Aug 20, 2022
Them's Fightin' Herds - Mane6 Dev Team
Character #8, the first character in the Season 1 Pass, was revealed at Summer Jam 2022 in this trailer:

[LINK]


Seasoned fighting game voice actor Patrick Seitz brings new life to a familiar face.

Character #8 pivots on several established standards, the most obvious being... size! We're excited to share more about how he fits into TFH when he's further along in development.

No release date has been confirmed yet, but so far we believe he will be ready for launch not long after the release of console ports.

It's amazing to finally see our (mostly Nappy's) dream of bringing a true grappler to TFH come to life, and we hope you'll be just as hyped to play him when he releases this Fall. More soon.
Them's Fightin' Herds - Mane6 Dev Team
On October 18, Them's Fightin' Herds will launch on Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, and Nintendo Switch! We'll have full crossplay and rollback netcode!

We've got a new trailer showcasing each of the seven characters available in the base game:

Wallpapers of the character cards in this trailer are available in our public art kit.

Preorders are open on the Maximum Games Store, but you can also buy from major retailers. Both physical and digital purchase options will be available for all platforms. Also check out the Deluxe Edition, which includes the Season 1 Pass.



The Season 1 Pass is not out yet and will launch closer to the release of consoles. It will contain the following items:

  • 4 additional playable characters (with Pixel Lobby avatars), released over time.
  • 4 new stages unique to each character, as they release.
  • 4 exclusive Pixel Lobby accessories.
  • 1 exclusive palette for every character, including the ones in the season pass!
The exclusive accessories and palette pack will be unlocked immediately after purchasing the Season 1 Pass.



This is only the first bit of news to come this week. This weekend we'll be at Summer Jam to visit with players and drop an exciting announcement after grand finals! You won't want to miss it.

Catch the stream at 7:30 PM ET on Saturday, August 20th on http://twitch.tv/nycfurby.

TFH releasing on consoles is not something we ever imagined would happen in the life of this project and was only possible with the assistance of our publisher Modus Games. They work on a lot of other great games too, so be sure to check out their full catalog!

Notice to crowdfund backers: We still owe some of you a physical release of the game. We're currently in the process of figuring out the best way to handle things given that our physical console versions are about to eclipse production of the exclusive PC backers edition, which we posted mockups for 2 years ago and is still moving slow as molasses for various dumb reasons that are entirely our fault. We will figure this out before long and make a dedicated post marking the way forward. We haven't forgotten about you.

Thank you to all our players past, present, and future for supporting our project, giving us meaning as creators, and being a part of this amazing thing. The stampede continues.
Them's Fightin' Herds - Mane6 Dev Team
Patch 3.1.1 contains two new Shanty palettes and a number of character bugfixes in an effort to clean up more loose ends from the 3.0 release before Summer Jam this weekend.

FYI: Mane6 will have a booth at Summer Jam. Even if you aren't attending you'll want to keep eyes on the event stream (we'll drop the link on Twitter later on). We've got something big planned.

Gameplay
Level 3 Supers
  • Added a potential fix for level 3 supers sometimes leaving opponents at 1 HP when they should KO. Please let us know if you see a level 3 super fail to KO when it should (though keep in mind there will be some situations that look very close but are fully legit!)
  • Fixed a few cosmetic issues with the backgrounds in various level 3 supers.


  • Fixed a minor cosmetic glitch with the background effect during the end of Arizona's level 3 super.


  • Fixed a few more remaining instances of Velvet being able to airthrow opponents in blockstun from Icicle Missiles.


  • Fixed a rare situation that could cause Magic Chapter Trap to steal absurd amounts of meter when hitting a Paprika during her gift toss.


  • Fixed an issue causing opponents to stutter for a few seconds when activating their level 3 super during the "Counter Success" animation of Pom's level 3 super.
  • Fixed Paprika being able to activate Smother during the "Counter Success" animation of Pom's level 3 super.


  • Fixed more instances of Volcanic Dash altering the inputs for canceling into Men Shao Ti.
  • Fixed Tianhuo being able to gain meter post-KO with Volcanic Crash.
  • Fixed Tianhuo becoming a cow briefly while entering a crouch-turn state between post-KO and victory pose.


  • Shanty has two new palettes: "Captain" and "Graffiti Gyal".
  • Shanty's level 3 super now has a unique KO ending.
Them's Fightin' Herds - Mane6 Dev Team
Hey everyone! Patch 3.1 brings some increased stability and additional balance changes in a first wave of multiple updates we're planning as a followup to the 3.0 release.

