About the Game
EMBRACE THE CHAOS!
Superfighters Deluxe is a chaotic 2D brawler-shooter-platformer in which various gameplay systems interlock to create absurd action movie chaos. It contains several game modes that can be played in singleplayer, online, or local multiplayer.MIND YOUR SURROUNDINGS!
The levels are semi-randomized and contain many objects that can be moved, destroyed, used as cover, set on fire, wielded, thrown, and/or dropped on enemies. Learning to adapt, improvise and use the environment to your advantage is key to survival.ARM UP!
Find a weapon, or knock one from your enemy's hands. The game's arsenal includes bottles, chairs, knives, swords, chains, handguns, rifles, bazookas, flamethrowers, flare guns, chainsaws and much more!SHARE THE FUN!
Game modes include Versus (1-8 players, free team setup), Survival (1-4 players against endless waves of enemies) and Campaign (1-4 players move through the game's story).All game modes can be enjoyed in offline singleplayer, online multiplayer, or shared-screen local multiplayer with up to 4 players.
RESIST!
The game takes place in a pulpy dystopian alternate history retro sci-fi world. The game's plot and backstory is sprinkled throughout the game and its three story campaigns: Prime Time in Sunny City, Operation Sunrise and Escape From Precinct 9!CUSTOMIZE YOUR FIGHTER!
Choose your skin and gender, and mix and match various clothes, accessories and colors to set your fighter apart. Complete special Challenges to unlock additional customization items.CREATE!
A powerful, built-in Map Editor lets users create their own levels, using all the same tools and assets that were used to create the official maps. Those who know C# can use the Script API to create game-altering extension scripts, and even whole campaigns! Maps and scripts can be uploaded directly to the Steam Workshop.There is also a utility for creating custom language packs for the game's UI.
Screenshots
15 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 19263480
Up to date
🎮 Changelog SFD 1.4.1b
🛠️ Fixes
- While burning, you wouldn't trigger stage 2 fire after a while.
- Fixed an old memory problem related to cached items textures.
- The game will more aggressively cache textures to save additional memory.
With these changes, most if not all crashes regarding memory should be fixed by now!
* Some server stability improvements and bug fixes.
* Fixed a bug where sounds for StrengthBoost and SpeedBoost wouldn't always play when activated by the player.
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* Fixed a bug where sounds for StrengthBoost and SpeedBoost wouldn't always play when activated by the player.
* After a crash the editor will ask the user to save changes to a new file instead of overwriting the existing file.
* Fixed a crash caused by missing property 13 for SupplyCrate00 in older saved maps.
* Fixed a crash that could happen when copying/duplicating entire pulley joint structures or elevator path structures.
* ScriptAPI: Changed Events.PlayerKeyInputCallback, IPlayer.KeyPressed(..) so it only works while player input is Enabled, while PlayerCommands only work while input is Disabled. PlayerCommands and PlayerKeyInput are not compatible with each other.
* ScriptAPI: Added IPlayer.InputMode, IPlayer.SetInputMode(..) to be able to set input mode to Enabled, Disabled or to ReadOnly mode. PlayerInputMode.ReadOnly is useful if you want to listen on key input using the new ScriptAPI features added in v.1.3.1 while preventing a player from performing actions. Input mode Enabled and Disabled works the same way as IPlayer.SetInputEnabled(true|false).
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* Fixed a crash caused by missing property 13 for SupplyCrate00 in older saved maps.
* Fixed a crash that could happen when copying/duplicating entire pulley joint structures or elevator path structures.
* ScriptAPI: Changed Events.PlayerKeyInputCallback, IPlayer.KeyPressed(..) so it only works while player input is Enabled, while PlayerCommands only work while input is Disabled. PlayerCommands and PlayerKeyInput are not compatible with each other.
* ScriptAPI: Added IPlayer.InputMode, IPlayer.SetInputMode(..) to be able to set input mode to Enabled, Disabled or to ReadOnly mode. PlayerInputMode.ReadOnly is useful if you want to listen on key input using the new ScriptAPI features added in v.1.3.1 while preventing a player from performing actions. Input mode Enabled and Disabled works the same way as IPlayer.SetInputEnabled(true|false).
* Spectating while you're dead will now focus on other targets in the same way as if you were alive.
