Them's Fightin' Herds - Mane6, Inc
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Them's Fightin' Herds - Mane6, Inc
Live now! Mane6 on Twitch
Them's Fightin' Herds - Mane6, Inc
We're live now, showing off and celebrating our Salt Mines 2.0 update!

Join us here: Mane6 on Twitch
Them's Fightin' Herds - [M6] Anukan
At long last, Salt Mines 2.0 is finally here! We've also implemented fundamental changes to the pushblock system, shortened the match timer, and made throw teching a little bit harder to do. Since so many universal changes are going in all at once, we'll be keeping a close eye on how they affect each character individually.

The pixel lobby experience has been completely transformed now that the original concept for the Salt Mines has been realized. In addition: lobby controls, virtually all menus, and the text chatbox have received updates. Read on for details...

Pixel Lobby
New Feature: Salt Mines 2.0
  • The Salt Mines is now a timed event.
  • Players are scored and rewarded based on how much salt they have when they are defeated or time runs out.
  • Players can now mine salt ore in the Salt Mines by rapidly hitting (or holding) the D button.
  • Defeating predators yields salt rewards and progresses the stage of difficulty.
  • The higher the difficulty, the higher the rewards gained.
  • Players can purchase Health, Hats and Dynamite from chests that spawn throughout the Salt Mines.
  • As the timer draws closer to the end, Hat chests (which are normally contestable) will no longer be contestable, and players spend a period of time stocking up on salt rewards to further boost their score before the tally.
  • When the 'stock up' phase ends, the top salt earner is sacrificed to the elder gods and ascends. The FINAL EVENT begins, where remaining players fight for survival.
  • There are a set of bonus challenges that are given out to players who complete certain feats while participating in the Salt Mines.
  • Salt rewards from Salt Mines runs are banked, to then be spent at a vendor in the overworld to purchase additional hats.
  • Banked salt is a temporary resource. It does not carry over to other pixel lobby servers and disappears if a player remains logged out from a server for more than 4 hours.
New Feature: Cap ’n' Cash’s Cash for Caps Lobby Shop

