Double Turn - kennygoff
Double Turn is celebrating it's 1 year on November 6th! One year ago we launched out of early access with the 1.0 release and to celebrate, Double Turn will be 50% off weekend long. Lace up and hop in the ring!

Jun 13, 2021
Double Turn - kennygoff
This update includes a bunch of usability and accessibility improvements, including more granular audio options, adjustable screenshake intensity, and mid-match settings adjustment.



Improvements
  • Add options menu to pause menu during matches
  • Leaderboards
    • Add Steam Top 10 to all leaderboards in-game
    • Profile name saved in local leaderboard entries
    • Cleaned up leaderboard menus and UI
  • Visual Options
    • Adjustable screenshake intensity (Off, Low, Normal, High, Max)
    • Option to disable animated crowds in stadium
    • Option to disable background and lights in stadium
  • Audio Options
    • Add separate volume controls for sound effects, menu music, and entrance music
Bug fixes
  • Fix bug where devices in player slots 2-4 are permanently disconnected when switching from Versus to Solo matches
  • Allow Select and Guide buttons to be used instead of Start button for gamepads that do not have Start



Full history of patches available on the website: https://doubleturngame.com/patch-notes/
May 13, 2021
Double Turn - kennygoff
A small bugfix patch fixing some device connection issues.

Bug fixes
  • Fix bug where devices in player slots 2-4 are permanently disconnected when switching from Versus to Solo matches
  • Allow Select and Guide buttons to be used instead of Start button for gamepads that do not have Start

Full history of patches available on the website: https://doubleturngame.com/patch-notes/
Feb 11, 2021
Double Turn - kennygoff
Excited to share this update, MAYHEM! This update is all about tables, ladders, and cages. It adds two new ways to play in versus and a new solo mode that finally adds hardcore gimmicks into the fray!

What's new in 1.1
  • New Versus Mode: Mayhem
  • New Versus Stadium: Extreme Brawl
  • New Solo Mode: Hardcore Gauntlet

The Mayhem mode is a timed match where the stadium rotates between tables, ladders, and a cage every 30 seconds. It's a fun mixup of normal gameplay and is the first mode to add changing environment.

Extreme Brawl is the answer to "how many tables and ladders can I fit inside the stadium?". The answer is 7 and a cage. This arena variant is playable in all regular versus modes (except Mayhem) and even includes some hardcore fun outside of the ring cage thanks to some conspicuously placed ladders.

Finally, Hardcore Gauntlet is a new solo mode, the first to add hardcore variants. Hardcore gauntlet is similar to the traditional Gauntlet mode where you fight 3 opponents back-to-back. In this extreme mode however, you'll have to face each opponent in one of the main hardcore variants: tables, ladders, or steel cage.

Improvements with 1.1
In addition to those main new features, I've been able to fix and improve a few things.
  • Improved AI that supports fighting in hardcore variants
  • Allow AI to fight and chase opponent on ring posts and turnbuckles
  • Bugfixes for combat interactions while stunned or grabbed
  • Reorganized Leaderboards list, added a link to steam leaderboards
  • Fixed Steam leaderboards ordering -- they were backwards, showing the worst scores at #1!

You can find a list of all the changes as well as all past and future changes at the new patch notes home on the website: https://doubleturngame.com/patch-notes

What's next?
I'm planning to spend some time making a few small and important but not-so-flashy improvements to usability and accessibility. The next few patches will likely be in this category. in particular I want to add more granular audio controls, some options for VFX like screenshake, and reworking the in-game leaderboards to finally show the steam scores.

After that I'm still ideating the next updates, so please share if you have feedback or want to see more of something! Drop into the steam forums to post in the bugs and feedback boards if you have any issues!
Double Turn - kennygoff
Small patch here with some bug fixes, usability improvements for profiles, and some fun holiday palettes!



v1.0.5 Patch Notes
  • New Palettes: New holiday themed palette for all characters
  • Add profile selection and editing to Options/Controls menu
  • Add profile deletion
  • Add AI enable/disable toggle to Practice mode
  • Fix multiple trail animation bugs for dodges and signatures

As usual you can find the full patch notes an all previous patch details on the Double Turn website.