* Updated tooltip for "Map Interval" to clarify that campaign and survival maps have a fixed interval of 1.
* Updated map rotation information in the scoreboard for campaign and survival maps that have a fixed interval of 1.
* Fixed a bug where fast moving missiles (created from scripts) could clip through players and hit objects behind instead, e.g. when standing against a wall.
* Fixed a bug where the initial selected map would be skipped when map rotation interval is set to 1 when creating a new game.
* Fixed a bug where SpawnWeapon markers didn't handle Streetsweepers, resulting in a magenta tile.
* Fixed a bug where MedicalCabinet00 couldn't be targeted by other triggers.
* Fixed some faulty tile textures.
ScriptAPI:
* Added Events.PlayerKeyInputCallbackEvent to be able to listen on player key input.
* Added IPlayer.KeyPressed(..), IPlayer.KeyMovementIsFlipped, IPlayer.KeyDoubleTapSprintEnabled, IPlayer.KeyAttackAndBlockToGrabEnabled to be able to read pressed key states.
* Added IGame.SlowmotionModifier to be able to read the current speed of the game.
* Added Events.ProjectileCreatedCallback to be able to listen on created projectiles.
* Added IGame.GetBurningObjects() to be able to get all burning objects.
* Added IGame.GetFireNodes(..), IGame.EndFireNode(..) to be able to read and remove fire in the world.
* Updated IGame.SpawnProjectile(..) to return IProjectile instance.
* Updated ProjectileHitArgs with property bool RemoveFlag to determine if the projectile is going to be removed by the hit or not.
* IObject.TrackAsMissile(..) now registers it as thrown from a player.
* IPlayer.SetHitEffect(PlayerHitEffect.Metal) now plays a generic metal-destroy effect and sound instead of the gib effect.
* Made it possible to both call IPlayer.AddCommand(..) and IPlayer.SetInputEnabled(true) in the same update and still make the command execute.
* Fixed a bug where Events.OnObjectCreatedCallback wouldn't run unless you had registered Events.OnObjectTerminatedCallback as well.
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* Updated tooltip for "Map Interval" to clarify that campaign and survival maps have a fixed interval of 1.
* Updated map rotation information in the scoreboard for campaign and survival maps that have a fixed interval of 1.
* Fixed a bug where fast moving missiles (created from scripts) could clip through players and hit objects behind instead, e.g. when standing against a wall.
* Fixed a bug where the initial selected map would be skipped when map rotation interval is set to 1 when creating a new game.
* Fixed a bug where SpawnWeapon markers didn't handle Streetsweepers, resulting in a magenta tile.
* Fixed a bug where MedicalCabinet00 couldn't be targeted by other triggers.
* Fixed some faulty tile textures.
ScriptAPI:
* Added Events.PlayerKeyInputCallbackEvent to be able to listen on player key input.
* Added IPlayer.KeyPressed(..), IPlayer.KeyMovementIsFlipped, IPlayer.KeyDoubleTapSprintEnabled, IPlayer.KeyAttackAndBlockToGrabEnabled to be able to read pressed key states.
* Added IGame.SlowmotionModifier to be able to read the current speed of the game.
* Added Events.ProjectileCreatedCallback to be able to listen on created projectiles.
* Added IGame.GetBurningObjects() to be able to get all burning objects.
* Added IGame.GetFireNodes(..), IGame.EndFireNode(..) to be able to read and remove fire in the world.
* Updated IGame.SpawnProjectile(..) to return IProjectile instance.
* Updated ProjectileHitArgs with property bool RemoveFlag to determine if the projectile is going to be removed by the hit or not.
* IObject.TrackAsMissile(..) now registers it as thrown from a player.
* IPlayer.SetHitEffect(PlayerHitEffect.Metal) now plays a generic metal-destroy effect and sound instead of the gib effect.
* Made it possible to both call IPlayer.AddCommand(..) and IPlayer.SetInputEnabled(true) in the same update and still make the command execute.
* Fixed a bug where Events.OnObjectCreatedCallback wouldn't run unless you had registered Events.OnObjectTerminatedCallback as well.
* Updated the /MAPS and /SHOWMAPCATEGORIES commands to properly display indexes.
Updated the /MAPS command to be able to filter on map category (e.g. "/maps versus").
The /MAP command will now search for an exact match first before searching on keywords.
