Dash Blitz is a lightning-fast platform fighter with streamlined mechanics and controls. Enjoy the freedom! Blitz through the competition!
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Release Date:
Mar 20, 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?

“Dash Blitz has a solid, fun base, and I want to share the game with you while I work towards completion.”

Approximately how long will this game be in Early Access?

“The plan is to add approximately two characters with each major update, until the roster is complete, along with any other enhancements made during that time. From there I anticipate there would be a few more updates to finalise the game.

Each of these updates could take a month or more.
If all goes well, Dash Blitz could be finished within the year of 2019. I will endeavour to publicise any changes to this plan.”

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

“Dash Blitz will be considered complete when all 20 promised characters are finalised and the Grand Prix mode is implemented. In the meantime, every update made will expand on the multiplayer options.”

What is the current state of the Early Access version?

“Dash Blitz features local multiplayer for up to four players, with 10 playable fighters. Four AI opponents can be toggled on and off as well.”

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

“As Dash Blitz grows, the price may change to reflect the available content. I will endeavour to publicise any planned changes to pricing.”

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

“In addition to engaging with the community here on Steam and on other platforms, the player base is intended to have a say in the way the game is updated. Each update, the next two characters to be implemented are intended to be up to a vote.”
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Recent updates View all (14)

November 4

Upcoming v0.6

Next in line for Dash Blitz is v0.6 - and as always, that means two new characters, and you get to decide who gets in!
This time we're looking at returning contestants, the alluring Alraune and the fiery Venus, along with two new fighters - the shocking Million, and the... self-driving Accel?



The two most popular characters will be added to the game when v0.6 launches, pushing the official total up to 14 fighters.
You can see the original tweet here if you want to follow along on Twitter.
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October 29

v0.5.1 - Post-PAX & On Sale


A tremendous thank you to everyone who came and checked out Dash Blitz at PAX AUS - it was so much fun seeing everyone enjoying themselves, and I valued all the great feedback.
PAX has wrapped up just in time for a new sale! It's 25% off now and cheaper than ever, so I hope you take a look!

v0.6 is next in line, and with it, two new fighters. We'll figure out who makes the cut soon, in the usual way - just follow X-Joy Games on Twitter to find out who's up for the vote and have your say!
On top of that, I want to spend the time between now and then working on the AI, item mechanics, and the overall quality of animation. The moment-to-moment gameplay and character balance seems to be pretty solid right now, so it's time to roll up my sleeves and get into the presentation.

There's always room for improvements, though, so without further ado - here's all the quick fixes implemented after PAX!

General Fixes
  • Fixed an issue where Race Mode (Hustle Harbour) couldn't be selected with 4 players. Now you can race to your heart's content.
  • Finally identified and fixed a long-standing issue where player characters would keep flying upwards when defeated.
  • Fixed an issue where the camera would continue to follow defeated players even as they fell out of bounds.
  • Fixed a bug where KO'd fighters would keep blocking attacks in free-for-alls.
  • Added missing collision detection in Onslaught Mode, which should prevent characters from knocking each other out of bounds.
  • Collision detection has been improved all-around for all characters and shots. This is a work-in-progress, so please report any issues you have.

General Improvements
  • Tweaked the data on most of the shots in the game, mostly to make them more capable. More launch force, more hitstun, etc.
  • Uncharged Shots now have more launch capability when used to interrupt targets. More potent shots now carry more weight to them too, making it easier for them to bowl over weaker attacks.
  • Multi-hit attacks (eg. Sherpa's Full Charge Shot, Percival's Standing Swing) are no longer escapable mid-attack, making them much safer attacks and more dangerous moves.
  • Attacking out of a Blitz or superarmour state now leaves you with a little bit of time left, just enough to make sure you're safe to attack.
  • Projectiles that pass through targets no longer multi-hit shields, reinforcing that shield beats shot.
  • Increased volume on Dash Finale theme. It was just a bit harder to make out than the rest of the game music.
  • Added elevators to the stage select in the Lobby, which should make things a bit easier to navigate. Current feedback indicates that the Lobby is considerably less popular than the Quick Lobby (accessible from the Settings menu), and no amount of redesigning will get around that. I've taken it on board and will be looking into replacing the Lobby, such that a system like the Quick Lobby takes precedence, but that's for a future update.

