Antistatic is a crisp, uncompromising platform fighter set in an abstract digital world. Simple for beginners, with a philosophy to emphasize depth and variety of play at all levels. Engage in multiplayer battles as teams or as rivals.
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Release Date:
Jan 24, 2019
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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?

“Player feedback will be invaluable as more characters, stages, and modes are added to Antistatic. Steam Early Access provides a fantastic way to build a community and accelerate the development process.”

Approximately how long will this game be in Early Access?

“The goal is to remain in Early Access for about one year.”

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

“The full version of Antistatic is planned to include several online play options, such as ranked and unranked matchmaking; 12 distinct, polished characters; and a set of 14 core competitive stages alongside additional experimental stages. AI practice opponents and a single player arcade mode are both likely. Mod support will likely be improved, and be extended to online custom lobbies. The graphics engine will be refined and evolve over time.”

What is the current state of the Early Access version?

  • 5 characters, some rough around the edges
  • Online multiplayer, in a prototype stage
  • 10 core stages and 3 experimental stages, all needing decoration
  • Local multiplayer with no forced player number limit, max of one official GameCube controller adapter supported
  • A training mode, called Demo, which allows players to drop in and out and switch characters and stages at will
  • An alternative 19XX mechanics mode

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

“The price is currently planned to stay the same after Early Access ends.”

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

“The official Antistatic Subreddit, /r/antistatic, is open to the public, and the Steam community forums provide another hub.

Balance, game feel, feature requests, and other opinions are examples of important feedback that will be considered in development.

The Trello Roadmap allows community members to keep up to date on progress and future plans: https://trello.com/b/XR4oQwYs/antistatic-roadmap

The Antistatic Discord is the main community hub: https://discord.gg/ZGJvA8P”
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Recent updates View all (4)

April 5

Weekly Alpha v0.3.5

More quality of life improvements, plus bug fixes. Still working on netplay reliability, and there's a new menu in the works that will hopefully be ready next week.

Change log on Trllo: https://trello.com/c/3Ii8Ow5E/65-v035-apr-5-2019

Netplay
  • Fixed some more possible desync conditions
  • Fixed pings not pinging correctly
  • Fixed cases where network controllers could activate things they shouldn't be able to
Features
  • Hitbubbles are now also colored based on sound effect and damage type
  • Training mode now has an Overlays dropdown to toggle various <code>dbg</code> settings
Balance
  • Default blast zone ceiling is now lower (applies to several, but not all, stages)
Carbon
  • Down-B non-super knockback nerfed
Iron
  • Up air now has DI staling on first hit (can be DIed further the more stale it is)
  • All throws adjusted
  • Forward-tap knockback increased
Silicon
  • Dash attack no longer weirdly clings to the stage
Xenon
  • Bottom hitbubble of up air shrunk a bit
Fixes
  • Fixed crash with dropdowns
  • Fixed some crashes when reloading modified character files on Windows
  • Fixed case where some ways to trigger scene changes could happen at different timings
  • Cursors no longer show under tap jump buttons
  • Hits are now processed at the correct time, fixing several odd bugs
  • Fixed a case where post screen wouldn't happen depending on how a game ended
  • Disabled UI elements can be incorrectly triggered less often
  • Fixed the wrong hit audio being used in a few places
Misc
  • Changed Demo to Training for clarity
  • Buttons can now be activated and triggered with the Enter key
  • Dropdowns are a bit more reliable and work better with keyboard
0 comments Read more

March 29

Weekly Alpha v0.3.4

Patch notes were previously only posted on Discord and Trello, but starting this week they'll be shared here as well.

Quality of life update more than anything. Controls can now be rebound using a very basic `mapping` console command until a UI is built to make it simpler. Instructions: https://trello.com/c/DH6uPzfu/59-console-based-control-rebinding

Change log on Trello: https://trello.com/c/pheuUA4P/64-v034-mar-29-2019

Netplay
  • Controllers reset on connect, which should resolve a few desyncs
  • Connecting over netplay now automatically connects a controller if none is connected
  • Even more buttons are now disallowed over network (exit, fullscreen, etc)
Features
  • Recovering under Great White and Crossing is now a little less harrowing
  • Console-based control rebinding using the `mapping` command
  • Versus select screen is slightly less shocking on startup (temporary solution for now)
Balance
Xenon
  • Up-B now kind of works as a recovery
Fixes
  • Fixed a bug that caused legs to squish on the floor when landing
  • Controllers reset predictably when changing scenes, which should fix some odd inconsistencies
  • Keyboard-controlled analog sticks no longer get corrupted and break
  • Fixed keyboard d-pad not working (bound to 1, 2, 3, 4)
  • Fixed tap jump buttons not rearranging after controller disconnects
  • Fixed visual bug where stock displays would fade in with prior character damage text
Misc
  • Updated Node to 11.13.0
  • Some minor code cleanup which probably saves a few CPU cycles
  • Debug-rendered stages are now slightly greyed out to indicate they're different from other misc stages
0 comments Read more
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About This Game

Antistatic is a crisp, uncompromising indie platform fighter. Simple for beginners, with a philosophy to emphasize depth and variety of play at all levels. Engage in local or online multiplayer matches as teams or as rivals.



Inside a crumbling digital world, atomic combatants carry out their programming in an endless series of battles over the remaining shielded landmarks.

Online play — join one other player in online matches; online is still early in development, with much more in the works
Familiar mechanics — shields, directional influence, lag-canceling, grabs, wavedashing, and more
Full GameCube controller support — play with the iconic platform fighter controller using the official adapter
5 characters — all with different play styles, and more coming over Early Access
10 stage layouts — some staples, and some new

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Ryzen 3 2200G
    • Memory: 2 GB RAM
    • Graphics: Vega 8 Graphics, or other OpenGL 4.0 Compatible graphics
    • Storage: 200 MB available space
    • Additional Notes: Minimum requirements represent lowest supported hardware configuration for stable play
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Ryzen 3 2200G or better
    • Memory: 2 GB RAM
    • Graphics: OpenGL 4.0 Compatible dedicated GPU
    • Network: Broadband Internet connection
    • Storage: 200 MB available space

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