Stars Reach - sean.weeden

*NEW* GOVBOT UPDATE

The GovBot is a Transplanetary League construct that serves two purposes:

  • It’s a sequence of tasks that a group of planetary pioneers can use to establish a township on a new planet, and;

  • It enables the tools that the government of that new township will need to maintain and grow the planet going forward.

 

Citizenship

Players may (optionally) become citizens of a specific planet. To do so, go to the GovBot on a planet, access the kiosk and choose to become a citizen there.

If you are already a citizen on another planet, you’ll have to renounce that citizenship first before you can become a citizen elsewhere.

You cannot access any other GovBot functionality until you become a citizen of that planet.

 

The First Mission

GovBots have levels, and they start at level 1. To move to the next level, the citizens of that planet must rally together to bring resources and Klaatu to the GovBot. Once they Deposit enough materials and currency in the GovBot, the mission will complete and new functionality will be unlocked for the township.

The first goal is to unlock a Missions Kiosk for the planet.

When the first mission is completed, the Mayor will be notified of the community’s success and the next mission will automatically begin.

This is a small fraction of the important information in this update. Please find the rest here:

https://starsreach.com/govbot-update/

PUBLIC LIVING ROADMAP

Today, we reveal our Stars Reach development roadmap. We built something more than just a timeline, but a living page!

You can click on individual cards for more information. Additionally, watch cards move between categories (forward and backward) as development progresses.

We want your feedback, so don’t be shy and let’s hear some typing on those keyboards!

https://starsreach.com/roadmap/

MASSIVELYOP REMARKS ON RESEMBLANCE TO SWG

MassivelyOP warmly compared Stars Reach’s new government system to the original government system in Star Wars Galaxies. The commenters agreed with the writer on the strong resemblance to the cherished memories of SWG.

\[READ MORE]

 

MASSIVELYOP SAYS WE’RE HAVING A HELLUVA WEEK!

They watched the new Servitors video by Stars Reach Lab. They checked out our living roadmap, comparing it to a Trello board, but might not have noticed that one can click on a tile and open it for more details.

They are right. We’re having a great week!

Explore the full article →

 

STARS REACH LAB: THE SERVITORS

The Lab series continues with a look at The Servitors.

The old ones left their garden of planets in the care of their faithful Servitors. They care for us, for our planets, and all the flora and fauna living on these worlds.

Endlessly polite, they may still schedule you for termination with the right motivation.

PLAYTEST SCHEDULE

Saturday’s Fireside Chat is our 50th Fireside Chat. Dave Georgeson will be joining Carneros to break down the new update and talk about our newly-posted development roadmap.

 

LOGO MERCH AVAILABLE

We currently have three sets of logo merchandise in stock:

  • The Transplanetary League set

  • The Stars Reach logo set

  • The Infinite Worlds set

You can visit the store here: https://starsreach.com/store

HOW YOU CAN HELP 

If there is one thing you can do to help us, you can wishlist us on Steam. This makes a difference for the algorithm and also helps on the day we eventually launch on Steam. Thank you for this support. 

Puzzle Wizards - Ray Greenwell (TFW)
Fix emoji and various other issues.
Roomballs - eldany

I’ve added deeper customization for skins — they now support masks, textures, and multiple color channels, giving you way more options to create your own style. Early Access is coming soon with even more content!

Nov 14
Echoes of Vasteria - Vathreon

Changes

• Added two new quests. For the Jam! & Gilliver's Travels.

• Improved intro message.

• Fixed level up alerts showing lower values than you had.

• Removed the Forge stats Quality Equipped block.

• Pinned quests now say "Ready to turn in" rather than "Complete.

• Added an overlay when loading a map.

• Added a new Mix All Button.

Backend

• Updated A* to a newer version.

Ferrous: Digital Edition - Sasori Zero Labs

Hey Commanders,

This is Sasori speaking from the ruins: we’ve heard you loud and clear about the frustrations with the tutorial experience in Ferrous and this patch seeks to address those reported issues.


🛠 What’s the problem
  • Players tell us the tutorial is confusing, or incomplete, especially when it comes to the core mechanics (e.g., summoning, unit types, cover) and how they tie into the larger strategy.

  • Some systems introduced later in the tutorial were behind a progression system, this confused many players who voiced a desire to pick and choose.

  • There are complaints that the tutorial dialogue doesn’t clearly show the big picture of why you’re doing what you’re doing (not just how). As well as issues with graphics inconsistently loading or even maps.

