About the Game

What Is Smack Studio?
Smack Studio is a sandbox fighting game with powerful built-in creation tools. Transform 2D sprites into 3D animations using our new animation technology, and bring your characters from concept to playable creation in a fraction of the time thanks to automation tools that speed up the process. Take your creations to the stage and battle with up to 8 players, or export your animations for use in your own projects!
Battle Mode - Current Features
- 8 Player Offline Vs
- 4 Player Online Rollback Netcode Vs
- 16 base roster characters, and 23 stages (plus one secret stage, if you can find it 😊)
- Take on friends or CPU players with competitive, fast-paced gameplay, ultra-smooth game feel, and high combo potential
- Unleash devastating ultra attacks of your own creation (ultras for our default roster will be designed with balance in mind for competitive play)
- Play using any DirectInput or XInput controller (even GameCube controllers, via the official Nintendo Gamecube controller adapter, MayFlash USB adapter or similar product)

Character editor - Current Features
- Create pixel art animations with 3D depth and rotation, using a new approach that maps 2D images to bones in a 3D skeleton
- Take a character from concept to fully playable character in less than 30 mins, by using one of our templates (or characters created by the community! Yay, teamwork is awesome!)
- Animate frame-by-frame to add polish and customizations
- Create custom projectiles and special effects
- Add functionality using actions added directly to your animations- a form of simple but effective coding!
- Steam Workshop support, which allows you to share your creations with the world, and choose from an endless supply of community creations
- Our patented tools can speed up the creation workflow for experienced artists or help new artists get started.
- Attach your pixel art to an animation rig and drag the bones to create smooth animations.
- Export your animations for use in any project you like. We hold no legal claim over any IP created in Smack Studio, and we'd love for artists to create, share, monetize, and do what they please with it!
IMPORTANT NOTES ABOUT CREATING ART FOR OTHER PROJECTS:
- The maximum canvas size is currently 256x256 pixels. We may be able to increase this in the future, but we can't guarantee it at this point.
- The ideal height for characters is between 50 and 150 pixels tall. Images significantly smaller or larger than these limits can still be used, but they are a challenge for the 3D algorithm and may require more manual cleanup after exporting.
- Please note our hardware recommendations. Smack Studio is more performance intensive than most other pixel art animation software, due to our 3D rotation and our integration with Unreal Engine. We hope the tradeoffs are worth it for players and for artists! 🙂
Screenshots
19 images
Version Information
Steam Patch Notes
Official update history
Previously, only items marked as "public" could be used, even in friends only sessions. This was creating issues for players who wanted to make Workshop items only visible to their friends.
Editor changes:
- Mouse drawing location was offset by a pixel in the character editor
- Updated the Kaien template to include newer animations and attack power / hitboxes
Buster balance updates:
- fixed hurtboxes on basic movement
- Reduced dash attack damage and super armor frames
- Reduced f strong damage and active frames
- Removed down strong disjoint
- down b super armor now only applies to the grounded version
- grab comes out slightly slower
- ultra comes out slightly slower (but is active slightly longer)
- up b cancel window has been moved to the end of the move, and can be escaped from more easily to avoid easy kills
- side b has slightly more startup lag and end lag when the move doesn't hit
- up strong startup lag increased significantly (although he now has super armor)
- up strong has new visuals to indicate the hitbox better also the hitboxes have been shifted around a bit to be more forgiving to the opponent.
- cargo up throw damage increased slightly
Katsuro balance updates:
- Jab had an unintended 1 frame of invincibility
- Jab hurtboxes adjusted slightly (reduced reach on 2nd hit)
- down b hurtbox has been shortened
- neutral b now has less invincibility
- fair now has 10 frames of land lag on second hit and 7 fames on first hit, and total fair damage decreased from 18 to 12
- nair now has 8 frames of land lag
- bair now isn't disjointed and has 9 frames of landlag
- Removed some additional disjoints (bair, dash attack, up strong)
Nimbi balance updates:
- Fixed issue with up-b and float interaction
- Changed dash attack knockback angle to support combos
- Added sweet spots on the lightning attacks for both side B and down B, giving a +3 damage, +2 base knockback, and +.01 scaling knockback on each
- Increased float speed slightly
- Every down air is slower after the first, to reduce speedy spamming from above
- Added the ability to hold the neutral B charge
- Slightly increased power of charged neutral B
- Fixed the infinite height exploit on dair
Antagon updates:
- Reduced dash attack damage
Galvan fix:
- Neutral B projectile was forever lost if it gets parried or reflected
Fintail fix:
- Neutral B projectile was forever lost if it gets parried or reflected
Granite fix:
- Players can air dodge out of ultra
Tate fix:
- Players can air dodge out of ultra
This patch doesn't add new content, since we're saving that for the 1.0 launch, but we hope the fixes help!
