits as a crossup (lower than crossup normals had before), and avoid this case and delicate balance all together.
Hit Stop - Adjustments
Hit stop for medium and heavy attacks have been decreased slightly, and slightly increased for specials. This should speed up the combat when using normals, and give more impact and better cancelability for specials.
Meter Gain - Adjustments
Global meter scaling has been increased from 125% to 150% but the curve for how it scales during a combo has been reduced. Players should gain more meter for stray hits and less for combos.
Input - Charge Super Input
Charge super can now be done with the first forward input being any forward instead of strict forward. This means you can now input charge super with DownBackward -> DownForward -> DownBackward -> Forward.
Input - Charge Buffer Increased
Amount of frames to charge for a charge move has been slightly increased from 40 to 44, requiring a bit more charge time for specials / supers.
Input - Post-DTC Attack Leniency
When DTCing, leniency for the followup attack has been slightly increased from 12 to 14, making it a bit easier to do combos with.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/6a5fefdfde8b971fae38e16a8205e70eea61d6f5.png
It's been a while now since we've had a proper gameplay patch and this one has quite a bit of changes. Below you will find some changes that are applied to the characters as a whole, and then their individual changes.
Walk Forward - Slight Speed Decrease
All characters have had their forward walk speeds slightly reduced, generally by the same amount so that their differences remain intact. Felt like it was a bit too easy for characters to invade each other's space.
Walk Backward - Slight Speed Increase
Similar but opposite of the walk forward change, some characters have had their backwards walk speeds slightly increased. This should make the differences between forward and backwards and bit less drastic overall.
Dash Forward - Slight Distance Decrease
Many characters have had their forward dash distance slightly reduced, they will cover a bit less ground.
Jumps - Faster Startup
All characters have had their jump startup frames decreased to 4. This is a reduction from 5 for all characters other than TYara, who was reduced from 7. This should allow characters to get into the air faster.
Jumps - Longer Air Time
With the above reduction in startup, these frames have been applied to the airborne time of the jump. The total amount of frames should be unchanged but will give the character more time to attack and the defender more time to react.
Jumps - Higher Arcs
Character's have had their jump arcs height increased. This means that they will leave the ground at a faster speed, reach a higher point, and hit the ground at a faster speed. This will make jumping characters need to time their attacks a bit better, and also allow grounded defending characters a better chance to counter.
Grounded Light Punches - Increased Block Stun
Most grounded light punch attacks have had their block stun increased. This should allow better advantage when going for a followup attack when blocked.
Grounded Normal Attacks - Hurt Box Adjustments
Many grounded normal attacks have had their hurt boxes adjusted during their active and followthrough states. In general during active frames, hit boxes should extend farther than their hurt box counter part, and during followthrough, hurt boxes can sometimes extend farther than the hit box did during the active frames. This means that attacks can be whiff punished from a greater distance than they would hit and should be an improvement to whiff punishing and footsies in general.
Airborne Normal Attacks - Standardized Pushback
All airborne attacks now apply the same amount of push back. Up until now it was on a per-move basis. This should feel more consistent when landing air-to-ground attacks.
Airborne Normal Attacks - Increased Block Stun
Most airborne normal attacks have had their block stun slightly increased. This should allow better advantage when trying to follow up with a grounded attack when blocked.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/0e4383a8ae2bffc701dff1d12c03e6f64a5fad0d.png
Roy is in a pretty good spot overall, his changes are mostly in line with the global changes and a few new things.
- Forward walk is slower
- Backward walk is faster
- Forward dash doesn't go as far
- Light punches chain faster and are better on block
- St.LK is faster
- St.MP is better on hit and block
- Cr.MP forces stand and is better on block
- St.MK is faster
- St.HP has better hitbox
- Cr.HP reaches farther
- Jp.HP is better on block
- St.HK charged version is faster
- Cr.HK goes farther
- Jp.HK is slightly worse
- Gunshot light version no longer hits agent fireballs
- Gunshot medium has less push back
- Gunshot heavy juggles less far
- Headbutts have more push back on block and better advantage on block
- Super Gunshot has more active frames
- Super KnuckleSandwich no longer moves forward during active frames
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/2b0b4cda21d54021697cf922acf4ebf0ae98c14d.png
Cid has changed the most out of the characters and she has gained a few more tools.