  • Introducing Cap ‘n' Cash, hat traders from Reine City on a mission to take your hard-earned salt in exchange for fabulous hats. What are they doing with all that salt? Who knows. But you sure look great.
  • Their stock rotates every Sunday at 0:01 a,m, and Wednesday at 6 p,m, PST. Numbers are subject to change based on the discretion of the shopkeepers...
  • The fountain in A Dreary Place has collapsed… So much for that.
  • The bounds of reality in the Pummeling Plains are now harder to escape from.
  • The game now remembers which voice channel you have set between play sessions.
  • Overworld salt chests now reward much more salt: 300 to the winner, 150 to the loser.
  • We now display notifications about the salt mines and salt chest battles in the overworld! If you prefer to go radio silent, you can turn them off in lobby options.
  • Predators and shadow characters in the salt mines now always appear to have 100% health when a fight begins, regardless of their actual health value.
  • Predators and shadow characters in the salt mines now have low friction in the overworld and can more reliably be juked/kited especially at lower levels.
New Lobby Controls
  • We’ve rearranged the controls for the Pixel Lobby. They are now:
    • A - Wardrobe Menu (in overworld), Throw Dynamite (in salt mines)
    • B - Quick Chat Menu
    • C - Cancel
    • D - Confirm/Interact
    • Utility 1 - Open/Close Text Chat
    • Utility 2 - Voice Chat (Hold)
    • Start - Options Menu
    • Select - Player List (formerly Leaderboard (formerly Chuck’s))
Improved Menus
  • There is now a “Master Volume” option on the main and pixel lobby menus.
  • The “Hold Magic button” menu is no longer a thing. Everything you could do in that menu is now in the pause menu. Everything that was inside the previous pause menu has been consolidated into a submenu: “Lobby Options”.
  • “Music Volume” now effects all music everywhere. There is no longer a separate volume slider for lobby music.
  • The “Music at Night” option has been assimilated into “Overworld Music”, which you can toggle on, off, or “Day Only”.
  • There is now an on/off toggle for music in the Salt Mines.
  • There is now a “Pixel Lobby Controls” display on the pause menu.
  • Lobby options now update in real time. You no longer have to apply your changes before exiting the menu.
  • You can now push pause or cancel to leave the lobby menu.
  • “Leaderboard” has been renamed to “Player List” and displays ping, overworld chest wins, run salt, and bank salt. "Score" was a vestigial stat and has been removed.
  • All lobby menus now autoscroll when you hold a direction.
Improved Text Chatbox
  • You can now press the Utility 1 button to open and close the chatbox. You can still click it with your mouse, if you prefer the old ways.
  • There are now scrollbars!
  • You can now choose to anchor the chatbox to the bottom left or bottom right of your screen via the lobby options menu.
  • When you press enter to send a message, the chatbox will now close.
Improved Wardrobe
  • The wardrobe has been completely overhauled. You can now see many more accessories at once and tab through different slots with a single button press.
  • 2D stages are now available. To turn them on, select from the “Show Backgrounds” option in the main menu. If you’re on a lower-end machine, you no longer have to fight in the void! Keep in mind they won’t be a 1:1 recreation of the full-fidelity 3D version, but we did want to offer something better than complete and total darkness.
  • The cave stage featured during Salt Mines and the Arcade Mode boss fight has been redone. We would like to make this stage unlockable for versus play later on, but that is not included for this release.
  • Pom’s stage has been redone, along with the nighttime variant.
  • We’ve temporarily removed some NPCs from Pom’s stage for adjustments to the new setup.
  • Pom’s rainy stage has been removed from the game permanently. There is no rain in Baaah’s Sheep State.
  • Velvet’s stage morning and nighttime variants are back with updated versions!
Mechanics Changes
  • Match timer seconds now count as real-world seconds instead of “Skullgirls” seconds (which are actually 1.75 real-world seconds). Take that, relativity!
    • The predator fight in Arcade Mode now has an infinite match timer, to account for the change above.
  • Pushblock distance is now determined based on the button strength of the hit you pushblock. Heavier buttons push back farther.
  • You can now effectively pushblock any individual hit of a multihit move. Before, there were certain multihits that locked you out for variable amounts of time, pushblock should now be much more responsive across the board.
  • Throw tech window reduced from 23 frames to 15 frames.
  • Throw startup is now considered counterhittable. This functions similarly to "Throw Reject Miss" (TRM), where if you attempt a throw tech too early (before the throw actually hits you), you are prevented from teching that throw at all. You will have to be more deliberate with your throw input timing to break free.
  • There is now an onscreen indicator during the throw tech window, to help players see it better.
    • Green is a regular, techable throw.
    • Red is counterhit throw (TRM or otherwise), which cannot be teched.
  • There is now a unique hitspark for throws.
  • Armored hits now have a special sound effect.
  • Fixed an issue where Shatter A and C wouldn’t correctly spawn effects and hitboxes when input buffered from air blockstun.
  • Velvet’s air throw now has a wind sound effect.
  • Velvet’s stand throw now has an ice eruption sound effect.
  • Velvet's blocks and pushblocks now have an icy sound effect.
  • Velvet's supers now have new sound effects.
  • Various inconsistencies created by the frost effect from Velvet’s level 2 super have been fixed. It should now work like every other slowmo effect in the game. The amount the opponent is slowed has now also increased slightly as a result.
  • Paprika’s basket explosion now has a sound effect.
  • Throws now have constrict sound effect. (Still missing the pop, however).
  • Paprika's arms no longer render above various other objects/pups/etc during her throws.
  • Paprika's edibles now make a squish sound when hitting the floor.
  • Paprika's player 2 intro now has sounds for when she is interacting with the fourth wall.
  • [6]4+C (Teleport) now has a sound effect when Paprika hits the ground.
  • j.C hitpause and gaps between hits increased very slightly to allow consistent pushblocks.
  • [4]6+A (Cartwheel) visual swipes and screenshake now align slightly better with hits.
  • [4]6+A (Cartwheel) top and forward hitboxes expanded slightly.
  • Fixed an issue where two books showed up during C, j.C, and B. There can still be only one.
  • The beam effect during Study has been updated.
  • Fred has a new eldritch drone.
  • Fred's portals have new sounds.
  • Fixed an issue where an extra ear would show up during j.A. Tianhuo has been instructed to stop drinking from the water pool downstream from the Industrial District in Huoshan.
  • Tian's Firecracker Flips now have a sound effect.
  • Tian's air throw now properly adds a hit on the first jab.
  • j.B hitpause now properly applies to Pom as well, allowing consistent pushblocking for every hit.
  • The bear now has an expanded moveset and many animation updates, as it’s now a playable boss in the Salt Mines. You read that right. There it is, a bear, a bear.
    • 2A is a multihit, the second hit is a low.
    • B travels further and armor both lasts longer and kicks in earlier.
    • C is faster, reaches further and autoguard kicks in earlier.
    • 2C is a sweep, and like the rest of a predator's move, is jump cancellable.
    • 6A is an unblockable anti-air as long as the opponent is rising upward.
    • 236x is a command dash. It's projectile invulnerable, armored and airborne.
    • Now has proper, unique and brutal throws.
    • Now has a functional magic meter, 2 charges max. It refills naturally overtime, but gains bonus meter after landing any of the bear's various grab options.
    • The bear's D leaps into the background which allows a barrage of stage hazard attacks, each costing a bit of the constantly draining magic.
    • The bear is totally invulnerable during this state.
    • The longer the bear remains idle in the background, the faster the rate of magic decay.
  • The snake’s venom projectile is no longer made out of poisonous cardboard.
  • The snake has a proper venom effect during its super.
  • Fixed an issue where the snake and bear could use super attacks without actually having meter available.
Them's Fightin' Herds - Mane6, Inc