  • Because of all this, the barrier to joining the videogame-boardgame mix of Ferrous is higher than we want. And that’s on us.


✅ What we’re doing right now
  1. Tutorial menu overhaul

    • The tutorial has been broken into modular missions that each end with a clear “mission complete” indicator, and summary of what you just learned and how it fits into the full game. Players can play any mission as they wish and no longer have to "progress" through them. We also playtested and fixed levels that were demonstrating the previously mentioned issues (UI Text, Map Graphics, Units/Maps loading correctly)

    • The extra resources in the tutorial area, Ruleset v3, v4 and Lewis R. K. Intro Video have had their links updated to newer versions of all game materials.

    • We’re adding tooltips and reminders of what you just learned when you reach a similar situation in your first live match. Tooltips will be formally implemented in another hotfix this month and be toggleable from the Options menu. Allowing players to highlight objects ingame and instantly get a run down.

    • All matches start with a “fast track” tutorial for experienced players who just want a refresher and jump into a match. For now it details controls but will include links to rulesets and rulebooks

  2. Better pacing & context

    • Instead of dumping all controls at you, the tutorial will space them naturally as you play, tied to real examples (first summon, first mech race/crash, first board-phase decision).

    • We’ll explicitly show how the board game side and the digital side overlap: e.g., “Here’s how summoning on the board influences your digital unit roster.”

  3. Feedback loop & tracking

    • We’ll include an option in the menu to restart the tutorial at any time.

    • We'll add analytics to track where players are dropping out of the tutorial, so we can prioritize where the friction is worst. We may implement this in other parts of the game to better track pain points.

  4. Short-term fixes

    • While overhaul is under way, we’re deploying minor fixes: clarify ambiguous wording in existing tutorial missions, fix UI indicators that weren’t obvious, and ensure no tutorial breaks/blockers.

    • Release a “Getting Started” cheatsheet PDF, Lewis has a narration here on Steam and on our Discord so folks can choose low-friction entry:

    • We fixed a bug where Mechalomania did not appear in the main menu that has been remedied

    • Adding some more Biped units that we have alluded to like the Qilin, Malista, Tohka, and Shellbreaker.


🔭 Why this matters

Because Ferrous isn’t just another digital wargame — it’s a hybrid board/digital/mixed-reality strategy experience. If players can’t grasp the core logic and flow of your game, the whole vibe doesn’t hit. We want you in the game, not fighting the tutorial to even get there.

Also: first impressions matter. If newcomers hit a confusing tutorial, they may close the game before they see the depth you built. We’re investing in smoother entry so that when the chaos, betrayal and gear-trading begin, we’re ready.


🗺 Roadmap & timeline
  • Next patch (v2.2.6): Add new unit types including Infantry, Vehicles(Air + Land), Drones, and Emplacements, targeted in ~3 weeks. we also want to expand upon the current map selection to show off all the new obstacles and gameplay possibilities

  • Playable Scenarios (v2.3.0): Add support for all Game-Types from custom game menu as well as some "Historical Battle" scenarios that players can play through 1v1. We also intend to implement modular rulesets and, ideally, the first looks at Online Multiplayer alongside a corresponding event.

  • Faction Traits, Pilots, and Addons: We are planning to experiment with Faction Abilities, add Pilots formally for players to create and customize; not just purchase in the marketplace. Bipedal mechs will also get more possibilities for modifying their frames with items like additional Backpack types, and new addons like Levitators, Generators, and FCS.

  • Meanwhile: we’ll post tutorial feedback threads on Steam Community and Discord. We want your input: where did you get stuck? What didn’t make sense? What did you skip because it felt irrelevant? What would you like to see?

  • Post-launch: we’ll keep iterating the tutorial based on real player data and feedback; this will be a living system, not a one-and-done. Long term support is also planned into well after release next year.


📣 What we need from you
  • If you hit a confusing or blocking spot in the tutorial, please drop a comment in the thread or DM us on Discord. Send a screenshot if that helps.

  • If you skipped the tutorial and still felt lost, tell us what you had to guess, or what mechanics you didn’t understand until later in the game.

  • If you are a veteran board game / wargame player (hello from the 900-year-old man), try the new “fast track” state when it drops and tell us whether it’s the right pace.