- Art is completely updated (model and animations)
- Damage scale is slightly reduced
- Health is slightly reduced
- Forward walk is slower
- Forward dash doesn't go as far
- St.LP is no longer cancellable
- Cr.LP has less push back
- St.LK cancels into St.MP / Cr.MP slower and the advantage is different
- St.MP and St.HP can now be backdashed out of while holding
- St.MP(Normal) is better on block
- St.MP(Charged) is better on hit but worse on block
- Cr.MP(Normal) has less range
- Cr.MP(Charged) has more range
- St.MK reaches farther
- Cr.MK is slightly less effective
- Cr.HP has better hit box
- St.HK is better on block
- Grenades have less active frames but have had their speeds adjusted
- KnifeRush heavy version has a higher juggle value
- KnifeWheel animation is much more indicative when it is safe
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/509c3f7adeb8a75b5d4848eabddd7e0d61ae7e11.png
Not a whole lot changed with T.Yara, she will be the focus of our next update, but for now she got a few gameplay adjustments.
- Damage scale is slightly reduced
- Forward dash doesn't go as far
- St.LP has a higher hit box
- Cr.LP can chain faster
- Jp.LP is better on block
- St.LK is more whiff punishable
- Cr.LK has less range
- Jp.LK has a higher hit box
- Cr.MP is faster but less range
- Jp.MP is better on block
- St.MK has fixed hurt boxes
- Cr.MK has more range but is slower and worse on block
- Jp.MK can no longer crossup and is better on block
- Cr.HP got a better juggle
- Jp.HP is better on block
- St.HK is more whiff punishable
- Jp.HK has more active frames and is better on block
- Jp.Splash has a higher hit box but is better on block
- ShieldCharges can no longer be DTC'd, are now super cancellable, are now airborne, have less push back, and charged versions are better on block
- FlyingGoddesses have had their oki adjusted
- BreakYourBones have had their oki adjusted and normal have been slowed down
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/8a8a68451c27b7e8acd7cbb7aedb23fff748cc4e.png
Not a whole lot different with Dog other than some small adjustments, shouldn't really play any differently.
- Forward walk is slower
- Jp.LP is better on block
- Jp.LK is better on block but has a worse hit box
- St.MP has had its' target combo timing adjusted, is better on hit and on block
- Cr.MP is more whiff punishable
- St.MK second hit will now beat a parry -> jab
- Cr.MK has less push back
- Jp.MK is better on block
- St.HP has a lower juggle value
- Dw.Fw.HP is better on block
- Jp.HP is better on block
- St.HK doesn't launch as far
- Cr.HK does not corpse hop as easily
- Jp.HK is better on block
- Run->Slide normal version has a higher juggle value
- Run->MidStrike both versions are better on block
- Run->LeapStrike both versions stay on the ground slightly longer
- PinWheel->Dive all versions now have correct CH bonus, worse on hit and block
- Super PinWheel now hits lower
- Super Run is now a 4-bar super
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/9d760d0c577976cf93f3fba88ba77955861eb2b4.png
Agent-G has received a fair bit of changes but his game plan should be the same.
- Damage scale is slightly reduced
- Health is slightly increased
- Forward walk is slightly slower
- Forward dash doesn't go as far
- St.LP doesn't reach as far and is better on block
- Cr.LP is better on block
- Jp.LP is better on block
- St.LK is better on hit and block, is no longer airborne from frame 1
- Cr.LK is more whiff punishable
- Jp.LK is better on block
- St.MP is better on block
- Cr.MP is faster and better on block
- Jp.MP is better on block
- St.MK is now super cancellable
- Fw.MK now combos into followup on hit, worse on block
- Fw.MK->Followup is slightly worse on dtc (hit and block)
- Jp.MK has better crossup hitbox and is better on block
- St.HP does not get pushed as far out of the corner when juggling, fixed proximity issue, slightly less damage
- Cr.HP has slightly less damage
- Jp.HP is better on block
- St.HK is slightly better against opponents directly above him
- Cr.HK has less push back
- Fw.HK has more reach and doesn't launch as far away
- Jp.HK is better on block
- CrescentKicks have had their normal versions damage standardized and juggle physics adjusted
- CrescentSplits have lower damage, knockdown for more frames, and are slightly worse on block
- LunarDiscs have had their spawn position pushed slightly forward, fast versions are active longer but don't go as far, regular versions reset against airborne, regular versions are better on hit and block
- Super Lunar Geyser reaches farther
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/2789edef5fddc7c00557ab34419c5fabb43619c4.png
Maxx got a fair bit of changes but in general his game plan should also be the same.