Greetings all! We've got an update on the current status of Salt Mines 2.0 and how the release will be handled, as well as a look at our upcoming stream schedule.

I mentioned during our last Manecast stream that the release of Salt Mines 2.0 was estimated for sometime in August. You might have noticed that it is no longer August...

Though we've found ourselves in need of more time to finish things up, development has in fact entered alpha phase and is currently in the hands of our inner circle of community testers. We are very, very close. Everything's playable. All we have left to do is balance tuning and bug squashing. It will soon be yours.

Our intended goal is to release to the public by the end of this week. When Salt Mines 2.0 and the surrounding patch is ready for release, we're considering the mines to be in open beta for a total of one week. Treat it like a normal patch. Everyone will get to play and you don't have to do anything special. We just want to acknowledge that we'll probably need to push updates rapidly during the beta period to respond to feedback and catch the more elusive bugs.

This is probably the biggest update we've ever shipped. There will be a truly massive amount of goodies for the pixel lobby and impactful gameplay changes to the combat side of things. We're very excited for you to play it.

Now, let's talk about streams. Here’s what we’ve got lined up:

All streams take place at 3pm PT / 6pm ET on

This Friday (9/6) - Lindsay's Casual Work Stream #5​
  • Lindsay works on the art for one of the six custom fightstick rewards promised to top-tier donors of our past crowdfund campaign.​
This Sunday (9/8) - Sunday Stompin' #3​
  • First to ten featuring Hamit (Pom) vs ItsAk9! (Velvet) with commentary from the dev team.​
This Monday (9/8) - Salt Mines 2.0 Post-Patch Stream​
  • Oreo of our QA team overviews and expands upon the new features of the latest patch.​
Next Friday (9/13) - Manecast #3​
  • The dev team meets with members of the community to discuss what's next for Them's Fightin' Herds.​

That's all for now. Thanks so much for your patience. The update is on the horizon.

Production Manager, Mane6
Them's Fightin' Herds - Mane6, Inc

Small patch going out to improve performance on the new stages and fix an issue with Oleander's new Study effect.

  • Fog effects on Tianhuo's and Velvet's updated stages can now be disabled using the Weather Effects setting in Game options. Please let us know if this improves performance on these stages.
  • The Stage Select screen now displays the updated versions of Tianhuo's and Velvet's stages as well as the Training stage.
  • Fixed various prop layering errors in Velvet's update stage.
  • Added snow pileups around the corners of the shops in Velvet's updated stage.
  • Enhanced the look of the statue in Velvet's updated stage
  • Oleander: Fixed a bug where the new beam effect on Study would not reposition properly during a crossup
Them's Fightin' Herds - Mane6, Inc

Hotpatch time! There's some general bugfixes, changes to the AI, plugging holes in the walls of Ari's pixel lobby, and temporarily removing the ice effect on Velvet's throw whiff. The list of known issues from the previous patch notes still stands, for now...