* Fixed so players aren't slowed down when thrown through glass sheets.
* Fixed a few rare crashes.
* Fixed a bug where you would drop a non-primed throwing weapon (grenade, molotov, mine, C4) when grabbed, even if you had primed it previously.
* Slight tweaks to the Sanctuary Survival.
* Slight tweaks to Escape From Precinct 9 outro cutscene.
* Added LineOfSightBlocker tile which has no collision, but bots can't see through it.
* Other fixes and tweaks.
View on Steam
Updated the /MAPS command to be able to filter on map category (e.g. "/maps versus").
The /MAP command will now search for an exact match first before searching on keywords.
* Fixed so players aren't slowed down when thrown through glass sheets.
* Fixed a few rare crashes.
* Fixed a bug where you would drop a non-primed throwing weapon (grenade, molotov, mine, C4) when grabbed, even if you had primed it previously.
* Slight tweaks to the Sanctuary Survival.
* Slight tweaks to Escape From Precinct 9 outro cutscene.
* Added LineOfSightBlocker tile which has no collision, but bots can't see through it.
* Other fixes and tweaks.
* New weapon: Streetsweeper. A MetroCorp-patented attack drone which, when activated, autonomously seeks out and attacks enemies.
* New campaign: "Escape From Precinct 9".
* New versus map: "Sanctuary".
* New survival map: "Sanctuary Survival".
* New challenge: "Streetsweeper Sweep-up".
* Several new music tracks by Splinter.
* Several new customization items (the new items are currently not unlockable!).
* Map Rotation can now be set to "None", "Vote", "Random" or "One-by-one". This allows you to have a map rotation without the voting.
* All voting can now be done via the main menu as an alternative to using F1-F4 and spacebar. This makes it possible to vote when using a controller.
* The game server browser now shows servers that are hosted in a different version of the game in red.
* When playing any offline game (including challenges and the tutorial) opening the Esc menu will pause the game.
* Shuriken can now be sheathed at any time, e.g. while charging a throw.
* Shuriken pickup amount decreased from 7 to 6 and shuriken damage lowered from 20 to 17 - lowering the total potential damage output from 140 to 102.
* Made bots' aim more stable and less jittery, plus some minor tweaks to the aiming behavior.
* Bots will now always prioritize running towards their guard target if the distance to the target is more than 3 times their guard range or chase range.
* The /ban command now bans a user for 14 days the first ban, 30 days the second ban and permanently the third ban. The default values can be changed in the config.ini file by changing the HOST_GAME_FIRST_BAN_DAYS, HOST_GAME_SECOND_BAN_DAYS and HOST_GAME_THIRD_BAN_DAYS values.
Map editor:
* Live mines, grenades and molotovs can now be used directly in the map editor.
* Added property CameraSecondaryFocusMode to PlayerSpawnTrigger which controls how the camera's secondary focus works for spawned players.
* DialogueTrigger now has an option to show the text in the chat or not.
* Game.WriteToConsole() messages will be completely ignored if not running in the map editor and if the console is hidden.
Bug fixes:
* Fixed a bug where a local co-op player who had previously left an offline game would sometimes appear in a player slot when a new game was hosted.
* Fixed a bug where you could change the drop-in-mode for offline games in the host game panel (drop-in is not applicable in offline games!).
* Fixed a bug where bots could be duplicated over time as players joined and left a game.
* You can now throw shurikens, grenades, molotovs, C4 and mines without hitting teammates standing close to you, as with other thrown weapons.
* The game server browser will no longer reset its scroll position while refreshing.
* Fixed a bug where kicked entries in the server software wouldn't always be displayed properly.
ScriptAPI:
* IPlayer.SetUser() and IUser.SetPlayer() now have an optional argument to disable the flashing effect.
* Added IPlayer.GetCameraSecondaryFocusMode(), IPlayer.SetCameraSecondaryFocusMode(), IObjectStreetsweeper.GetCameraSecondaryFocusMode(), IObjectStreetsweeper.SetCameraSecondaryFocusMode() to be able to control how the camera by default focuses on other players. This is similar to the old AddCameraFocusObject() and IgnoreCameraFocusObject() functions.
* Added IPlayer.SetCurrentMeleeDurability(), IPlayer.SetCurrentMeleeMakeshiftDurability() to be able to control current melee weapon durability.
