Them’s Fightin’ Herds is a 2D Fighting game featuring a cast of 4-legged combatants! Beneath the cute and cuddly surface designed by acclaimed cartoon producer and developer Lauren Faust, a serious and mechanically deep, GGPO-powered fighter awaits!
All Reviews:
Very Positive (833) - 91% of the 833 user reviews for this game are positive.
Release Date:
Feb 22, 2018
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We feel the game is complete enough for players to enjoy, and wish to widen the sphere of feedback as we move forward with finishing story mode and pixel lobby features.

The storymode and cooperative gameplay feature is a massive undertaking with a unique approach within the fighting game genre, and so we need a period of player feedback to help us refine the systems behind them as we complete the content.”

Approximately how long will this game be in Early Access?

“We estimate a couple of months will be sufficient to get the Game from its current state to where we feel we'll be ready for a "full" release.”

How is the full version planned to differ from the Early Access version?

“We will release future installments of Story after that point as free updates.

The biggest feature coming to the full version will be the first installment of Story Mode. Other improvements will include a finished pixel lobby experience, and numerous refinements to all other areas of the game.

We plan to release future installments of Story after that point as free updates”

What is the current state of the Early Access version?

“The Early access version currently contains local and online multiplayer PvP modes, a cooperative PvE mode, as well as single player "arcade" mode and Target challenge mode; It is mostly feature complete to our intended amount and type of content for a Full release.

Single player story mode is currently in the works, and the Early Access version will be our way to test and tweak it in preparation for full release.”

Will the game be priced differently during and after Early Access?

“As the game includes most of the features we want and intend to ship the full release with, the pricing will not differ between Early Access and Full Release. If your main interest lies in the game's story mode, you can safely wait for the full release and not need to worry about price increases; If your desire is more about the multiplayer aspects, early access already provides these modes and features.”

How are you planning on involving the Community in your development process?

“We will be taking any and all feedback regarding the game's features in order to improve it, but we're especially keen in hearing the playerbase's thoughts, feedback and ideas regarding the online multiplayer pixel lobby modes (as well as its PvE dungeon mode), and with regards to the closely related story mode's mechanics.”
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Recent updates View all (13)

January 4

Early Access Patch #10.1 (01/04/19)



EA PATCH #10.1: Fixening some Stuff

Early Access Patch 01/04/19 is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.

Heya! Hope everyone had some tasty holidays and happy new years! This is a quick patch to clear up issues collected over the holidays with our recent patch, namely a rather sizable one that made Cross Canter almost unpunishable(!!).

To be completely honest, with all of the underlying system changes of last patch, we're surprised many more things didn't fall out from underneath the game. Apologies, regardless! Keep up the bug reports!

Gameplay

General

  • Fixed an issue causing Cross Canter's window of vulnerability to fluctuate during recovery, making it difficult to punish.

Arizona

  • Fixed the coloring of ropes for all palettes
  • Brushed her teeth

Velvet

  • Fixed an issue causing most Victory animations to go to an odd pose after she's done speaking.

UI/Game Fixes​

  • Predators are now less festive
  • Festive hats are no longer defaulted on pixel lobby entry, but no worries, all players will still have one in their inventories!
  • Fixed some layering issues in Velvet's Pixel Lobby and Salt Mines
  • Players that are AFK for too long will be removed from the matchmaking queue. You can manually go back in at any time after
  • Legacy lobbies are more stable, players should be able to invite and start fights once again
  • Fixed a crash related to entering character select after going through certain game modes

Known Issues​

  • If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear
  • It is still possible for Tianhuo to occasionally lose momentum during some airdash cancels
  • There may be some cases where pushblocking at less than 300 health still occasionally allows damage to pass through

10 comments Read more

December 23, 2018

Early Access Patch #10 (12/23/18)

Patch (12/23/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.

This one's been a long time coming.

Tons of new content that we've been excited to deliver is finally here. Most importantly: Matchmaking! You can now queue for online matches from the main menu!