Version 3.0 came out underdone. Not all of the balance adjustments we had originally intended for that release made it in time, a few features that worked in 2.0 were temporarily disabled, and there are a number of known issues that aren't fixed yet.

While 3.1 doesn't fix all the issues we need to address, it should at least be an improvement, and it's closer to the original vision we had for the 3.0 update as a whole.

Why did version 3.0 come out underdone, what are we doing about it, and what's coming next? We're hosting a post-patch developer stream next week to answer these questions and discuss the changes we've made to the game in both 3.0 and 3.1.

The 3.0 post-patch stream will be Wednesday the 20th at 3PM PT, on our Twitch channel.

As a final note, in a previous Development Update we said that version 3.1 would mark the release of Chapter 2 of Story Mode. Timelines have been reconfigured since our acquisition by Modus Studios, so that is no longer the case. Chapter 2 is still in development. We will explain more during our upcoming stream.

Now, onto the patch notes:

Player Usernames
  • In preparation for consoles, we have changed the set of characters supported in player usernames and pixel lobby names to match those available in console platforms. To maintain parity between platforms, this set will remain universal between PC and consoles. You can consult the list of allowed glyphs here. Any glyph not in this table is unsupported, and will display as an interrogation mark (?).

Pixel Lobby
  • Fixed a number of item rarity and cost errors from the Lunar New Year batch.
  • Server notifications have been reworked so they are more generic and do not use player usernames (many of which were broken anyway since the 3.0 update).

Mac
  • Fixed an issue causing single-player combat scenarios (Story Mode, Tutorials, Arcade Mode boss) to flat-out not work for players on Mac.

Gameplay
General
Cosmetic
  • Fixed a few visual issues with backgrounds during various level 3 super cinematics.
Balance
  • Changes have been made to recovery rolls to make them feel "less sticky", by giving characters movement across all frames.
    • To expand: the vulnerability window has been reduced, rolls no longer stop and wait, and forward rolls have increased distance.
  • Cross Canter now causes a hard knockdown, and both players recover at the same time.
  • Reduced the base value of the Cross Canter metergain lockout to 5 seconds. Furthermore, we set an upper-limit of 10 seconds (the old base value) so that the timer can't stack too high if the player continues to do CCs.
  • Metergain from multihits (on all characters) has been reduced a bit for the attacker.
  • Reversal backdashes out of recovery rolls, knockdowns, and buried states no longer allow cancels into attacks. All other backdashes continue to function normally.
Bugfixes
  • Fixed recovery roll hitboxes not matching the animation (on all characters).


Balance
  • Trample's startup has been increased by 2 frames so that it now matches a basic standing jab, and is no longer the singularly fastest move in the game.
  • Rebound now launches the opponent slightly higher, allowing a bit more time to follow up after a Magic Dash.
  • Magic Headbuck's startup and recovery have both been increased by 3 frames each to make the move a tiny bit less safe overall.
  • Added a slight vacuuming effect and widened the hitbox on Arizona's level 3 super to make it easier to hit with.
Bugfixes
  • Fixed Arizona's Anti-Air Lasso being able to grab grounded opponents immediately after completing her level 3 super.
  • Fixed an instance where opponents would get launched the wrong way after being hit by Rebound.
  • Fixed Arizona's level 3 not connecting properly when hitting someone behind her.
  • Fixed an issue with Arizona's level 3 where specific spacing could cause it to whiff, or the rope to be misaligned during the animation.


Cosmetic
  • Smoothed out the transition back from Velvet's level 3 super.
  • Fixed Velvet's level 3 super background color not disappearing if Velvet is hit out of the move during startup.
Balance
  • During Magic Ice Eruption, Velvet's invulnerability now ends as the first hitbox materializes, which allows trades. (Previously it lasted around when the second hitbox materialized.)
  • Magic Ice Eruption is now -6 on block (increased from -2).
  • Chain rules have been changed. Velvet can now chain in either direction between 2B and 5B.
Bugfixes
  • Velvet's Snowballs and Icicles now disappear when she executes a Throw Tech, to make it more consistent with how projectiles work on other characters.
  • Velvet's Wind should now more consistently push in the direction she is intending to, regardless of the opponent's facing direction. (This fix is not intended to affect existing combos, so please keep an eye out if something seems off.)
  • Fixed flickering vulnerability during the startup of Velvet's level 3. She should now be invulnerable until after the first active frame, then vulnerable the rest of the time afterward.
  • Fixed an instance where Velvet could airgrab opponents that were in blockstun caused by an Air Icicle Missile.