  • If you haven’t tried the tutorial in a while; give it another spin once the next patch hits, and tell us if things feel smoother. Our discord is the best place to let us know somethings off or to report bugs and very soon we will be adding a bug report button from where you currently are in the game. Here's your invitation to our: Discord


🎯 Closing reflections

I know you, you thrive in the ruins, trading gears for glory, trusting no one. We built Ferrous for people like you, and we built the tutorial badly. But this is fixable. Together we’ll make sure the first step into the mecha world is as ruthless and engaging as the battles you'll fight.

Thank You for Playing!
Team Ferrous

DriveWave - Dumbbell Games

Hey everyone,

This update is a bigger one. It adds full background music support, introduces the Skydeck environment, and includes a long list of improvements across UI, UX, and overall feel.

New Features

Meet Skydeck!

The new Skydeck is a rooftop parking area with an underground party vibe. It is a place where you can display up to 38 of your favorite cars and walk around between them.


Lots can be purchased, cars can be placed on display, and the whole area is designed as a small social showroom for your collection.
Color cycling for displayed cars is supported with the number keys 1 and 2, and racing cars can change their vinyls with the number keys 3 and 4.


Skydeck adds a reason to revisit your collection and gives a new way to appreciate the cars you have unlocked so far.

Background Music and Jukebox System

DriveWave now has background music. You can enable it through the new jukebox menu and build your own playlist from a library of 142 tracks. The tracks cover several genres, and while most of them are AI-generated, the quality is high and fits the driving atmosphere extremely well.


You can add and remove songs freely, reorder your playlist, and use crossfade, shuffle, and repeat to control how the music flows while your car heads off into the distance.
This feature is meant to make the whole experience feel more alive, especially for long sessions.

UI and UX Improvements

A large set of UI and UX updates were made to make the game more consistent and smoother to interact with.
Menu transitions are cleaner, scrolling is more responsive, and most navigation paths now require fewer clicks.
Visual clarity has been improved in several screens, including car details, filters, and environment selection.
Small layout issues that existed in previous versions have also been addressed.

Gameplay and Balance

A number of cars received multiplier increases to better match their intended performance levels.
This affects progression speed for certain car types and should make the collection feel more balanced as a whole.

Additional Changes

The layout of the main menu has been updated to make space for the Skydeck button.
Leaderboards and Achievements have been moved to a new location that keeps them accessible without crowding the interface.
General stability improvements were made across many systems to reduce small hiccups during long sessions.

These are huge changes for the game and I had to revamp several systems to accomodate these features, so bugs will be as of nature. I'm all ears to any feedback and bug reports!

See you on the road.
– Tolga

Offshore Sailor Playtest - marcandre
Changelog - v0.24.0

  • Fixed line collision updates occasionally not refreshing
  • Fixed rope highlighting when selecting a winch (added trace hit priorities)
  • Reduced vertex count of the bowsprit and front cable
  • Created LODs for all meshes and removed Nanite
  • Fixed occasional boat wiggling caused by a hidden collider
  • Ported all appendage simulation logic to C++
  • Added a very basic pause menu
  • Created the computer UI
  • Created OSNav v0.1.0, the navigation software in the computer
  • Fixed appendage lift calculation
  • Added minimum length parameter to sheet lines
  • Fixed sail wiggle when facing the wind (cause: battens were too tight)
Duels of Fortune - Plucky☆Star
Miko & Mira Reach For the Stars!


Duels of Fortune's newest fighter is Miko & Mira, the cosmic power couple ready to take on the world together! ...Or, at least, the other fighters on the roster.

With a teamwork-oriented fighting style that emphasizes clever positioning, movement, and setplay, Miko & Mira are a tricky, yet versatile character with a very high skill ceiling! If flying around at high speed and attacking alongside an assist character sound like fun to you, these shining stars might just be your new main! Either way, we hope you'll at least give them a try!



If they're not your cup of tea though, that's okay, because there's plenty more to enjoy in this update! Here's a quick overview of what's included:
  • A new fighter, Miko & Mira!
  • A substantial rework for Red!
  • 3 new stage variants!
  • 6 new costumes!
  • 2 new Missions!
  • UI improvements, including a new combo counter that shows the opponent's hitstun time!
  • New Character tutorials for Yosei and Miko & Mira!
  • Balance adjustments and bug fixes!
And check out the overview trailer below for a proper look at all the new stuff!
[insert link to overview trailer]

If you're curious about all the specifics, continue reading below to see the full patch notes! We hope you enjoy what this update has to offer, and we hope you look forward to what's next!