... or Training Mode. Or the Pixel Lobby. In fact, you can run matchmaking from nearly every mode in the game! There is no central server involved; all of the matchmaking calculations run directly through Steam. Lots of blood, sweat, and most importantly, time, went into making this feature as solid and bug-free as possible.

All of that extra time spent working on matchmaking means that we were able to sneak some gameplay changes in there, too! While we still have more changes coming soon, it wasn't the focus in this update, so they aren't as substantial as previous updates. What they DO include are:

  • Fully voiced and animated fight intros and winposes
  • New predator attacks and AI behaviors
  • Updated attack animations, some with brand new facial expressions



While it did take quite some time to get this update out, the good news is that puts us right at the end of December, conveniently in time for the holidays. To celebrate the season, the Pixel Lobby has received some winter cheer. Be sure to hop in and check out what surprises are waiting...




(NOTE: This patch does not contain Salt Mines 2.0 yet. That content is still upcoming.)

The next patch is already being planned and worked towards, and will contain even more updates and substantial changes. See you guys in 2019!

New Feature:


Matchmaking

You can now use matchmaking to find opponents, anywhere on the planet, from almost anywhere within the game!

To begin matchmaking, select it from either the Main Menu under Multiplayer, the pause menu during Training Mode, or the Pixel Lobby context menu (accessed by holding your D button).


here


here

orrr here!

Just hit one of these to join the queue and the system will begin looking for players. A banner will display at the top of the screen if you're in the matchmaking queue, and the matchmaking system will search for opponents.


heads up, this matchmaking's about to explode!

Once a match has been found, to accept a match, use your Utility 1 button, and to decline a match, press your Utility 2 button. Right now, the only option available is Casual.

Even though this is only Casual Matchmaking, there is a hidden skill rating in the background to ensure fair, balanced matches with opponents of equal skill. Over time, it will learn your skill based on wins and losses against other players. A Ranked Matchmaking queue, with visual ranking points and tiers, will be added in a later update. Until then (and ofcourse after then), we have a....



Leveling system


After every battle you play online from the pixel lobby or through matchmaking, you will now gain exp. You will gain bonuses based on match performance and difficulty, which will help you level up even faster! For now, the levels are linear and rewards are absent. In the future we will be adding milestones and various rewards which may include palettes, hats, artwork and some other fun and/or silly things. Much like our players, the system itself will level up as we move forward!

aaaah, filling up bars can be so satisfying. A match well fought, too!


Gameplay:


General


  • Fixed several missing hurtboxes during air throw recovery of certain characters
  • Both fighters are now able to play their intro animations in sequence
  • The opponent will now respond if the speaking character's intro is considered to be of 'short' or 'medium' length
  • Character specific intros are now a thing (81 new lines of dialogue!)
  • Randomization of intros in general should now properly, consistently work in online play when hitting rematch
  • All characters now have proper victory animations
  • Cross Canter advantage on grounded hit has been reduced a bit
  • Cross Canter now always does 350 damage, whether or not it's a counterhit
  • Red health now tanks chip damage before regular health
  • Pushblock continues to function as it always has (chips health and converts it to red health), but at 300 health and lower it now totally negates lifebar damage
  • Fixed an issue where preblock could become throwable
  • Attacks that force standing on hit now also force standing on block (This does not affect how you block, only where your hurtboxes exist)
  • Throw teching in the air no longer fails to reset combo ingredients (Such as groundbounces, staggers, etc.)
  • Supers now ignore the OTG 'popup' state on first hit as a general rule, rather than certain exceptions

Arizona


  • Magic Headbuck is now always a counterhit when thrown, as intended
  • Now has character specific intros
  • Now has proper win animations
  • Now finally has expressions on a ton of animations
  • Rope animations are no longer cardboard
  • Ropes have reduced recovery time
  • The first few frames of 6B now have grounded hitboxes
  • 6B startup increased slightly
  • 6B slides forward a tiny bit before leaving the ground
  • 6A has a new animation
  • 6A now whiffs distant crouching opponents