Pixel Lobby
  • Pummelin' Plains: Reinforced weak spots in various walls that allowed players to travel out-of-bounds into the void.
  • Velvetbot uses shatters far less often on easier difficulties.
  • Tianhuobot is now a little better at doing combos.


  • Fixed an issue where KO'ing predators or being KO'd by predators in arcade mode sometimes caused the screen to shake more than normal.
  • Fixed an issue that caused characters grabbed by various air throws to snap to the wrong position during the tech window.
  • Removed the ice effect during her throw whiff, as it was being misread as an attack.
  • Fixed a bug that caused the cinnamon roll to float into the air if used during an opponent Arizona's Magic Dash.
  • Fixed an oversight that prevented Paprika from being able to block out of successfully landing her level 1 super: Smother.
  • Fixed an issue where fruit thrown by Arc Gift Toss wouldn't have an attack hitbox while Paprika was under the effect's of Velvet's level 2 super.
  • Fixed a rare issue where Fred's 1D would sometimes produce the wrong type of knockback.
  • Fixed an effect layering issue where the new Study beam effect would appear in front of magic chapter trap.
  • Fixed an error where Oleander had two books during her throw tech animation. THERE CAN BE ONLY ONE.
Them's Fightin' Herds - Mane6, Inc
Our 06/28/19 update is now live on Steam. If you haven't yet, restart your games to receive it. Verify your files to get the update instantly.

Join us for our post-patch stream where we discuss the content of this update on Monday, July 1 at 3PM PT (

"A long series of tremors has shaken the Huacaya Mountains today in the early hours of the morning. As a result of these quakes, there have been reports of collapsing bridges and opening sinkholes, as well as of the closure to the general public of the local touristic grotto due to flooding. FNM news recommend tourists exercise caution when visiting the zone, or better yet, avoid the place entirely and vacation somewhere nice for a change.

These quakes have happened just as Alpake clans were starting to relocate into their seasonal camps. Why they would pick such A Dreary Place to make camp is anybody's guess, but that's Alpake for you. We sent our Star reporter FHTNG to the Scene to interview the locals. They responded mostly with plaintive sighs. When questioned about the event, the local clan leader said "Well, of course this happened. It's Friday."

A couple of tourists from Reine were also in the area as the tremors occurred, and have received immediate emergency medical attention, as their floofs were roughly ruffled during the event. They have been admitted to St. Matewe's Hospital and attended by Reine's top floofoligist, who in a statement to the press has declared their condition "critical, but might be able to be improved after a few weeks of shampoo and brushing therapy. We'll see how it goes." More on their floof condition as it develops.