Level 3 Super
  • The input has been changed to 63214XX (half-circle-back + atk atk) to match the rest of the cast.
  • The sneeze now pushes Paprika away slightly and recovery has been slightly reduced, to make it more difficult to exploit.
Balance
  • Edible gifts now expire after 13 seconds (down from 27 seconds, which was a silly number that was way too long).
  • Metergain from Kiss! Has been reduced by half.
Bugfixes
  • Fixed Paprika's Kiss! giving her meter during the metergain lockout from Cross Canter.
  • Fixed instances of Paprika not being vulnerable to other characters' supers during her level 3 install state. (Paprika is supposed to be vulnerable to other supers so that there is counterplay.)
  • Fixed Paprika's level 3 grab being techable under certain circumstances.
  • Fixed some instances where Paprika could leave her level 3 install state early.
  • Fixed Pom's dogs turning invisible when Paprika hit with her level 3 sneeze attack.


Cosmetic
  • Fixed Oleander's book not following her if she turned around while reading on the ground.
  • The book now properly changes its animation from air-read to ground-read without interrupting the process of the move.
Bugfixes
  • Fixed Fred being able to attack past his timer from inputs made within the buffer window. He can no longer initiate attacks at all if his timer is 0.
  • Fixed the projectile of level 1 Magic Shadow Spark turning invisible (but retaining hitboxes) if Oleander was struck during her recovery.
  • Fixed Oleander being vulnerable even after connecting her level 3 super.


Cosmetic
  • Fixed Pom's level 3 super animation instantly snapping her facing direction when transitioning to the KO version.
Level 3 Super
  • Pom's level 3 is now inescapable at melee range or if it's triggered by a normal. (Triggering the counter with an air attack or from far away still allows a chance to evade.)
  • Pom's level 3 can now hit airborne opponents, but in this case it can be blocked. (Ground is still unblockable.)
Dogs
  • Dog attacks are now positive edge (instead of negative edge).
  • Move Dog (5[D]) no longer has any startup.
  • Dogs now stop attacking when Pom enters blockstun (except for Momma's counter).
  • Dog summon startup times have been slightly reduced across the board.
Balance
  • Pom's backdash now travels farther.
  • Most of Pom's normals now move her forward slightly, then back (after the hit frame) to give her some breathing room to summon dogs.
  • 2B now slides back a bit.
  • 5C and Bark! now cause increased pushback on block.
  • Pom's launcher now has very slightly reduced recovery and causes slightly increased blockstun.
Bugfixes
  • Fixed Bitey dog (236B) having a collision box active at all times.
  • Fixed Fred being visible and controllable during the cinematic of Pom's level 3 super.


Bugfixes
  • Fixed Tianhuo being vulnerable even after connecting her level 3 super.
  • Fixed not being able to Fly cancel out of Volcanic Dash after jumping over your opponent and using Volcanic Dash backwards before landing.
  • Fixed an issue where super canceling from Volcanic Dash reversed the directional inputs for supers, even when not crossing up.


Balance
  • Keelhaul and Gangway! (A and C out of Run Stance) are now safer on block.
Bugfixes
  • Fixed more issues causing camera breaks during Wallcling (this has been a particularly pervasive problem).

Known Issues
  • Many tutorial segments need to be revised to account for balance changes, and there are missing moves still.
  • The background shadow on Lobby Messages in the upper third of the screen may occasionally persist after the message itself goes away. An easy way to prevent this from occurring while a fix is added to the game is to not mash through the prompts when opening salt mines for the first time.
Them's Fightin' Herds - Mane6 Dev Team
In this update, we've reverted a portion of the new netcode introduced in 3.0 (which prepares for console crossplay). This should fix many of the disconnects and stability issues players have been experiencing online. We'll continue to develop the new netcode and rerelease the console crossplay version after we're sure it's ready to replace our previous netcode.

In addition, we've fixed an issue that was causing laggy match quality between Linux/Mac and Windows players.
Them's Fightin' Herds - Mane6 Dev Team
We are aware of the online connection quality issues players have been experiencing since the 3.0 update. This is due to the major backend overhaul performed in preparation for console crossplay and it seems there are still kinks to work out!