FULL PATCH NOTES



NEW FIGHTER
  • Miko & Mira join the fight! When these two soulmates fight as one, not even the sky is the limit!

Costumes
  • Added a new costume: Astronaut Miko & Mira (Unlocked by beating Arcade Mode as Miko & Mira)
  • Added a new costume: Classic Miko & Mira (Unlocked by beating the new Mission "Light Up the Night")



Music
  • Added a new music track: Sparks and Stardust (Miko & Mira's Theme)

User Interface
  • Updated the appearance of the combo counter
  • The combo counter now includes a small bar which represents the opponent's hitstun time. The bar turns yellow once hitstun decay starts to kick in, and will turn redder as the decay increases
    • This change should help improve clarity of hitstun mechanics and make it more obvious when a combo is about to end

Burst
  • Blast Burst can now only be used when the opponent is in hitstun or blockstun
    • This means it can no longer be used to make whiffed attacks safe, or simply to throw out a large, invincible attack in neutral, as these were noted as prominent balance issues
  • Fixed an issue where it was not possible to perform a Burst while dashing, with the Burst meter even being consumed in some cases

Projectiles
  • Multi-hitting projectiles will no longer be destroyed when interacting with an armoured opponent, allowing them to potentially break the armour with enough hits
  • Fixed an issue where Super projectiles gave no meter to the opponent on hit or block

Midair Jumps
  • After leaving the ground from a normal jump, there is now a small window where a midair jump cannot be performed. This prevents situations where a player might waste a midair jump by accidentally using it too close to the ground

Hitstun Decay
  • Fixed an issue where non-Burst moves that pushed back hitstun decay progress, such as some Super moves, could push the progress value below 0
  • Fixed an issue where non-projectile moves tagged as launchers mistakenly did not apply additional hitstun decay progress when used multiple times in a combo (previously, this penalty was only functional on projectile launchers, such as Annie’s Hi-Volt Stun Grenade)
    • The amount of additional hitstun decay progress applied from this penalty has also been reduced from 2 to 1

Damage Scaling
  • Fixed an issue where a move would not correctly apply combo starter proration if the opponent escaped hitstun from a previous attack during the move's animation

Reversal
  • Fixed an issue where Reversals had their damage reduced based on the damage scaling value of the last attack the user landed

Corner
  • Made a potential fix to an issue where certain attacks could steal the corner from characters with thinner collision boxes

Miscellaneous
  • Removed a hidden debug hotkey that deleted all saved player preferences (such as video settings, keybindings, and other settings)
    • Some players have reported their settings being reverted to default for seemingly no reason, and we suspect this hotkey may have been the reason why. However, if you still encounter this issue after this update, please let us know!



Lore Journal
  • Added new lore entries:
    • Miko Starfinder (Unlocked by beating Arcade Mode as Miko & Mira)
    • Mira Celestice (Unlocked by beating Arcade Mode as Miko & Mira)



Arcade Mode
  • When playing with the Hardcore ruleset, losing to the secret boss will now send you to the Arcade Mode completion screen, just as it would when quitting out of the fight
  • When playing with the Hardcore ruleset, selecting Random now ensures that the percentage of health remaining is what carries over between fights, rather than the exact health value
  • Fixed an issue where, when playing with the Frightening Fray theme, fights against Shiverskull would mistakenly play Johnson's theme

Mission Mode
  • Added 2 new Missions:
    • Light Up the Night (Page 3)
    • The Cyber Punk (Page 4)
  • Knight in Super Armour -- Moved the Mission to Page 4, with Light Up the Night taking its place on Page 3
  • Rats All Tuesday -- Now takes place on Penny Avenue (Night)
  • Faceless Face Off -- Fixed an issue where holding the Burst button when landing a Break Burst would consume all your bullets

Training Mode
  • The Training Mode pause menu now includes a "Meter Options" submenu. The "Fill Super Meter" and "Fill Character Meter" options have been moved here, and a few new options have been added:
    • Player 1 Life/Player 2 Life -- Sets the HP of Player 1 and Player 2, respectively, to the specified percentage
    • Refill Life -- Toggles whether or not the dummy will have its HP refilled at the end of a combo. Enabled by default
    • Allow KO -- Toggles whether or not the KO screen will be triggered when the dummy's HP reaches 0. Disabled by default
  • Added a counter next to the Damage Data hitstun bar that shows the exact hitstun decay progress value. Once the progress exceeds 8 is when hitstun decay begins to take effect
  • Fixed an issue where, if a dummy was both set to Block All and set to use an attack on recovery, they would be completely invulnerable during that attack
  • Fixed various other issues relating to the "On Recovery" dummy option
  • Fixed an issue where resetting positions during a throw break would result in both fighters becoming invincible