Pixel Lobby

  • All lobby characters now have a proper spectating animation while swimming.
  • Fixed an issue where the transition from day to night and vice versa skipped ahead abruptly. This issue appeared mysteriously the first time. While we think it’s fixed, let us know if it appears again.
  • Fixed an issue where the music would restart when it became daytime if the “Music at Night” option was turned on.
  • Fixed an issue in Velvet’s lobby where the music would spike in volume as it looped.
  • Fixed incorrectly transparent pixels in water-floating salt crystals in caves across all lobbies.
  • The sound effect emitted by fight clouds now respects the Sound Effects Volume option.
  • The sound notification played when multiple overworld chests spawn simultaneously is no longer really, really loud.
  • Fixed an issue in the Salt Mines where red health wouldn't get refunded to your total health after a fight.
  • Fixed an issue where typing \ or / in the chatbox displayed {crsr} in the chat.
  • Fixed a typo in the onscreen prompt received during training partner requests.
Arizona (Pummelin’ Plains)
  • Fixed fires not having a crackle sound effect.
  • Fixed an issue where it was possible to stand in the water inside the caves.
Paprika (A Dreary Place)
  • Now with bigger tents!
  • Fixed a missing tile in the northeast cave.
  • Fixed several instances of inconsistent collision boxes.
  • Fixed several instances of flickering layering during cliff-jumping.
  • Fixed a lighting layering issue in the northeast cave.
  • Fixed incorrectly tiling grass patches.
  • The opening credits now displays the link to our official Discord server.
  • The main options menu now pulls text from localization files, so each option now has a proper title instead of just a variable name. Organization of options in general still needs work. We are planning menu reconstructions for a later patch.
  • Descriptions for many options have been revised for better clarity.
  • We’re rolling out a first-pass revision to our AI system to better align CPU behavior with player expectations. Feebdack regarding this change is greatly appreciated. We’ll continue to iterate in subsequent patches.
  • CPU difficulty levels have been renamed. From easiest to most difficult: Sleeptrot, Greenhorn, Contender, Champion, and ¿NSP§KBL?
  • The option to change CPU difficulty has been moved to the top of the Gameplay options menu to improve visibility. We’re still planning to add a difficulty selector at the beginning of Arcade Mode in a later patch.
  • The default CPU difficulty level is now Greenhorn, and everyone’s current CPU difficulty level has been reset to default.
  • The Training stage now has a grid in the background.
  • Tianhuo’s stage has overhauled textures and lighting to improve character visibility.
  • Arizona’s stage has updated textures, and the nighttime version is a bit brighter to improve character visibility.
  • Oleander’s stage has updated lighting.
  • Velvet’s stage has new shopfronts and updated textures.
  • The morning and nighttime variants of Velvet’s stage have been temporarily disabled until the next patch while we update them with the new textures.