Double Turn is also on sale now for 20% off during the Steam Winter Sale! Grab it for yourself or a friend until January 5th!
Double Turn - kennygoff
The full release of Double Turn is finally here! I'm excited to share this update that adds a significantly improved single player experience, integration with multiple Steam services, and a bunch of combat fixes. Check out our launch trailer and dive in to a match!



What's new in 1.0
  • Training mode
  • Steam achievements
  • Steam cloud saves & multiple account support
  • Steam leaderboards for solo modes
  • Brand new AI

Improvements with 1.0
In addition to those main new features, I've been able to fix and improve a bunch of issues.
  • Rebalanced Battle Royal solo mode
  • So many animation bug fixes
  • Improved in-combat UI
  • New dodge animation
  • New finisher VFX

You can find a list of all the changes as well as all past and future changes at the new patch notes home on the website: https://doubleturngame.com/patch-notes

What's next?
As a small team of 1 actively working on the game I'm sure there's bugs I've missed in testing so I'll likely put out a few bug fix patches as feedback rolls in in the next few days. Please drop into the steam forums to post in the bugs and feedback boards if you have any issues or would like to give feedback! There are also plenty of usability and accessibility improvements I want to make which will likely be the bulk of the functionality added now that the big 1.0 release is behind me.

Thanks again to everyone who played during Early Access and gave feedback. I hope new players and old can have a great experience and enjoy the full release!
Double Turn - kennygoff
Here it is, the final update of Early Access!

Version v0.20: Patch Notes
Here's what's new:
  • Rework of signatures: faster but shorter dash, less heat lost on misses, less heat lost on loser
  • Stuns on environmental moves: throwing from heights, striking from heights, throwing on tables, striking through tables

I won't go into too much detail, as I've already done so in the past two updates: Combat Experiment #3 and Combat Experiment #2. The main difference from those updates is that when getting signatured, you will drop to 50% heat if you are above 50% heat. It's much simpler than what I originally outlined.

I disabled the updates from Combat Experiment #1 because they didn't feel like they added enough interesting gameplay, and the moves' effectiveness varied too much between characters. While I wanted to add some variety, the moves for each character were too varied in strength and usefulness. I feel like the Signature and Stuns updates add much more interesting opportunities.

Full Release coming soon...

This is the final update for Double Turn's Early Access. I have already started working on 1.0 update, where I'll be adding a Training mode (teaser here), more Steam integrations, and a rework of the AI.

Thanks to everyone played the game, gave feedback, reported bugs, and left reviews! I don't have a solid date yet for the full release but I will share once I know for sure!
Double Turn - kennygoff
A new combat experiment is available on the "next" beta channel (guide for setup here)!

This update (v0.20.0-beta.3) changes and tweaks multiple parts of signatures to improve pacing.

I wanted to rethink how signatures work, add some more counter-play, and address some of the following issues:
  • Signatures take a lot of work to gain, but can be "lost" easily by missing
  • Only counter is "avoidance", causing boring gameplay when one player has a signature and the other doesn't
  • No benefit to playing "close" to someone with a signature, makes avoidance the only option
  • Simple to execute but hard to read and counter

Heat Management & Cost

Since the beginning of Double Turn, signatures always cost all of your heat you've built up when using the signature. This experiment changes this "heat cost" to punish missed signatures less and also allow for more comebacks.

Signatures
  • Successful signatures still cost all built up heat
  • A missed signature drops heat to 75% of the max

When signatured by someone else you will:
  • Drop to 50% heat when full
  • Drop to 50% + 1/2 of remaining heat when >= 50%
  • Keep all gained heat if < 50%

The amount of heat you keep after a fall is admittedly a little odd now. The main point is to not punish players who are behind, but also simultaneously encourage action when in a stalemate when both players have a full signature. I'll probably tweak these numbers more but right now I think it makes for a less frustrating experience when missing and also retaining some heat you built up after getting signatured.