Tutorial
  • Added new lessons in the Character section:
    • Yosei Kanji
    • Miko & Mira
  • Altered the dialogue sound used by Master Locks, Callowman, and Serge



Penny Avenue
  • Added a new “Night” stage variant

Port of Victory Island
  • Added a new “Night” stage variant

Beach Brawl
  • Added a new “Night” stage variant
  • Fixed an issue in the default and Sunset variants of the stage where the sun and clouds were mistakenly rendered on top of certain visual effects

Azu-Corps Holding Cells
  • Fixed an issue where certain background NPCs would remain visible during cinematics that hide the stage



Stats
  • Maximum HP reduced from 24000 to 23000



Turbo Accelerator Kick (Back Special)
  • Removed the Overhead property from the move

Portable Supercharged Tesla (Down Special)
  • Increased damage of the detonated projectile from 1000 to 1300
  • The detonated projectile will now start travelling upward 4 frames sooner, resulting in it reaching its maximum height more quickly
  • When hitting a Volatile Condensed Energy orb with the detonated projectile, the lingering explosion now lasts longer and causes Paralysis on hit

HSC Function 203-A (Down Super)
  • Gizmo’s laser now only fires for half as long, but the damage of each hit has been doubled. This makes it so the laser cannot keep the opponent trapped in blockstun for as long
  • Fixed an issue where the final hit of the laser progressed hitstun decay separately from the rest of the attack
  • Fixed an issue where the laser would not progress hitstun decay at all after the first use



Grab
  • Fixed an issue where the move progressed hitstun decay twice if used during Chivalrous Spirit

Skull Toss (Neutral Special)
  • Fixed an issue where Rattlebone would receive more hitstun than normal if his skull was hit by a Blast Burst
  • Hitting the skull with a Blast Burst will now cause Rattlebone to receive Blast Burst knockback, even if he isn’t within the Blast Burst’s range, preventing him from recovering before the opponent



Standing Medium
  • Increased the blockstun dealt by the final hit, making blockstrings into Standing Heavy more consistent

Boomerang
  • Fixed an issue where throwing the Boomerang item would sometimes result in it losing its hitbox and moving along the ground
  • Fixed an issue where this item progressed hitstun decay on each individual hit (most noticeable when used during Trash to Treasure)

Bomb
  • Fixed an issue where this item would progressed hitstun decay twice on a direct hit



While Red was never "lacking" per se, we've been feeling that his moveset design was a little bit outdated and could use a touch-up. We've given him some new tools and reworked his Rage mechanic to reward aggressive play, in the hopes of making him lean more into his intended "bully" playstyle.

Costumes
  • Added a new costume: Cyberpunk Red (Unlocked by beating the new Mission "The Cyber Punk")

Stats
  • Maximum HP reduced from 26000 to 25000

Rage
  • Red no longer gains Rage from taking damage
  • Rage gained from hitting the opponent is now a fixed amount per hit. This amount is reduced if the attack is blocked. Bursts, Reversals, and Rage-enhanced attacks do not grant Rage
  • As Red's HP decreases, he gradually gains more Rage per hit. This effect is capped when Red is at 20% HP or lower, at which point he will gain twice as much Rage compared to full HP
  • Red now gains a passive 1.05x damage bonus when his Rage is at 50% or higher. At 100% Rage, this increases further to a 1.1x damage bonus
  • Rage now gradually depletes if Red does not hit the opponent for 3 seconds, encouraging him to stay on the offensive as much as possible

NEW MOVE: Barbed Blow (Dashing Forward Heavy)
  • Red dashes forward and punches with a spiked fist, launching the opponent upward
    • The move hits OTG and is jump-cancellable, making it a potent combo extender. The burst movement it provides also makes it strong as a punish tool. It can't be cancelled on block though, so be careful!

