About the Game
NO TRAINING MODE REQUIRED
Equal parts deep, rewarding online turn-based PVP experience and creative sandbox for creating intense, shareable fight scenes, Your Only Move Is HUSTLE takes the classic fighting formula and turns it on its head. Take control of an over-powered fighter and use the power of precognition to plan out your every move, down to each moment. Accessible by design, gone are the days of memorizing complicated combos in training mode; now you can execute them all first try.
TURN-BASED SANDBOX FIGHTING
Use a wealth of tools to play how you want, and express yourself through the art of combat.
PULVERIZE YOUR FRIENDS ONLINE
Take on the world. Battle in a fight to the death or choreograph a dance of fists and blades. You must train the skill to read your opponent's mind before he can enter yours.
CREATE UNBELIEVABLE FIGHT SCENES
Enter singleplayer mode to see a suite of features built around crafting cinematic, superhuman fight replays, and share them with your friends.
FEATURES
- Accessible turn-based gameplay that sacrifices no depth.
- Unprecedented spectacle in anime-inspired lighting-fast battle simulations.
- TAS-inspired controls for maximum precision.
- Expressive combo system to foster unique and creative gameplay.
- Explosive, freestyle rushdown that leaves your opponent guessing.
- Strong defensive options to put control in the player's hands even during disadvantage.
- Ever-growing movesets that make each character feel deep and unique.
- Online lobby system to easily play with friends and strangers across the world.
Screenshots
5 images
Version Information
Steam Patch Notes
Official update history
there is a software unrelated to YOMIH going around that scrambles network packets to avoid ISP blocks/censorship which also happens to have the unintended effect of crashing lobbies. until i figure out how to fix it, i have added a safeguard that is triggered when this software is detected and prevents users of this software to connect to multiplayer lobbies. credit to Leftie, Script, and Adamiya for the find. hopefully this is an easy fix but i will have to do some testing.
sorry i'm late! the last patch was over a month ago and seemed to be working fine so i took a couple weeks off not expecting people to nuke lobbies with sketchy scripts.
i have also added a safeguard from the current unstable build that might help with crashes.
new version number because this is *technically* a gameplay change, but nearly all 1.9.19 replays should work.
modded players should see a new loading screen when the game starts. i've also made it so the game only needs to load modded characters once, instead of after every match. please let me know if this relieves the "mod mismatch" error.
additionally, cloud saving has been enabled.
update 2024-08-03, in response to some comments:
>nothing special
>fixed RCE
...what?
why not explain what the vulnerability was? im curious, this is scary. i dont want to play a game without transparency within the code construction and the potential vulnerabilities, especially since im a cybersec freak. would love to hear from you about this
maybe i should not have had such a casual tone about this patch, as it fixed a rather severe exploit, but the actual change was something like 10 new lines of code, and yomih has never had issues with hackers or cheaters, so i see this as a preventative measure and peace of mind. i should clarify this exploit had been in the game for a long time, but i've never heard any reports of anyone actually using it.
basically, networking in Godot works like this: rpc calls allow your game to call functions on the other player's computer. previously, YOMIH allowed one client to rpc call *any function on the Network object*, including base Node methods. i hesitate to offer excruciating detail, but that had all sorts of wide-reaching implications, and RCE was the worst of them. this update only allows the client to call script functions, not built-in Godot methods. so you can no longer do the bad thing.
on that note, this does NOT prevent mods from doing whatever the hell they want. this has been and always will be the case, as the modloader is pretty laissez-faire (and probably can't be restricted much more on this old version of Godot). workshop mods of questionable ethics are always removed and the modders banned, and mods are open-source by necessity so mods are unlikely to contain anything like that, but it can technically happen, so use mods and old versions online at your own peril.
Click here for patch notes
Biggest change is that lobbies no longer default to custom characters being enabled. This is to promote a similar balance of modded to vanilla lobbies to before character loader was merged into base game, as modded lobbies have become a dominant majority and vanilla players are finding it difficult to find games. You can just as easily make a modded lobby, but now it is opt-in instead of opt-out.
No big shakeups, just more balancing and tweaks. I was a little late to get it in before the summer sale, sorry!
I have added a toggle to the base character scene to have the freeze-frames that is disabled by default but hopefully made it stand out enough that new mods dont forget to enable it :P
And probably the smallest gameplay-changing update (which requires a new game version) that YOMIH has ever seen:
Ninja
- Super Jump
- Slightly reduced range of angles (140 degrees -> 138 degrees) (should fix boring optimal combo Ninja players were unhappy about)
- Slightly reduced range of angles (140 degrees -> 138 degrees) (should fix boring optimal combo Ninja players were unhappy about)
Click here for patch notes
Mostly balance and aesthetic changes, and anti-stall measures for the new character.
Robot should be back in the game for modded character users, and many modded characters who were causing a startup crash should not be doing so any longer.
click to view patch notes
I didn't want to make any more changes before Olympus, but many of the top players (of all characters, including Wiz) have alerted me of a massively overpowered strategy that allows for Wizard to win while taking no risks. This was demonstrated at today's Protocol tournament where 6 of top 8 were Wizards, some of whom weren't normally even Wizard players. These were their suggested changes that should help alleviate the issue. I have chosen these changes because they are relatively minor adjustments and should not substantially impact typical Wizard strategies that aren't stalling.
- Robot bomb crash FIXED I THINK!!!
- Ninja's stored momentum pips now display the stored speed.
- Added option to show extra character information (just speed for now).
- Added ghost indicator to show when the player lands from an aerial state.
- Possibly fixed the prediction-related crash that has been happening for a lot of people on lower-end hardware
- Optimizations to prediction. Game should feel substantially smoother now
- Fixed bug where clicking actions buttons triggered the prediction again when releasing left click
- Burst can no longer go below 0
1.8.18
- Robot's Drive move now cancels to Idle on hold.
Current Release
Build 16151810
Uploaded Mar 15, 2026
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System Requirements
How to Install
YourOnlyMoveIsHUSTLE.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
37 MB
16151810
A3041713
0b8216b8602300ac88f18f3eea0cb1c0c2547035fefefcf5c2683d04e426758b
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