Velvet


  • Fixed a case where the startup of Ice Cyclone could potentially allow Velvet to block an attack
  • Now has proper win animations
  • Now has character specific intros
  • Shatter A and B have updated animations/expressions
  • Shatter C has a new animation

Oleander


  • Fixed oversight that allowed Fred to be usable during pushblock
  • Now has character specific intros
  • Now has a proper win animation
  • Fixed yet another case where the hitbox could seperate from the graphic with Magic Trap
  • Magic Teleport no longer steals meter from pets and projectiles
  • Fel Sparks deal less damage
  • Fel Sparks now all deal the same amount of JD, grounded or not
  • Magic Sparks deal less damage overall
  • Magic Sparks deal additional JD
  • All Sparks deal additional JDG
  • Super meter requirements increased
  • Super meter gain through reading now ramps up over time, with a capped maximum speed
  • j.2C now ground bounces grounded opponents
  • j.2C no longer has such a significantly larger hitbox at the beginning of the attack
  • Can no longer meter steal when the opponent is KO'd

Paprika


  • Teleport C should more consistently aim for the front of the opponent
  • Gifts cause less blockstun to airborne opponents
  • Smother should no longer be capable of eating ground techs
  • It should no longer be possible to be grabbed out of Teleport from offscreen
  • Air throw no longer causes hard knockdown
  • Smother camera no longer freezes/focuses on opponent when it hits
  • Smother leaves paprika slightly further away from the opponent
  • Smother on hit recovery increased
  • Now has character specific intros
  • Now has proper win animations

Pom


  • Closed up a few remaining cases that could potentially allow pom to control certain puppies while in pushblock
  • Big Papa is no longer vulnerable during the summon animation
  • The last hit of Stampede now launches more horizontal than vertical
  • The last hit of Stampede has less hitstop
  • Fixed even more cases that allowed Big Papa to show up on screen twice
  • All remaining exceptions and workarounds to STILL be able to call up multiple big papas...have finally been destroyed.
  • Now has character specific intros
  • Now has proper win animations
  • Fixed a ton of inconsistencies that allowed some grounded puppies to get stuck in the air for extended periods of time
  • j.C now spins through the active frames more slowly
  • Normals should no longer interfere with puppy commands if pressed on the same frame
  • Big Momma and Papa no longer come to the foreground to cover players, now only Momma will do so when readying her counter
  • Big Papa should no longer have a chance of getting stuck in a loop if pom gets counterhit

Tianhuo


  • Ran Shao Feng now properly only reduces Tianhuo's damage output, rather than also reducing incoming damage (!!!!!!)
  • Fixed miscalculations causing incorrect damage reduction near the beginning of Ran Shao Feng combos
  • Men Shao Ti no longer locks up grounded opponents if the second hit is the first one to strike them
  • Flips now have a grounded startup animation
  • j.A collision box now matches j.:B:'s
  • 7D startup time now matches the other versions, but retains its strike invulnerability
  • 7D now travels a slightly shorter distance horizontally
  • Blocked Volcanic Bash no longer continues the attack
  • Ran Shao Feng now allows Tianhuo to control her horizontal position during Volcanic Crash
  • Volcanic Crash leaves Tianhuo closer to the opponent
  • Now has character specific intros
  • Now has a proper win animation
  • 2B no longer forces standing
  • Hitstun/Knockdown animations have been updated with many more inbetween frames

Predators:



Wolf


  • AI has been updated
  • Now has a dedicated air attack
  • Single hit, causes stagger to grounded
  • Can now jump cancel grounded basic attacks
  • Now has a super
  • Max supermeter is 1 bar

Feline


  • AI has been updated
  • Jump Arc is now tighter
  • Now has a dedicated air attack
  • Multi-hit, causes tumble
  • Can now jump cancel non-grab basic attacks on hit
  • Now has a super
  • Max supermeter is 1 bar