General Improvements
  • All characters’ magic meters now have an animation when a stock is filled.
  • All characters have proper throw whiff and throw tech animations. We are planning to make further enhancements to the readability of throw whiffs in a later patch.
  • There is now a graphic for when a match ends in either a double KO or a time up.
  • All characters now have an animation when defeated by time running out.
  • The color of the level 2 super meter bar is now less banana and more orange.
  • Cross Canter now has a proper afterimage effect.
  • Slightly embiggened the size of the offscreen player position icons.
  • All of our input shortcuts for specials now have a rule to only allow inputs that AREN’T the opposite direction of the final input right before the attack button. Before this change, it would allow ANY input before the attack button. This change is intended to prevent 2364{Atk} and 2146{Atk} from producing special attacks.
  • Made minor revisions to dialogue in various sections of the tutorial to improve clarity, particularly in supers for all characters.
General Bugfixes
  • Fixed an issue where the game froze for a second or two before a match vs a CPU would begin.
  • Fixed an issue where the onscreen reversal indicator did not appear when using a normal attack from a hard knockdown.
  • Fixed an issue where certain animations wouldn’t have stage lighting applied.
  • Fixed a long-standing issue where graphical glitches would appear at characters' feet during some animations (most obvious on Paprika).
  • Fixed an issue in Arcade Mode where if the player got a double KO during the predator fight, they would proceed to the next fight with full health.
  • Fixed an issue in Training Mode where character portraits would not match the actual character when loading different combo recordings.
  • Fixed an issue where the music would stop if you moved to round 4 through a double KO.
  • Fixed occurrences of opponents’ names not showing up during matchmaking fights.
  • Fixed various instances of moves being printed incorrectly in combo recordings.
  • The Panther now has a stand idle animation.
  • The line color on all predators has been brightened slightly, so they stand out more.
  • Arizona gains less super meter from successful ropes.
  • Magic Counter damage has been reduced.
  • The required amount of meter points to reach a full bar of super have been increased slightly.
  • Broadened the cancel window of Trample into Rebound, making it more easy to execute.
  • The color of Arizona’s magic meter has been changed to forest green.
  • Smoothed out the afterimage pulse effect for gaining magic from a successful lasso.
  • Temporarily removed the color difference between Arizona’s near and far legs on the “Nebraska”, “Dangerously Cheesy”, and “Koi Cow” palettes. This is to prevent the visibility of a bug that changes the color of the far legs during certain animations due to a problem with the shade layer. The intended appearance of these palettes will be restored in a later patch.
  • Fixed an animation glitch where the grounded version of Velvet’s ice shield formed during her crouch block animation would persist when jumping.
  • The hurttbox of her launcher has been adjusted to better fit the effect animation.
  • Fixed an issue which allowed her to special cancel j.A and j.B on whiff.
  • Fixed minor color layer errors across various animations.
  • During Study, the beam effect between Oleander and the Unicornomicon is no longer cardboard. There's still a little more we want to do with this effect, so we’ll be making further adjustments in a subsequent patch.
  • All Chapter Traps have a new effect animation.
  • Magic Chapter Trap has a smaller hitbox, doesn’t travel as far during creation, and has increased startup time.
  • Shortened the input window of Teleport to prevent accidental inputs during combos.
  • The color of Oleander’s magic meter has been changed to magenta.
  • Added an additional sparkly effect during the “power-up” phase of her intro animation.
  • Fixed an issue where the first hit of Doom Claw (6C) would not produce a groundbounce immediately after a throw.
  • Fixed an issue where her far leg would disappear during j.B.
  • Fixed a color layer issue around her eye during her character select animation.
  • Filled in Master 01 combo trial, which was previously missing.
  • Replaced all remaining references to “Fel Spark” and “Dark Spark” in combo recordings and tutorials with “Shadow Spark” and “Shadow Blast” respectively.
  • Revised dialogue in Oleander-specific specials and supers tutorials for better clarity.
  • The color of Paprika’s magic meter has been changed to deep lavender.
  • Fixed the “fake eat” issue, where Paprika would try to eat her own gifts, but sometimes the animation would play out and the gifts wouldn’t actually be eaten. Apologies from the entire Mane6 crew for leaving this bug out in the wild for so long.
  • Fixed an issue where Paprika couldn’t boop her gifts while frozen by Velvet's level 2 super.
  • Fixed an issue where if she was grabbed just before her super connected, the screen locked in position as if the super hit.
  • Fixed a color layer error with her hair during her stand idle animation.
  • Fixed an animation error where her blanket was missing during the last frame of her super level 1 whiff.
  • Replaced Intermediate 04 combo trial with one that works.
  • References to “Smothered with Love” have been replaced with simply “Smother” in combo recordings and tutorials. The emotion implied is now up to interpretation.
  • New palette: “New Sheep”.
  • The color of Pom’s magic meter has been changed to light pink.
  • Replaced Master 03 combo trial with one that works.
  • Fixed an oversight where all her normals were whiff-cancelable into a super.
  • Fixed an issue where Firecracker Attacks and Flips could be cancelled into specials during recovery.
  • Fixed an issue where Men Shao Ti would activate on things other than the opponent’s character.
Known Issues
  • Tianhuo’s magic meter flashes to green instead of white/yellow on stock fill. This is a long standing bug that will be fixed in future iterations.
  • The fountain’s water in Paprika’s lobby remains static. It will flow properly in subsequent patches.
  • The preview images during stage select currently reflect their versions prior to this patch. We’ll be updating them to match next patch.
  • In Velvet’s stage, there is a minor layering issue where the banners strung across the top will disappear behind the snow on the roofs of the shops.
Them's Fightin' Herds - Mane6, Inc
For the last few weeks our team has been away on a triple event showcase tour. We made an appearance at Xanadu here in Maryland, hoofed it over to Combo Breaker in Chicago, then immediately flew out to Dallas for Dreamhack. The overwhelmingly positive response we received from players, other developers, and event coordinators was truly moving. Everyone took great care of us. We got to meet some of our top players, connect with tons of new folks, and have drinks with other super-cool indie devs. It’s been quite a month, and now that we’re getting back into the swing of things, I wanted to share our upcoming plans.

Our next patch will be releasing towards the end of this month. As always, you can expect items in the usual areas:
  • Quality of life improvements, especially issues reported to us over the course of our event tour.
  • Filling out placeholder effects and animations.
  • Balance changes and bug fixes.

Interspersed in the next few patches, we’ll be releasing three major features we’re actively working on that must be completed before we’re ready to move out of Early Access into 1.0:
  • Level 3 Supers
  • Salt Mines 2.0
  • Chapter 1 of Story Mode (featuring Arizona)

We still want to do an update to our AI system, but we’re scaling it back from an “overhaul” to an “adjustment” for now. That means focusing on the main goals: bring the medium and lower difficulty levels in line with players’ expectations, and add new battle tactics to certain bots for higher levels.

