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!
Recent Reviews:
Very Positive (32) - 90% of the 32 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (754) - 93% of the 754 user reviews for this game are positive.
Release Date:
Feb 22, 2018
Developer:
Publisher:

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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 (9)

June 26

TFH: Situation Update



Long delayed hello, everyone!

As you might have noticed, TFH hasn’t hit the expected 1.0 milestone yet.

Due to the same row of heavy "RL" reasons mentioned before, (the details of which you don't really want to hear, but include some really heavy RL issues for some of our Devs), we continue to be down three people in our development team for long periods of time.

We've attempted to patch part of these holes by putting out a call for a pixel artist to cover the major delay on story mode (art placeholders), but we've yet to hire one. We've got a couple of people who applied to us whose stuff we've really liked, but which haven't yet replied to our e-mails. Applicants, if you're reading this, please check your inbox and spam folders! We might be trying to contact you. All of this is putting the story mode on hold for far longer than we expected and far more than what we’d have liked. Hopefully we can steer that particular situation back on track soon, as the hiring of said artist would help us finish the remaining elements needed AND free other people to work on additional things we’ve been holding down the priority list for some time.

That said, the remainder of the team has still been working hard these past few weeks, as we strive to get those features which do not require our MIA developers to get completed working and out of the gate.

You might have already seen a couple of glimpses of the upcoming features here and there in Beta and Anu's worklogs in the official forums, but here's a slightly more detailed breakdown of what’s coming to TFH in the near-immediate future.


Tutorials

We've been working hard to supply Oleander with the time and the crayons to teach you how to fight, and building the framework that’ll allow us to create and easily iterate on lessons across many fighting game concepts, with some light target practice and obstacle courses to reinforce all you have learned.


Watch it in Motion

Watch it in Motion

Ranked Matchmaking

Soon, we will have standard matchmaking features to pair up similarly skilled players with a more ‘competitive’ scoring system. In addition, a casual levelling system that is always active as you play online (ranked or not) will provide unlockable hats and palettes at certain milestones. Performance within each match, fighting against tougher opponents and other challenges provide xp bonuses to push you even further!


Watch it in Motion


Pixel Dungeon 2.0
Salt mines. Now even saltier.

We wish to keep most of this stuff a surprise, but we're pretty excited for this release. In addition to the PvE element, we've added more cooperative play to unlock hats and intercept predators. We're also putting in some interesting little items to make dungeon fights more stylish and silly.



Character Intros/Outros

Characters will no longer stand still while the fightin’ starts happenin’ - New animations for Intros/Outros are coming to the game.


Watch it in Motion


Watch it in Motion


...And an apology

In addition to the things mentioned above, we’d like to apologize for the breakdown in general communications; we’ve been active and communicating with the playerbase through a couple of the discord community channels, as well as pulling some of the most active people in the game for gathering feedback on these new features and on the already existing ones. Discord has been really helpful for quick, direct feedback and feature implementation, but has given off a perception of silence to the general public. As things are now closer to their initial public iteration, we’re going to be posting more often to the general community via our official forums, the social media places and the Steam community forums.

As always, we’d like to thank you guys for continuing to stick with us through the rough patches.

- M6
56 comments Read more

May 11

Early Access Patch #7 (11-5-18)



Early Access patch 7: Ev'rybody Dance Now! Edition
(Da da da da da da da da da)

Hotfix 11-5-18.a

Tianhuo

  • Can't cancel launcher into flight on block (whups)

Be sure to update and verify your files again. If you fight someone and one of you isn't updated, your fight may desync.

----

The patch (5/11/18) 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 is a rather hefty patch as it includes a ton of changes and fixes to some long standing bugs. As the gameplay has been given time to settle in a bit, it turns out certain characters were slightly overperforming. Furthermore, due to staggers being a reliable way to avoid mechanics intended to limit the potency of mixups after knockdowns, we have changed how staggers work post-JD. Players who rely on using staggers as late as possible will now have to be more wary of the JD bar as they too have to deal with a guaranteed knockdown situation. These changes may adversely impact the performance of said characters in unexpected ways, and we'll be keeping a close eye on how they perform to determine if any further tweaks are necessary to compensate. Lots of things are quite different now, so please be vocal and detailed with any issues/bugs you run into and we'll be sure to give it a look!

Gameplay

General:

  • Cross Canter is now totally impossible to combo after
  • Cross Canter now armor breaks
  • The opponent can no longer be staggered if JD is filled, It will instead cause a crumple that always leads to soft knockdown
  • Fixed some cases where a player could tech out of command grabs
  • Fixed several situations where a player could cancel block and hitstuns into movement options or supers
  • Fixed being able to gain above full health from eating apples
  • Fixed health gained by eating apples messing up red health values
  • It is no longer possible to force a Hard Knockdown off of full JD normals by cancelling into a super before they hit the ground
  • Fixed an issue preventing input buffering for specials when landing
  • Fixed an issue preventing grabbing (until the player returns to neutral) after doing a low attack (This issue specifically affected Arizona, Oleander and Paprika because of command normals)
  • Training Dummy now properly techs tumbles at the earliest possible frame after a groundbounce/tumble has been used in a combo
  • Standing KO's work properly again, should eliminate most if not all of the remaining 'Armored KO' bugs