- Damage scale is slightly reduced
- Forward walk when buffed and non-buffed is slower
- Backward walk when non-buffed is faster
- Forward dash doesn't go as far
- Forward throw doesn't throw as far
- St.LP has less push back
- Cr.LP has less push back
- Jp.LP is better on block
- St.LK is slower, has less range, has more push back, and has less hit and block stun
- Cr.LK is now special cancel-able, is now chain cancel-able into other lights, is slower, has more push back, and has more hit and block stun
- Jp.LK has a higher hit box, is worse on hit, and better on block
- St.MP is better on block
- Cr.MP is better again opponents directly above
- Jp.MP has a better crossup hitbox, is better on block
- Jp.MK can now always hit crouching opponents, doesn't push as far out in the corner
- Jp.HP is better on block
- St.HK now causes a hard knockdown against airborne opponents, is better on hit
- HookSwings are all better on block
- HornyToads are invincible against airborne sooner
- GroundAndPounds whiffed has more recovery, light version goes slightly less far, hits push the opponent out slightly more
- Super LastCall (Non-Buffed) last hit better hit box, slightly less damage
- Super LastCall (Buffed) has more active frames, slightly less damage
That's it for the main changes in the update, but there's a ton of other little changes sprinkled around. If you want to dive deep into the thorough patch notes, you can find them here
We'll be hosting and streaming an open lobby pretty regularly from our Twitch channel. If you'd like to watch some matches of the game feel free to tune in, or if you want to play on stream feel free to boot up and join the lobby!
Thanks so much to everyone in the discord who helped us test the lobby / spectating functionality. These things have a ton of moving parts and we are fortunate to have such a friendly and helpful community.
As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!
https://docs.google.com/document/d/1j0OHV9uHgh9z_WNg6YqODBZtUPO3ZkIlx8rgUS2f8ig/edit
* 0.1.9.d
* Data
* Characters
* All Characters
* Moves
* Jumps
* Standardized all cancel windows into attacks from [1, some number that it used to be] to [1, jumpActiveFrames - 4]
* -4 to give the landing leniency a little room
* Before it was as big as -6 (roy, cid) and -8 (dog)
* Should allow deeper jump ins across the board
* Should cause more deep jump attacks to land before their active frames come out
* Should make it slightly harder to time empty jump -> landing attack
* Forgot to increase this cancel window last time I increased jump active frames
* Tyara remains at -6
* JTC
* Bottom of all airborne movement boxes is now set to an absolute value of 2.5 instead of extending 2.0 from the default
* Generic
* Collision Boxes
* All Body Types
* Reversions
* Decreased all hurt box width by 0.6
* Decreased all movement box width by 0.4
* Decreased all grab box width by 0.4
* Changes
* Decreased all hurt box width by 0.2
* Decreased all movement box width by 0.2
* Decreased all grab box width by 0.2
* Retracted all airborne / juggle move box bottoms by 0.5
* Extended all knockdown move box tops by 0.5
* Roy
* Moves
* St.LK
* Updated animation
* Extended hit box right from 3.75 to 4.5
* Extended hit box top from 2.75 to 3.5
* Retracted hit box bottom from 0.0 to 0.75
* Cr.HK
* Decreased knockdown frames from 39 to 35
* Cid
* Moves
* Cr.HK
* Extended hit box right from 7.0 to 7.25
* Increased followthrough state frames from 12 to 15
* Increased recovery state frames from 8 to 10
* Increased block stun from 13 to 16
* Block Advantage:
* Link: [-10, -7] => [-12, -9]
* DTC -> Attack: -1 => +2
* DTC -> Forward Dash: -10 => -7
* Decreased knockdown frames from 37 to 34
* Dog
* General
* Decreased damage scale from 0.95 to 0.925
* Moves
* Jumps
* Decreased x velocity from 0.24 to 0.23
* St.LK
* No longer chainable into from light attacks
* Cr.LK
* No longer chainable into from light attacks
* Cr.MP
* Increased push back on hit from 2.0 to 3.0
* Jp.MP
* Updated animation
* No longer disables lower standard hurt box
* St.MK
* Increased startup state frames from 8 to 9
* Cr.MK
* First Hit