Signature Speed

To add a bit more counter-play and make signatures a bit more skill-based I made a few more tweaks to them:
  • Increase startup time (~33% longer)
  • Shorter distance travelled (~40% shorter distance)
  • Faster dash speed (~30% faster)

The result is that the opponent has a slightly longer time to react to the move. Plus since it is faster and travels a shorter distance, you have to be a bit more accurate to hit the opponent, and less likely to accidentally hit them by chance since it was really easy to just spam it in the general direction of the opponent before.

The signature is still hard to read, although the increase startup time helped, so I plan to add some further visual effects to this to make it more clear. I want to improve the VFX for the signature as well as the dodge. Sorry no GIFs this time around, all the changes are numbers rebalancing, but I will make sure to include juicy GIFs on the next one!

As mentioned in the last post, these are experiments I may roll back and will very likely make major changes to even if I do keep them! They are also done with quick-and-dirty effects and art tweaks so there's some lacking animations and VFX while I experiment.
Double Turn - kennygoff
A new combat experiment is available on the "next" beta channel (guide for setup here)!

This update (v0.20.0-beta.2) adds stuns to to various environment interactions in gimmick matches.

Tables



Throwing a character onto a table will stun them, leaving them vulnerable to subsequent attacks. This should add some fun variety to tables matches, and setup for some devastating blows.



In addition, striking downward into a player on a table will stun them after the table breaks, regardless of if they were stunned or not. This makes the table breaking feel much more satisfying, and also adds a lot more risk to playing on the platforms.

Ladders & Scaffolds



The changes to ladders and scaffolds will work nearly identically to each other, except that ladder effects only work off the top of the ladder.



Throwing a wrestler off of the top of a ladder or scaffold onto the ring, turnbuckle, or out of the ring, will stun them. Also diving off of those platforms onto someone with a downward strike will stun them. This will hopefully make for some more interesting aerial play.

All stuns on environmental objects

On the whole all the stuns last 3 seconds, and leave the player lying on the ground. I'll likely tweak this number a bit but so far it feels like a decent balance. It allows for setup of really fun to execute moves and combos, without being too detrimental to the opponent. It also adds some extra variety and intrigue to the gimmick matches.

As mentioned in the last post, these are experiments I may roll back and will very likely make major changes to even if I do keep them! They are also done with quick-and-dirty effects and art tweaks so there's some lacking animations and VFX while I experiment.
Double Turn - kennygoff
Here's the first of a few experiment patches, available on the "next" beta channel (guide for setup here)! As mentioned in the last post, these are experiments I may roll back and will very likely make major changes to even if I do keep them! They are also done with quick-and-dirty effects and art tweaks so there's some lacking animations and VFX while I experiment.

This particular update (v0.20.0-beta.1) introduces some new moves and passive abilities, one for each character.

The Brawler: Bare Knuckles



The Brawler's Bare Knuckles ability allows him to charge a punch. Tap left/right while on the ground at the same time as striking to start a charged strike. The longer you hold the charge, the more heat you'll gain. However, you'll be vulnerable while charging!

The High Flyer: Cruiserweight



The High Flyer's Cruiserweight ability allows her to double jump. Simply tap the jump button again while midair to jump a second time!

The Striker: Stiff Strikes



The Striker's Stiff Strikes ability makes it so she can still gain some heat when opponents block her strikes.

The Showman: Powerhouse



The Showman's Powerhouse ability allows him to carry an opponent after a successful grab, and walk around before throwing the opponent. Tap the grab button again while holding to toss the other wrestler. Be careful! You're vulnerable in this state so in 3-4 player matches someone can easily strike you out of it.
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