Arizona

  • Damage proration from Ropes reduced slightly
  • 6B Hurtboxes moved upward
  • Super now completes VO
  • Super now has 1 frame post-superflash, alleviating previously 'unblockable' situations
  • Super now cleaves through pets and projectiles without hitstop

Velvet

  • Cancelling C startup into grab no longer spawns the ice graphic
  • Eating animation no longer has a cardboard ice sprite. Poof!
  • Now has a crouch sliding animation

Oleander

  • Fred is no longer controllable while teching
  • Fred stops attacking if Oleander gets hit
  • Outside of meter stealing attacks, you can no longer gain any meter while Fred is out
  • Super meter requirements per level increased slightly
  • Teleports A and B now always costs 1 magic, even if grounded
  • Opening damage for j.2C decreased, minimum damage increased slightly
  • Fixed another remaining case of the Chapter Trap hitbox detaching from its graphic when cancelled into a super
  • So they came into the outway, It was Sunday, but a black day, I could make a salutation, sounding heartbeats, intimidation...
    • Ollie, are you okay, are you okay, are you okay, Ollie?
    • Ollie, are you okay, are you okay, are you okay, Ollie?
    • Ollie, are you okay, are you okay, are you okay, Ollie?

Paprika

  • Blocked super should more reliably end up on the opposing side
  • B startup and recovery has been sped up
  • B and 2B are slightly safer on block
  • Kiss now refunds a flat 250 JD, with a minimum cap of -150
  • Damage proration from Kiss reduced slightly
  • Super should no longer be able to trigger off of pets/projectiles
  • There is now an indicator that a player is close enough to eat a gift (actual graphic pending)
  • Super now cleaves through pets without hitstop
  • Fixed a bug involving paprika's movement options that had an extremely small chance to crash the game(!)
  • Boom, baby!

Pom

  • Every puppy in Stampede now have hurtboxes
  • Dad now follows the opponent from behind, as intended
  • Preblock distance of 2C increased (This might cause issues, will be monitoring the effects of this)
  • Throws from pets can no longer connect with opponents who are in preblock
  • Fixed Pom being able to level 2 after dad has hit the opponent
  • Mom Izuna Drop now properly KO's if it's the last hit
  • Mom Counter and Izuna Drop no longer gain a first-hit bonus
  • j.B hitstop increased (should also help with the high/low protection)
  • Puppies are no longer controllable while teching
  • Dad usability now follows the same rules as all other puppies (Not usable during hitstun or teching, stops when pom gets attacked, etc.)
  • You wouldn't hit a wee lamb, would you?

Tianhuo

  • Can no longer whiff cancel air normals into flight
  • Volcanic Bash now has a grounded version
    • Travels a bit less of a distance than air version
    • Goes through projectiles
  • All specials except for successful V.Crashes have increased landing recovery
  • New j.A that aims moreso for air-to-air than straight towards the ground
  • Flight startup time increased
  • Upward flight max speed lowered
  • Downward flight acceleration increased
  • Super startup time decreased
  • Super startup jump height decreased
  • Old j.A is now accessible during Ran Shao Feng, and is now an overhead
  • B hitboxes normalized, no longer whiffs on crouching opponents during the beginning of the attack
  • B recovery increased
  • Has renounced captaincy of the Empress' Imperial Guard to assume captaincy of the Empress' Imperial PicnicBasketBall Team.

New Lobby Features

  • Added 'voice channels' so now users can choose which chat channel they are on. This includes an option to only hear and communicate with people who are fighting with you or spectating.
    • Reverted change where your voicechat was filtered per lobby room
  • Lobby scoreboard now shows everyone's voice channel so you can see where your friends are
  • Lobby fights now show both fighters voice chat activity and voice chat channels
  • Spectators can now open online menus during fights


Bug Fixes

  • Fixed major bug where some controller types could stop working after fighting a predator in saltmines
  • Fixed up lobby character collisions against walls to correctly handle slopes and sharp corners
  • Fixed bug where music was at full volume on splash screen, but then adjusted when the main menu came up
  • Fixed bug where D notification could appear while you were trying to open a chest
  • Fixed bug where grabbing a chest while running could cause a server desync
  • Changed teleport/arrival sound in pixel lobby so that it only plays for the whole server when you first join the server.
  • Fixed bug where disconnecting from someone during character select could prevent you from fighting them in the future until one of the games was restarted

Backend changes

  • How players recieve world updates from the lobby server has changed. You should not feel any difference in smoothness, but if you do experience new problems, be sure to let us know!
  • Entirely changed how chest claiming works internally. Should provide a smoother experience, but as with all new code, there may be bugs!
  • Changed the way sprite drawing works. Should be less load on older computers, but has potential for bugs. Let us know if you get weird graphical glitches in lobby

Known Issues

  • If Velvet gets hit by another Velvet's level 2, some specials may act particularly weird/disappear.
  • 4:D into j.A with tianhuo reads out to be 14 frames of startup before earliest possible hit in training mode, but it's actually 18.
  • Currently, spectators cannot set their voice channel while in a match

31 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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