Bug fixes:
- "No internet connection" error on startup
- LowLevelFatalError / Direct3DDevice crash on startup
- Can't destroy projectiles without taking a hit unless you have a disjointed hitbox
- ClearPlayerHitFlag action after GoToAndPlay from a hitbox causes a freeze
- Self damage doesn't reset in the editor when exiting Test Play
Among other things, we've confirmed that the Nvidia graphics issues are resolved on all affected GPUs! 🎉 This was one of the most stubborn problems we've ever tackled, and a huge risk to our 1.0 launch, due to the challenges of testing across a wide range of hardware and the technical difficulty. Thank you to everyone that assisted in testing! 🫂
Although you won't see it in this version, we're nearly done with the stage editor and are actively testing to get it ready for the 1.0 launch. Part of the goal of today's patch is to ensure that the new code is stable (since the stage editor development has impacted everything from the editing tools to online multiplayer!)
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Full list of changes
Major bug fix:
- All visual issues are now resolved on Nvidia 3080 and 4000 series GPUs (4060, 4070, 4080, 4090)
Other bug fixes:
- Ultra projectiles can no longer be reflected
- On the online character select screen, users were still able to click message buttons after collapsing the menu
- Projectiles always destroyed each other (instead, projectiles now correctly handle HP in order to give some priority over others)
- Prevent player from rejoining and online session after being kicked
Small enhancements:
- You can now use Q and E to move camera up and down in the editor when in 3D mode
- Added hover text to the camera mode buttons listing the camera controls
- Added a new setting to disable save warnings in the editor, from the Preferences pane (this replaces "Don't show this again" in the popup itself)
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Character balancing and fixes
Granite:
- Universal hitbox and sprite alignment
- New edge jump on neutral special
Galvan:
- Better hitbox and sprite alignment
- 2 frames up startup lag on side strong
- Reduced back air damage of final hit (5 -> 3)
- Added sound cue
- +3 frames of endlag on grab
Kaien:
- Large hitbox and sprite alignment changes
- Side B comes to 2 frames faster
- Side B Reduced end lag after landing the move in the air.
- Side B wrong landing animation playing when in air.
- Changed the knockback angle of the front hit on Up B only to 70. (Was 45)
- Setting a high controller deadzone can make it impossible to dash
- On Neon metro, if players have different 3D background setting it causes a desync online
- The 2D background doesn't activate for Dash City
- Rare crash seen during an online match ("sync.cpp")
Bonus: added jostling/nudging (players can nudge each other when walking/dashing/shielding/idle)
- The major graphics issues for Nvidia cards RTX 3080-Ti are now resolved, as far as we've seen (this previously included random flickering, and stripes of missing pixels in the rendered image).
- Steam updated their legal agreement for Steamworks and changed its location on their site, leaving some players confused when trying to update their characters. We now launch the new legal agreement if you need to sign it, instead of just throwing an error.
- Custom sound effects stopped playing correctly after saving in character editor (the file extension was lost). This will retroactively fix all sound files, so you don't need to take any action to fix your characters.
- Sound effects: audible clicking noise at the end of the sound
- Empty characters can appear on the character select screen if player has never downloaded a Workshop character
This build also reduces the size of the project by nearly half to give faster download speeds and take up less space, and we've fixed a huge number of bugs- see the full list below!
For folks with Nvidia RTX 3080+ graphics cards, the flickering bug we've seen in the past is almost completely fixed (for most of your characters, flickering will not be visible. We're still working on the final remaining issues.)