Scarlet Spinner (Jumping Down Heavy)
  • This move has been completely reworked, now acting as a midair launcher! Its animation has been updated to reflect this
  • Red now loses some momentum when using the move, but receives a slight bounce on the final hit
  • The move is now subject to launcher decay
  • Because this move is still Red's only multi-hitting attack, the changes to Rage have also turned it into a valuable tool for building Rage quickly!

Bruiser Beatdown (Neutral Special)
  • All follow-up attacks can now be performed on whiff

Riot Fist (Back Special)
  • Updated the move's visual effects

Rebel Reversal
  • The move can now be performed in the air, including the Rage version

Breaker Ball (Jumping Special)
  • Fixed an issue where precisely hitting the opponent with both the ball and the floor explosion at the same time would progress hitstun decay twice

Miscellaneous
  • The character-specific Training Mode setting now allows you to set Red’s Rage to Auto, 0%, 50%, or 100% full



Holo-Jail
  • Reduced the active time of the Holo-Jail’s explosion, so that it no longer catches the recovery of an opponent’s Break Burst
  • If the Holo-Jail timer expires, the character trapped inside the jail is now knocked into the air instead of being left standing
  • Fixed an issue where it was possible to trigger a Blast Burst while trapped inside the jail, causing the game to not properly end the jailed state



Grab
  • Fixed an issue where the move progressed hitstun decay multiple times

Buzz Cut (Neutral Special)
  • Fixed an issue where the projectile’s movement speed was affected by how far the joystick was tilted into a direction

Hair Extension (Forward Special)
  • If the tangled timer expires, the character trapped inside the hair tangle is now knocked into the air instead of being left standing
  • Fixed an issue where it was possible to trigger a Blast Burst while trapped in the hair tangle, causing the game to not properly end the tangled state



Costumes
  • Added a new costume: Bear Baron (COSTUME CONTEST WINNER, created by DirtyBarn21. Unlocked by default)

Giant Tackle (Back Heavy)
  • Increased recovery time from 21 frames to 27 frames

Meteor Cannon (Down Special)
  • Fixed an issue where this move could sometimes disable Baron's friction



Ace Energy (Diamond) (Back Special)
  • The projectile is now slightly lower to the ground, making it easier to jump over

Security!! (Neutral Special)
  • Fixed an issue where, if the opponent used a Super during the start of Withers' shoulder tackle, Withers would continue to use the attack during frozen time

Restraining Order (Down Super)
  • Fixed an issue where attempting to use this move after Withers was knocked away from blocking too many attacks would cause him to slide across the ground

Miscellaneous
  • Sylvan’s Full House Mode visual effects now properly disappear during the victory animation



Costumes
  • Added a new costume: Marching Band Shiverskull (COSTUME CONTEST WINNER, created by NuggetNextDoor. Unlocked by default)
  • Fixed an issue where part of the Road Warrior costume used an incorrect texture

Reckless Rush (Back Special)
  • The air version now halts Shiverskull's momentum during the startup

Give No Quarter! (Down Special)
  • Reduced the projectile priority of Mandible’s cannonball from 2 to 1
  • Reduced the size of the hitbox on Mandible’s cannonball
  • Fixed an issue where Marrow's attack would progress hitstun decay on each individual hit
  • Fixed an issue where Marrow's attack would not progress hitstun decay at all after the first use

MORE SWORDS!! (Down Super)
  • The move now only progresses hitstun decay by 0.25 per hit, rather than 1 per hit
  • Fixed an issue where the move would not progress hitstun decay at all after the first use

Miscellaneous
  • Fixed various issues which caused crew members to have their limbs placed incorrectly during the victory animation



Koi Spirits
  • Koi Spirits now progress hitstun decay by 0.5 on hit

Jumping Heavy (Tsunami Style)
  • Adjusted the animation and hitbox to match more closely with each other

Hidden Cut (Back Special, Iaido)
  • Fixed an issue where the move progressed hitstun decay on each individual hit
  • Fixed an issue where this move’s hitbox was not visualized correctly in Training Mode

Against the Tide (Down Super, Iaido)
  • Fixed an issue where the move progressed hitstun decay on each individual hit

Suijin's Wrath (Down Super, Tsunami)
  • Fixed an issue where the move progressed hitstun decay on each individual hit

Miscellaneous
  • Corrected a typo in Yosei's move list



Chip
  • Slightly increased the input leniency for performing Chip's directional attacks, as performing these attacks with certain controllers was previously inconsistent or impossible

Reversal
  • Lumina can no longer perform a Reversal while Chip is currently attacking