* Added IPlayer.SetCurrentPrimaryWeaponAmmo(), IPlayer.SetCurrentSecondaryWeaponAmmo() to be able to control ranged weapon ammo and special ammo amount.
* Added IPlayer.SetCurrentThrownItemAmmo() to be able to control thrown item ammo amount.
* Updated IPlayer.CurrentPrimaryWeapon and IPlayer.CurrentSecondaryWeapon with the following properties to be able to read more data about current ranged weapon: WeaponMagCapacity, MaxCarriedSpareMags, MaxTotalAmmo, PowerupBouncingRounds, PowerupFire, ProjectileItem.
* Added IUser.AccountID, IUser.AccountName
* Added IGame.GetProjectiles() to be able to control projectiles.
* Added Events.ProjectileHitCallback to be able to listen on projectile hit events in scripts.
* Updated Event.PlayerDeathCallback with PlayerDeathArgs to be able to read directly if the player was killed, removed or both.
* Updated PlayerDamageCallback with PlayerDamageArgs arguments. This allows you to read type of damage and source object causing the damage.
* Added IPlayer.ChatActive to be able to read if a player has the chat active.
* Added IPlayer.RocketRidingProjectileInstanceID to be able to read the rocket's instance ID.
* Updated Game.CreateDialogue() with an option to show the dialogue in the chat or not.
* Added Event.ExplosionHitCallback to be able to listen to explosions and what they affect.
* Added Event.ObjectCreatedCallback to be able to listen on when objects are created.
* Added Event.ObjectDamageCallback to be able to listen on damage events on objects.
* Added Event.ObjectTerminatedCallback to be able to listen on destroyed and removed objects.
* Added PlayerMeleeActionCallback to be able to listen on player melee actions and what objects they hit.
* Added Game.RayCast(..), IObject.RayCast(..), IObject.HitTest(..) to be able to RayCast and HitTest against objects in the world.
* Added IGame.DrawLine(), IGame.DrawCircle(), IGame.DrawArea(), IGame.DrawText() to be able to draw debug information while testing your map in the editor. See summary for implementation details and notes.
* Added IObjectMineThrown and IObjectGrenadeThrown to be able to change dud chance on explosives and check whether it's a dud or not.
* Updated EffectName static class with available effects and documentation over possible arguments for each effect to be used with the Game.PlayEffect(..) function.
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* New campaign: "Escape From Precinct 9".
* New versus map: "Sanctuary".
* New survival map: "Sanctuary Survival".
* New challenge: "Streetsweeper Sweep-up".
* Several new music tracks by Splinter.
* Several new customization items (the new items are currently not unlockable!).
* Map Rotation can now be set to "None", "Vote", "Random" or "One-by-one". This allows you to have a map rotation without the voting.
* All voting can now be done via the main menu as an alternative to using F1-F4 and spacebar. This makes it possible to vote when using a controller.
* The game server browser now shows servers that are hosted in a different version of the game in red.
* When playing any offline game (including challenges and the tutorial) opening the Esc menu will pause the game.
* Shuriken can now be sheathed at any time, e.g. while charging a throw.
* Shuriken pickup amount decreased from 7 to 6 and shuriken damage lowered from 20 to 17 - lowering the total potential damage output from 140 to 102.
* Made bots' aim more stable and less jittery, plus some minor tweaks to the aiming behavior.
* Bots will now always prioritize running towards their guard target if the distance to the target is more than 3 times their guard range or chase range.
* The /ban command now bans a user for 14 days the first ban, 30 days the second ban and permanently the third ban. The default values can be changed in the config.ini file by changing the HOST_GAME_FIRST_BAN_DAYS, HOST_GAME_SECOND_BAN_DAYS and HOST_GAME_THIRD_BAN_DAYS values.
Map editor:
* Live mines, grenades and molotovs can now be used directly in the map editor.
* Added property CameraSecondaryFocusMode to PlayerSpawnTrigger which controls how the camera's secondary focus works for spawned players.
* DialogueTrigger now has an option to show the text in the chat or not.
* Game.WriteToConsole() messages will be completely ignored if not running in the map editor and if the console is hidden.
Bug fixes:
* Fixed a bug where a local co-op player who had previously left an offline game would sometimes appear in a player slot when a new game was hosted.