And last but not least, we've added the shiny costume promised for $100+ Kickstarter backers, usable on any character! Thank you again for your support! 🙏🏻
Behold the elusive shiny Granite:
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Other changes:
Battle bug fixes:
- Grab hitboxes can interact with projectiles
- Healing players can go below 0%
- Raised top killzone on Dash City
- Platform disappears while standing on it in The Editor -> grab doesn't end, and players fall to their death (hilarious, but not good)
- Effect layers are visible when respawning, leading to weird visual issues
Character editor bug fixes:
- Scale setting didn't save in the sprite window
- Shift doesn't work as the run/walk key for keyboard users in the editor
- Crash: create multiple views in the animation rig details pane, don't bind the first view, then open the 3D Settings tab
- Single click import can remove a pixel on the right side in some cases this happens when the sprite is an odd width, not even)
- Avoid snapping incorrectly to back side of each view when using the "Auto" setting in the Rig Layer Configuration tab
- Rebinding sprite can override previous bind rotation (if you had rotated the bone to a specific angle when binding, but then changed the rotation afterward, the original rotation was lost when rebinding)
- Pasting animation rig frame into non-animation rig timeline creates a new timeline (max should be 1)
- Pressing Default Depth button can cause a crash
- Animation rig sprites looked slightly darker in the editor due to a material property (although there is no actual change in the color data when exporting)
General improvements:
- Changed animation names in editor to make sense to more players (for example, "Running A" is now listed as "Dash Attack")
- Fixed visual issues with overlapping player pawns (z ordering)
- Lowered volume on some standard hit sounds that were overpowering compared to other sounds
- Added a selection scaling tool: select a region in a sprite and then drag the handles to resize it
- Added a Scale setting in the Import Sprite window
Bug fixes:
- Crash seen when loading characters or binding bones, following the update on Saturday: "D3D Device Lost"
- Crash occassionally seen when using the fill tool on large regions
- Removed warning when player has no workshop characters: "Failed to load Workshop characters"
- Crash could result from this workflow: hide animation rig layers on a keyframe, bake the animation rig for the frame, then try to unhide the animation rig layers
- Fixed some small issues with character templates: some animation contained old sprites
- Custom sounds were kept after finalizing even if they were deleted in the character editor
Improvements to CPUs:
- Small improvements to CPU logic for handling ledges, seeking target
- CPUs rarely used aerial attacks
Heads up for players with a Nvidia RTX 3080, 3090, or 4080 graphics card: the glitchy pixels issue reported below is still an issue for these graphic cards specifically. We're bringing on a new developer specializing in graphics processing to help us ensure that it's resolved quickly so that players aren't blocked from using the editor. 🛠️
Fixes to the 7/30 update:
- Glitching pixels seen in the character editor on many PCs after the update
- Pressing undo after deleting a bone can cause a crash
- "Fatal errors" can occasionally occur when importing sprites using Single Click mode
- Editing bones can lead to a crash
- List of bones to bind does not include some newly added bones (or they are in the wrong position compared to the Bones tab)
- Crash while editing character: "SetGlobalBoneSettingForCurrentFrame"
- Cora's ultra isn't working correctly (control of cursor is incorrect, due to an issue with Set Movement Velocity From Input Direction)
- Small performance improvements to Lost Temple
Other bug fixes - battle / menus:
- Charging attacks was no longer increasing their damage and knockback
- Players can create an infinite loop in a projectile using GoToAndPlay (resulting in a crash)
- Kill player if they deliberately jump too high above the top killzone (prevent infinite upward movement)
- During an Ultra, if the Ultra deals damage through the launch grabbed player action, the character will regain Ultra meter (for consistency with regular attacks, they shouldn't)
- When selecting a character, you can move the cursor offscreen infinitely, possibly causing the player to lose it accidentally
Other bug fixes - character editor:
- Sprite panes and other properties panes stay open when entering test play and can overlap the loading door
- Animation rig views can get cut off if there are too many (added ability to scroll)
- Animation rig layer names can get cut off if there are too many in the Rig Layer Configurations pane (added scroll)
- When adding bones in the animation rig details pane, you can accidentally click on the border and create an unwanted bone
- When clicking the "Add" button in the animation rig bones activity, automatically select the root bone if none selected (otherwise, no bone will be added when clicking)
- Bone length can only be changed using the button at the top, and can't be changed using the edit box like other properties
- Throw warning when player tries to import a jpg (only png is supported)
- In 3D settings for an animation rig, the depth thumbnails don't update to match the actual depth map when you draw on it
- Backspace should not delete anything except text
- Tabbing out of the editor and back in can cause a crash ("GetComputeShaderDataStructs")
- In the export options, the labels for row/column count are switched
- After importing a sprite sheet and clicking on it to open the "Add sprites from sprite sheet" window, the Alignment action has the wrong mouse hover tooltip information
- When opening settings panes, other settings panes should be closed (including copies of the current pane)
- Crash when editing character: "GetClosestConfigurationForEachLayer"
- Crash: create a blank character, add an animation rig, select default depth offsets
- Added the ability to change the canvas scale and position (allowing creation of larger animation rigs, and some new effects like moving your character in the Z direction)
- Added a bone scaling tool
Small changes:
- Added hover text for buttons in the Animation Rig Layers pane
- Animation rig layers pane only show views if there are actually multiple views to choose from
Bug Fixes
- Pixels are missing when rendering the character in editor on some PCs
- Projectile Y positions are off after the previous patch
- Attacks with 0 knockback still cause hit stun (this interrupts knockback from other attacks)
- Super armor shouldn't stop ultras
- Super projectiles shouldn't be reflectable
Current Release
10072023
Uploaded Aug 02, 2023
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System Requirements
How to Install
SmackStudio.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
8.4 GB
10072023
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