Snake


  • AI has been updated
  • Now has a dedicated air attack
  • Single hit, causes groundbounce
  • Can now jump cancel Tail Sweep on hit
  • Now has a super
  • Multi-hit, Causes higher damage than normal in the form of red health
  • Poisons afterwards, continuing to expand the red health until the effect ends or until snake is hit
  • Max supermeter is 1 bar

Bear


  • AI has been updated
  • Hurtboxes given a pass to prevent rapid size changes during neutral/movement
  • Now has a dedicated air attack
  • Single hit, Causes stagger on grounded, Groundbounce on airborne
  • Can now jump cancel non-grab basic attacks on hit
  • Now has a super
  • Max supermeter is 1 bar

Known Issues

  • If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear.
  • It is still possible for Tianhuo to occasionally lose momentum during some airdash cancels

24 comments Read more
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Special Offer



Owners of Blazblue Centralfiction on Steam automatically unlock exclusive Jin and Ragna Cosplay cosmetics for all characters in Pixel Lobby.



Owners of Skullgirls Second Encore on Steam automatically unlock exclusive cosmetic items for the Pixel Lobby: Cerebella's Hat Vice Versa, And Peacock's Hat and Bomb minion George.



Owners of GUILTY GEAR Xrd REV 2 on Steam will automatically unlock exclusive cosmetic items in the Lobby: Sol Badguy's Outfit/Hairstyle, and Ky Kiske's Outfit/Hairstyle, for all characters.

About This Game

Them’s Fightin’ Herds is a 2D Fighting game featuring a cast of 4-legged combatants! Beneath the cute and cuddly surface designed by acclaimed cartoon producer and developer Lauren Faust, a serious and mechanically deep, GGPO-powered fighter awaits!

As an additional thank you to Skullgirls and their playerbase for supporting us by letting us use the Z-engine via their crowdfund goals, owners of Skullgirls on Steam get an additional discount when purchasing the game. THANK YOU SO MUCH!

The full main story will be delivered (FOR FREE) in regularly released episodes after Full release launch, focusing mostly on one character each, along with many unique unlockables, target mode courses and hidden fight scenarios.

GAME FEATURES

  • Visual Pixel Lobby: Online multiplayer lobby system uses the same style of overworld as Story Mode to allow all players to explore (read: goof around in) locations within the world of Foenum with other players. Customize your avatar with cosmetic items you collect through Story Mode AND Multiplayer PVP/PVE gameplay!
  • Dynamic Music System: Rockin’ character themes that adapt in the heat of the battle makes every fight a treat to the players AND the spectators.
  • GGPO powered netplay for the smoothest possible fighting game experience.
  • More fighters are on the way, introducing more playstyles to the roster! Each fighter DLC release will include additional unlockable cosmetics, modes and character specific story mode expansions.
  • 4-button Fighting: A-Light, B-Medium, C-Heavy, D-Magic.
  • Magic System: Emphasize your character’s special abilities through a dedicated button and a unique resource.
  • Juggle Decay: Opponents become gradually heavier during a combo, but ONLY after the juggle decay bar is filled. This manages combo length without imposing a hard limit. In addition, filling the juggle decay bar prevents standing infinites by removing the opponent's ability to remain standing for the rest of that combo.
  • Enhanced Super Attack: Spend an additional meter to add utility to your main super attack with effects that stay true to the characters’ unique personalities and talents!

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: Dual-core CPU (2 GHz or greater speed)
    • Memory: 2 GB RAM
    • Graphics: Intel Core i3 550 Integrated graphics chipset or equivalent.
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 7, 8, 8.1 or 10
    • Processor: Dual-core CPU (2 GHz or greater speed)
    • Memory: 3 GB RAM
    • Graphics: A dedicated GPU (Nvidia or AMD) with at least 750MB of VRAM strongly recommended
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 2 GB available space

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