* Fixed a bug where you could change the drop-in-mode for offline games in the host game panel (drop-in is not applicable in offline games!).
* Fixed a bug where bots could be duplicated over time as players joined and left a game.
* You can now throw shurikens, grenades, molotovs, C4 and mines without hitting teammates standing close to you, as with other thrown weapons.
* The game server browser will no longer reset its scroll position while refreshing.
* Fixed a bug where kicked entries in the server software wouldn't always be displayed properly.
ScriptAPI:
* IPlayer.SetUser() and IUser.SetPlayer() now have an optional argument to disable the flashing effect.
* Added IPlayer.GetCameraSecondaryFocusMode(), IPlayer.SetCameraSecondaryFocusMode(), IObjectStreetsweeper.GetCameraSecondaryFocusMode(), IObjectStreetsweeper.SetCameraSecondaryFocusMode() to be able to control how the camera by default focuses on other players. This is similar to the old AddCameraFocusObject() and IgnoreCameraFocusObject() functions.
* Added IPlayer.SetCurrentMeleeDurability(), IPlayer.SetCurrentMeleeMakeshiftDurability() to be able to control current melee weapon durability.
* Added IPlayer.SetCurrentPrimaryWeaponAmmo(), IPlayer.SetCurrentSecondaryWeaponAmmo() to be able to control ranged weapon ammo and special ammo amount.
* Added IPlayer.SetCurrentThrownItemAmmo() to be able to control thrown item ammo amount.
* Updated IPlayer.CurrentPrimaryWeapon and IPlayer.CurrentSecondaryWeapon with the following properties to be able to read more data about current ranged weapon: WeaponMagCapacity, MaxCarriedSpareMags, MaxTotalAmmo, PowerupBouncingRounds, PowerupFire, ProjectileItem.
* Added IUser.AccountID, IUser.AccountName
* Added IGame.GetProjectiles() to be able to control projectiles.
* Added Events.ProjectileHitCallback to be able to listen on projectile hit events in scripts.
* Updated Event.PlayerDeathCallback with PlayerDeathArgs to be able to read directly if the player was killed, removed or both.
* Updated PlayerDamageCallback with PlayerDamageArgs arguments. This allows you to read type of damage and source object causing the damage.
* Added IPlayer.ChatActive to be able to read if a player has the chat active.
* Added IPlayer.RocketRidingProjectileInstanceID to be able to read the rocket's instance ID.
* Updated Game.CreateDialogue() with an option to show the dialogue in the chat or not.
* Added Event.ExplosionHitCallback to be able to listen to explosions and what they affect.
* Added Event.ObjectCreatedCallback to be able to listen on when objects are created.
* Added Event.ObjectDamageCallback to be able to listen on damage events on objects.
* Added Event.ObjectTerminatedCallback to be able to listen on destroyed and removed objects.
* Added PlayerMeleeActionCallback to be able to listen on player melee actions and what objects they hit.
* Added Game.RayCast(..), IObject.RayCast(..), IObject.HitTest(..) to be able to RayCast and HitTest against objects in the world.
* Added IGame.DrawLine(), IGame.DrawCircle(), IGame.DrawArea(), IGame.DrawText() to be able to draw debug information while testing your map in the editor. See summary for implementation details and notes.
* Added IObjectMineThrown and IObjectGrenadeThrown to be able to change dud chance on explosives and check whether it's a dud or not.
* Updated EffectName static class with available effects and documentation over possible arguments for each effect to be used with the Game.PlayEffect(..) function.
* Fixed a bug causing thrown items to sometimes hurt players even after sliding/rolling along the ground (bug introduced in the 1.2.0f update).
* Fixed a bug causing thrown items to sometimes clip through platforms if thrown directly at them (bug introduced in the 1.2.0f update).
* Fixed a bug where bots could get stuck swapping the same two weapons over and over by changing how bots decide whether to replace a gun.
* Fixed a bug where bots could try to move or change targets while firing a burst-type weapon like the Assault Rifle and Flamethrower.
* Fixed a bug where bots could try to pick up nearby items on the ground while performing a grab.
* Fixed a crash in the map editor if you tried to access the context menu when you had no active map to work in.
* Fixed a potential problem with corrupted maps resulting in null data that could cause SFD to crash in certain situations.
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* Fixed a bug causing thrown items to sometimes clip through platforms if thrown directly at them (bug introduced in the 1.2.0f update).