Characters
#1
  • Made reflecting low-power shots more effective, improving their weight and force.
  • Improved hitstun on standing forward-throw.

Edge
  • Improved hitstun on standing forward-throw.
  • Substantially decreased power of kunai. Edge was getting away with far too much damage with his new rapid-fire mechanics. He should deal roughly half the DPS he had before, which is still pretty solid.

Nomad
  • Nomad's Full Charge Shot now behaves even more like a player, re-appearing on-stage and flashing when struck.

Arrhic
  • Standardised Cling Swing so it doesn't leap too high.
  • Arrhic's grabs now only defy gravity once per jump. No more Space Invader, old pal.
  • Adjusted grappling animations so that Arrhic's throws deal damage more often, if not all the time.
  • Canceling grabs now removes Arrhic's gravity-defiance, allowing him to jump like normal.
  • It should now be possible to escape Arrhic's throws with some quick thinking, just like any other throw.

Rondo
  • Improved hitstun on standing forward-throw and aerial down-throw.
  • Rondo can now parry explosive shots without suffering the explosion himself.
  • Parrying an Uncharged Shot now gives Rondo a Full-Charged Shot. Parrying wasn't keeping up with other character's options as the game progressed, so it felt necessary to revisit the mechanics of it and make it seem more worthwhile.

Manny
  • Substantially increased launch force on Uncharged Shot and Mid-Charge Shot, mostly to keep people from being trapped by grenades. The grenade itself now bounces much more, too.

Kero
  • Substantially increased launch force on all bubble-shots.

Percival
  • Buffed up damage and launch force of standing down-throw.

-1
  • Improved hitstun on standing forward-throw.
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About This Game

It's time to blitz through the competition.

Dash Blitz is a fighting game based on classic run-and-gun platformers. The action brings players head-to-head at breakneck speed!
Combine lightning speed with perfect air control for a truly fast and fun movement system unlike any other.
  • Simple controls and accessible attack-cancels make for a game that's easy to learn, but hard to master. Enjoy the freedom!
  • Play as a large variety of original characters with a range of unique abilities!
  • Let your imagination run wild with a host of items and crazy stages, or keep it simple and focus on your combos! May the best fighter win!

Complete freedom of movement.

Dash Blitz is all about moving where you want, as fast as you can. It's easy to get started, but can you master the Transmission Era's fastest?
  • Scale the walls with rapid jumps! Dash under obstacles with lightning speed!
  • Don't let them get away - even in the middle of a midair vault, you maintain total control over your movement. Perfect for spacing out aerials!
  • No endlag, no worries! Virtually every attack can be cancelled. Just dash, jump or land, and you'll drop the attack and get back in motion immediately!
  • Never crumble under pressure - successfully blocking any attack lets you Blitz, making you invulnerable and giving you the chance to turn the tables! For a true contender, every attack is a window of opportunity.

The year is 1410, Transmission Era.

Humanity has prospered thanks to instant transmission technology, and forgotten much of what preceded them. Wide-spread nanite use has given humans superior physical capabilities, and what was once considered "augmented" is now the norm. The thrill of combat is the top sport across the globe, and advances in nanite technology have continued to push fighters beyond their limit. Humans now compete on even footing with their own creations - and often fight more fiercely.

Dash Transit Solutions, the top dog in transmission networks, are sponsoring the DTS Grand Prix - the first international fighting tournament the Transmission Era has ever seen.
They're offering a mountain of credits, international glory, and the chance to demo an advanced AI, Vizier, which they claim can answer any question.

20 fighters will claw their way through the qualifiers and board the DTS Satellite for the greatest contest of their life. Each of them chases riches, glory, something less savoury… or answers.

System Requirements

    Minimum:
    • Processor: Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: Intel HD 4000
    • Storage: 2 GB available space
    Recommended:
    • Processor: Core i5
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce GTX 460 or AMD Radeon HD6850
    • Storage: 5 GB available space

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