Next on the list: we’re changing the types of streams we do. Previously we promised a “patch preview” work stream every month, but after doing a few, we learned that this type of content requires too much focus for a team this size. Now we’re experimenting, to capture something of similar value but with less drain on the devs. We’re keeping Monday post-patch streams a regular thing, though. They're fun to do, and the community seems to get a lot from them.

To kick off our new stream campaign, we’re broadcasting three separate shows each day this weekend. Here’s the schedule:
  • Friday the 14th, 3pm PT: “ManeCast” is a podcast-style roundtable. Join Oreo, Cam, MPK, myself, and lead designer Nappy with community members Amaron and Candel to chat about the state of the game and play some casual matches.
  • Saturday the 15th, 3pm PT: “Lindsay’s Work Stream”. Our infinitely talented background artist Lindsay will be streaming her work on a new cave stage for the salt mines. Come hang out and ask questions!
  • Sunday the 16th, 3pm PT: “Sunday Stompin’” is where hitsparks fly and the salt flows. Community members Bubbleboots and Linkster play first-to-10 scrimmage matches with commentary from the dev team, and likely some screaming.

And there you have it. But before we leave the subject of streams, I have some unfortunate news. The VODs from weekend of Combo Breaker, including the Sunday tournament, are no longer available. I did not archive the streams on Twitch in time; I missed the auto-deletion date by 1 day. It was entirely my fault, and I’m deeply ashamed. While it’s unfortunate that the video evidence is lost, the stories remain, and we will make new memories together, starting this weekend.

So concludes my report. We’re hard at work on Early Access Patch #17, dropping in only a couple weeks. For more juicy bits on the specific things we’re working towards, hop in the stream this Friday. Hope to see you there.

Aaron Stavely
Mane6 Production Manager
Them's Fightin' Herds - Mane6, Inc

Our 05/21/19 update is now live on Steam. If you haven't yet, restart your games to receive it. Verify your files to get the update instantly.

Another quick patch before we leave for Combo Breaker! By the way - If you want to see our updates from the event, follow our new Instagram @manesixdevteam

We're starting to roll out some adjustments to colors in the fight HUD and character effects in an effort to standardize and unify. Super meter bars now match the colors of the new afterimage effects during superflash, and each character will have an established "color of magic" that will be reflected in all the relevant places. We're implementing some of these design changes now, but there is more to come in the weeks ahead. Take a look!


  • The color of all characters' super meter bars for level 2 has been changed from green to yellow. This should improve clarity and match the color of the afterimage during a level 2 super.
  • The "orb" at the end of the super meter bar now changes color depending on your current meter level. It is no longer character-specific.
  • There is now a HUD element that calls out reversals! Reversals are actions done from block or wakeup as early as possible to evade or interrupt the attacker. They can be either attacks or evasive moves. Not every move that would be a reversal will actually trigger a reversal indicator, yet. Pom's dogs won't.
  • Temporary Fix: To mitigate a known issue with keyboards controlling the wrong player when assigned to player 2, we made it so keyboards may only be assigned to player 1 during controller selection.
  • Arizona now flashes green when she gains magic instead of purple, to properly reflect her "color of magic". Her magic meter will be be updated to match in an upcoming patch.
  • Properly fixed her character select animation and combat portrait that still had the eyebrows issue. We said this was fixed in last patch, but it actually wasn't (our bad).
  • Fixed a model issue where Paprika would gain a goatee made from the void when she blocked low.
  • Fixed a minor color bleed during her 5B.
  • On Pom's command list, removed the "hit" from "During Stampede" for Big Papa as a requirement.
  • Tian's air throw has a new animation.
  • Fixed an issue where Tian was missing one of her back legs during her airblock and air pushblock.
  • Tian's old palette flash effect during Ran Shao Feng now shows up if HQ supers are turned off.
  • Added additional details to her command list.
Known Issues
  • If you have an attack that is disjointed enough, you can still do weird things to Arizona's Trample from afar with proper timing.
  • The day/night transition in Paprika's pixel lobby is an abrupt change. We're still investigating this bug and will fix it in an upcoming patch.

  • On 05/23/19, we pushed a small update that added the long-missing effect to Oleander's intro.

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