Grab
  • Fixed an issue where the hitstun timer was not properly paused while the opponent was in the "crumple" animation, leading to the follow-up hit sometimes failing to connect

Flaming Soul (Jumping Down Heavy)
  • Landing on the ground during this move’s animation now causes Lumina to receive 8 frames of landing recovery, instead of the usual 5 frames

Deadbolt (Neutral Special)
  • The projectile now correctly disappears if Lumina is hit or blocks an attack

Chipsaw (Down Special)
  • Reduced the attack's vertical reach, particularly behind Chip

Timber (Up Special)
  • Adjusted the animation so that the grabbed opponent doesn’t briefly clip into the ground when slamming them down
  • Fixed an issue where it was possible for certain characters to be left in standing hitstun after this move (this was a side-effect of the animation issue listed above)



Load Bullet: Incendiary (Back Light)
  • Fixed an issue where incendiary bullets progressed hitstun decay twice on hit

Big Iron (Forward Heavy)
  • The projectile is now slightly lower to the ground, making it easier to jump over



Surprise! (Back Heavy)
  • Reduced active time from 14 frames to 9 frames. Recovery time is unchanged

Trick Punch (Back Special)
  • Increased recovery time after the punch from 16 frames to 24 frames
  • Hitting a blocking opponent with this move will now drastically reduce Black Heart’s speed and force him into the recovery animation immediately

Costumes
  • Fixed an issue where the Classic costume used the incorrect eye sprites during the victory animation
  • Fixed a slight texturing error with the Classic costume



Costumes
  • Added a new costume: Sleepy Guy (COSTUME CONTEST WINNER, created by FelixKuma. Unlocked by default)

Back Dash
  • Fixed an issue where hitting Guy during his back dash would count as a Guard Break

Jumping Heavy
  • Made a potential fix to an issue where Guy could sometimes use the wrong version of Jumping Heavy after a midair jump (while in the Caffeinated state)

Grab
  • Fixed an issue where breaking Guy’s grab at the right time could cause him to be knocked down

Achoo! (Back Heavy)
  • Guy’s momentum is now slowed much more quickly when using this move

Coffee Break (Down Special)
  • Guy's hurtbox now properly matches the move's animation

Taxi Please! (Neutral Super)
  • You can no longer spend additional Super Meter for a coffee delivery during the last ?? frames before the taxi arrives. This is because the taxi is already spawned by this point, so spending the extra meter would have no effect



Costumes
  • Fixed an issue where the Callowtron alt of the ExploJudo costume was unable to carry taunt buffs between rounds, and could not properly hold down taunt

Miscellaneous
  • The character-specific option in Training Mode now allows you to set the number of taunt buff stacks you have as Callowman



Charge
  • Fixed an issue where charge gain ignored joystick dead zones, allowing you to gain charge without the game fully considering that direction to be held

Hot Sauce (Jumping Special)
  • Fixed an issue where the jar and fire puddle progressed hitstun decay separately



Hat of Doom (Neutral Super)
  • Johnson can no longer pass through grounded opponents during this move



Costumes
  • Fixed an issue where held items would have their scale set incorrectly when using the Gardener costume
Blackwood Division - Enchilada
It's finally here!!

Blackwood Division has reached enough polish to release it. Compared to the demo you will have lots of content to chew through:

  • Perks - By playing the game you can unlock perks, mix and match them to add special effects to a game that will help you during a session a lot!

  • Aliens! - The official enemy faction is now here, battle against new units and building with unique abilities!

  • Gamemodes - you can play as the aliens against the division, or take up a challenge and fight the boss early!

  • Lots of balancing changes - We've had hours of playtesting on all difficulties to make sure that any skill leveled player can enjoy the game, hopefully we've reached an acceptable balance.

  • New projectiles - Explosions, plasma beams, rockets, melee are new/renewed projectiles that give more variety than just the old bullets.

Development started on Blackwood Division in april 2025 and it's a small enough project that I was able to finish it this quickly, hopefully all of you will enjoy playing this small rts.

That's it, enjoy! :)

GlassTower

Ooblets - nonplayercat
Howdo Ooblets pals!

We just heard word from our pals at Fangamer that their big black friday event just started and they have some incredible prices on Ooblets plushies if you still haven't gotten them all. And shipping is free!

Snag them all here!

Plus there's an even bigger discount if you buy all three together ːsteamhappyː

...