* Fixed a bug where bots could get stuck swapping the same two weapons over and over by changing how bots decide whether to replace a gun.
* Fixed a bug where bots could try to move or change targets while firing a burst-type weapon like the Assault Rifle and Flamethrower.
* Fixed a bug where bots could try to pick up nearby items on the ground while performing a grab.
* Fixed a crash in the map editor if you tried to access the context menu when you had no active map to work in.
* Fixed a potential problem with corrupted maps resulting in null data that could cause SFD to crash in certain situations.
* Adjusted some spawn points on Helipad.
* If you reach the final cutscene in Operation Sunrine while having a strength boost active, you will no longer die when the strength boost runs out.
* Tweaked bots so they are less likely to grab and kick in melee while holding a chainsaw.
* Fixed a bug where thrown items could deal less damage than intended if they passed through platforms in certain situations.
* Fixed a bug where bots could become unresponsive in melee for up to a second if the opponent moved out of melee range and back again.
* Fixed a bug where bots could fail to drop a chainsaw with no fuel left if they got hit while trying to drop it.
* Fixed a bug where extension script names would read the file name rather than the correct name field, causing the filename to always be displayed as the script name. (The filename is still visible for moderators using the "/SCRIPTS" command.)
* Fixed a bug in the map editor where the map input limit for map name, script name, author and description fields were ignored.
* Fixed a bug that caused the game to freeze if you created a new game while having an extension script with too long name, author or description text (ignoring the length limit) in your SFD script folder.
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* If you reach the final cutscene in Operation Sunrine while having a strength boost active, you will no longer die when the strength boost runs out.
* Tweaked bots so they are less likely to grab and kick in melee while holding a chainsaw.
* Fixed a bug where thrown items could deal less damage than intended if they passed through platforms in certain situations.
* Fixed a bug where bots could become unresponsive in melee for up to a second if the opponent moved out of melee range and back again.
* Fixed a bug where bots could fail to drop a chainsaw with no fuel left if they got hit while trying to drop it.
* Fixed a bug where extension script names would read the file name rather than the correct name field, causing the filename to always be displayed as the script name. (The filename is still visible for moderators using the "/SCRIPTS" command.)
* Fixed a bug in the map editor where the map input limit for map name, script name, author and description fields were ignored.
* Fixed a bug that caused the game to freeze if you created a new game while having an extension script with too long name, author or description text (ignoring the length limit) in your SFD script folder.
* Fixed a bug where you would get stuck in reloading if you used a speed boost or a strength boost during the reload animation.
* Fixed a few missing sounds for the Machine Pistol.
* Fixed a bug where the map vote wouldn't be displayed for a second player joining a versus game if there was only one other player waiting around in the server.
* Fixed a bug where chat messages from scripts wouldn't always be displayed in the server software chat log as intended.
* ScriptAPI: Added IGame.TimeLimit - Gets the total time limit set in the game in seconds. Returns 0 if TimeLimitActive is false.
* ScriptAPI: When you are assigned a new Player (e.g. when respawned via a script) you will now flash for a brief moment, like during the start of games.
* ScriptAPI: Fixed a bug where AutoVictoryConditionEnabled (when toggled back to true from false via a script) did not always work as intended when there was only one player remaining.
* Map Editor: Fixed a bug where certain cheat commands (such as /SetTime) when used in the map editor wouldn't reset properly when entering the main menu, causing the background gameplay preview to be affected.
View on Steam
* Fixed a few missing sounds for the Machine Pistol.
* Fixed a bug where the map vote wouldn't be displayed for a second player joining a versus game if there was only one other player waiting around in the server.
* Fixed a bug where chat messages from scripts wouldn't always be displayed in the server software chat log as intended.
* ScriptAPI: Added IGame.TimeLimit - Gets the total time limit set in the game in seconds. Returns 0 if TimeLimitActive is false.
* ScriptAPI: When you are assigned a new Player (e.g. when respawned via a script) you will now flash for a brief moment, like during the start of games.
* ScriptAPI: Fixed a bug where AutoVictoryConditionEnabled (when toggled back to true from false via a script) did not always work as intended when there was only one player remaining.
* Map Editor: Fixed a bug where certain cheat commands (such as /SetTime) when used in the map editor wouldn't reset properly when entering the main menu, causing the background gameplay preview to be affected.