* Increased push back on hit from 0.5 to 1.5
* Increased push back on block from 0.5 to 1.5
* Retracted hit box right from 6.0 to 5.0
* Retracted hurt box right from 5.5 to 4.5
* Increased followthrough state frames from 3 to 12
* Decreased recovery state frames from 21 to 12
* St.HP
* Now super cancellable
* Cr.HK
* Increased first startup state (grounded) frames from 7 to 9
* Total startup frames increased from 20 to 22
* Increased hit stun from 17 to 18
* Hit Advantage:
* Link: [+1, +5] => [+2, +6]
* DTC -> Attack: +3 => +4
* DTC -> Forward Dash: -5 => -4
* CH Advantage:
* Link: [+4, +8] => [+5, +9]
* DTC -> Attack: +6 => +7
* DTC -> Forward Dash: -2 => -1
* Pin Wheel
* Normal Versions
* Increased recovery from 8 to 10 frames
* EX Version
* Now super cancellable
* Decreased startup x velocity from 0.35 to 0.2
* Extended hit box right from 2.0 to 2.5
* Retracted hit box left from 0.25 to 0.75
* Pin Wheel -> Dive
* Both Versions
* Retracted hit box left from 0.5 to 1.5
* Notes:
* Crosses up slightly less, but still quite easily
* EX Version
* Increased x velocity from 0.675 to 0.8
* Run -> Mid Strike
* Normal Version
* Increased followthrough state frames from 13 to 14
* Increased hit stun from 23 to 24
* Hit Advantage:
* Link: [+3, +5] (unchanged)
* DTC -> Attack: +9 => +10
* DTC -> Forward Dash: +1 => +2
* CH Advantage:
* Link: [+7 +9] (unchanged)
* DTC -> Attack: +13 => +14
* DTC -> Forward Dash: +5 => +6
* Block Advantage:
* Link: [-10, -8] => [-11, -9]
* DTC -> Attack: -4 (unchanged)
* DTC -> Forward Dash: -12 (unchanged)
* EX Versions
* Decreased wall bounce x velocity from 0.4 to 0.3
* TYara
* Moves
* Shield Charge
* L / M / H
* Pre-Hold Startup
* Removed armor from pre-hold frames
* Post-Hold All Versions
* Decreased armor from unlimited to 1
* Post-Hold Charged Version
* No longer unblockable
* Push Back
* Increased stun frame scale from 1.25 to 1.5
* Battle Camera
* Old
* Removed
* Main
* Main Object (Eye)
* Increased Y Position from 4.2 to 4.3
* Increased Scale Y Position from 7.0 to 7.5
* Now goes slightly higher than the target position when at max height
* Target Object (Look Position)
* Increased Y Position from 6.1 to 6.2
* Collision Box Controller
* Decreased crossup translation scale reduction from 0.5 to 0.25
* Decreased crossup airborne translation scale from 0.5 to 0.25
* These affect how much players are pushed out when one is crossing the other up
* Input
* Sequences
* QCFx2 / QCBx2
* Changed input:
* Old: Down -> DownForward -> AnyForward (!AnyDown) -> AnyDown (!AnyForward) -> AnyForward (previous !AnyForward)
* New: AnyDown -> AnyForward (previous !AnyForward, !DownForward) -> AnyDown (previous !AnyDown) -> AnyForward (previous !AnyForward)
* Hit Stop (Normal / Parried)
* Light: 8/16 => 7/15
* Light_Beefy: 10/18 => 9/17
* Light_Airborne: 12/20 => 11/19
* Medium_Cancellabe: 14/20 => 13/20
* Medium_NonCancellable: 14/20 => 13/20
* Medium_Beefy: 16/20 => 15/20
* Medium_Airborne: 14/20 => 13/20
* Heavy_Cancellable: 14/20 => 13/20
* Heavy_NonCancellable: 14/20 => 13/20
* Heavy_Beefy: 16/20 => 15/20
* Heavy_Airborne: 14/20 => 13/20
* Special: 14/20 => 13/20
* Special_Airborne: 14/20 => 13/20
* Special_Beefy: 16/20 => 15/20
* Super: 16/20 => 15/20
* Roy_Gunshot: 12/20 => 10/18
* UI
* Training Mode
* Added hit vertical type / hit advantage flyup
* Must have "Attack Info" enabled
* Will probably expand on this more in the future
* Code
* Input Sequences
* For input nodes (each input in a sequence), added support for specifying a null input for the previous frame. This allows for setting an input that is invalid given a previous frame's input.
* IE, a valid input could be AnyForward, but can now require that the previous frame was not AnyForward
Latest on Steam
SteamDBBuild info restricted by publisher
Last Steam update Oct 06, 2025 — check SteamDB
Current Release
Build 21840475
Uploaded Oct 26, 2026
System Requirements
How to Install
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Punch Planet - Early Access for PC with a direct link or via torrent. Get the full version of Punch Planet - Early Access for free. Punch Planet - Early Access is a Action released by Sector-K Games.