* You now climb up and slide down ladders faster while speed boost is active.
* The chainsaw will no longer drain any fuel if the player holding the chainsaw is dead.
* Map editor: Selecting tiles with a drag-area-selection is now accurate when it comes to rotated tiles.
* Fixed a bug where special ammo count was displayed in the GUI when it shouldn't have been.
* Fixed a bug where you could get stuck in the item throwing animation if the throw was performed directly after landing from any melee air attack.
* Added a new config.ini option GAMEPAD_INPUT_DISABLED to be able to completely disable gamepad input for those instances where you don't need the gamepad input but it's causing trouble on unhealthy systems.
* Fixed some rare crashes.
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* The chainsaw will no longer drain any fuel if the player holding the chainsaw is dead.
* Map editor: Selecting tiles with a drag-area-selection is now accurate when it comes to rotated tiles.
* Fixed a bug where special ammo count was displayed in the GUI when it shouldn't have been.
* Fixed a bug where you could get stuck in the item throwing animation if the throw was performed directly after landing from any melee air attack.
* Added a new config.ini option GAMEPAD_INPUT_DISABLED to be able to completely disable gamepad input for those instances where you don't need the gamepad input but it's causing trouble on unhealthy systems.
* Fixed some rare crashes.
* Ignition value on Incendiary ammo has been reduced for fast-shooting weapons; it now takes a few shots before reaching max fire level. Slower weapons like Magnum and Sniper rifle still ignite to maximum fire level directly.
* Slightly reduced Incendiary ammo spawn rate and slightly increased Bouncing ammo spawn rate.
* Bouncing projectiles now go 25% slower after the first bounce.
* Adjusted the amount of extra ammo you get for certain weapons when grabbing Bouncing ammo or Incendiary ammo.
* Shurikens now go through portals like any other thrown item.
* Shuriken is now thrown more horizontally so it's easier to hit an enemy standing in front of you.
* Fixed a bug where dodged projectiles couldn't hit you after getting deflected or bouncing around.
* Bow arrows no longer destroy grenades or mines.
* Fixed a bug where thrown items wouldn't always properly hit players in specific circumstances.
* Fixed faulty key code in gameplay tip #37.
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* Slightly reduced Incendiary ammo spawn rate and slightly increased Bouncing ammo spawn rate.
* Bouncing projectiles now go 25% slower after the first bounce.
* Adjusted the amount of extra ammo you get for certain weapons when grabbing Bouncing ammo or Incendiary ammo.
* Shurikens now go through portals like any other thrown item.
* Shuriken is now thrown more horizontally so it's easier to hit an enemy standing in front of you.
* Fixed a bug where dodged projectiles couldn't hit you after getting deflected or bouncing around.
* Bow arrows no longer destroy grenades or mines.
* Fixed a bug where thrown items wouldn't always properly hit players in specific circumstances.
* Fixed faulty key code in gameplay tip #37.
* Bows now spawn from primary weapon crates rather than handgun weapon crates.
* Fixed a bug where ammo stashes were emptying the bow's ammo instead of refilling it.
* Fixed a bug introduced with bouncing bullets that caused melee weapons to no longer deflect incoming projectiles as intended.
* Fixed a bug where your melee attacks didn't work as intended after attacking with the chainsaw and and sheathing it in mid-air.
View on Steam
* Fixed a bug where ammo stashes were emptying the bow's ammo instead of refilling it.
* Fixed a bug introduced with bouncing bullets that caused melee weapons to no longer deflect incoming projectiles as intended.
* Fixed a bug where your melee attacks didn't work as intended after attacking with the chainsaw and and sheathing it in mid-air.
Current Release
Build 19263480
Uploaded Jul 24, 2026
System Requirements
OS
N/A
CPU
Intel 2 Core Duo (64 bit) 2.2+ GHz (or equivalent), 4 cores if you plan to host an online game
RAM
2 GB RAM
GPU
Graphics card supporting DirectX 11 or newer
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run Superfighters Deluxe.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
Size
442 MB
Build
19263480
Password: cracked-games.org
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View AllDownload Superfighters Deluxe for PC with a direct link or via torrent. Get the full version of Superfighters Deluxe for free. Superfighters Deluxe is a Action released by MythoLogic Interactive.