Several micro-updates have been pushed between now and version 3.0.2 to mitigate some of these issues, but there are other issues we are trying to understand and find the source of.

The update pushed just now with these notes adds further mitigations and additional logging for Windows clients that allow us to better diagnose the netcode. These logs are stored locally; they are not uploaded anywhere. Players may volunteer to give us their logs in our Discord server (http://discord.gg/tfh) (instructions in #announcements), where we are gathering information about the ongoing situation.

The logging does add a little bit of load on the CPU, so for players on lower-powered machines who notice a drop in play quality beyond what is acceptable, you can try disabling the new logging by entering -nomemlog into the game's launch options from your Steam library (Right-click TFH > Properties > General). We will be disabling the logging after we are confident we have found the source of the issues.

Thank you all for pardoning our dust during construction. Fixing the newly-introduced stability issues has been our #1 priority since the launch of the update.
Them's Fightin' Herds - Mane6 Dev Team
This patch contain a number of bugfixes that smooth out some of the rough edges introduced in the 3.0.0 update.

Story Mode
  • Fixed boss Oleander's scrambled palette.
  • Fixed boss Fred turning invisible during certain attacks during phase 3 of the Oleander boss fight.

Training Mode
  • Fixed the "Death Allowed" option's "No" setting not preventing KO for Velvet's level 3.
  • Fixed Oleander's level 3 causing a palette glitch on her opponent if the super KO'd while the "Death Allowed" option was set to "No".

Gameplay
General
  • Fixed an issue causing characters to be vulnerable during ground techs.
Arizona
  • Fixed an issue with Arizona's level 3 where the cinematic would not engage off the second hit, and/or during certain OTG situations.
Paprika
  • Fixed Paprika sometimes losing her level 3 install at the start of a super jump.
Oleander
  • Re-fixed Fred burying with his 2[D]. We hoped we could have it bury on KO only but it has been happening during a match, so it's been disabled again.
  • Fixed Fred's palette showing up as the default colors on the Lunamancy and Zombie palettes.
  • Fixed a graphical glitch where Oleander's book would not come with her when turning around in the air during Study.
Pom
  • Fixed Big Poppa turning invisible (but still being able to attack) if Pom was hit by another character's level 3.
  • Fixed an issue causing the screen to turn black for the rest of the match if Pom's level 3 counter was triggered by a projectile towards the end of the counter window.
Shanty
  • Fixed an issue causing Shanty to get launched in the wrong direction and "fall out" of Arizona's level 1->2 if she was hit by it just after whiffing her level 3.
Them's Fightin' Herds - Mane6 Dev Team
The 3.0.1 hotpatch contains only one fix:

Pixel Lobby
  • Salt earned prior to the 3.0 update has been readded to players' accounts.

That is all for today.
Them's Fightin' Herds - Mane6 Dev Team
Version 3.0 Is Here!
At long last, cinematic level 3 supers, a new universal mechanic and flagship feature of 3.0, has been released to the wild, completing the moveset for each character. They have admittedly taken a long time and great effort to produce, but they are finally here and we're excited to see how players will bring them to bear in battle.

A few points before we get started. Many important balance changes that clean things up from 2.0 and ease level 3s into the game have been introduced, but there aren't any ground-shattering character reimaginations like the move from 1.0 to 2.0. The goal here is to fine-tune upon what we feel is a mostly successful foundation, at least for now. We're interested to hear your thoughts.

Players are advised that this update is coming in *hot*. Much of the game’s backend has changed in the process of preparing for consoles and localization, so there will be some rough edges. We have a list of known issues at the end of the patch notes, and we aim to address them and provide further polish to the patch in the coming weeks.

Behold, the trailer:


Shanty Joins the Base Roster
In version 3.0, Shanty and all of her DLC content is now a part of the base game! We now feel that it is time to retire the DLC requirement and make her available to all owners of the base game.

The Shanty DLC listing on Steam will still be around but it no longer has a price. You don't need to have the DLC in your library to access Shanty content.

To those who purchased the Shanty DLC before this update, we thank you very much for your support of the project. Without your help, we could not have made it this far.

New SKUing for TFH
Some changes are coming to the way TFH is presented and priced on storefronts. After the Steam Summer Sale (ending July 7th), the price of the base game will increase from $14.99 USD to $19.99 USD. That means you have 1 month to grab the base game before the new price goes into effect, and we're even at a discount thanks to upcoming Steam sales!

When the price change goes live, we will be removing the Shadow and Zombie palette "shortcut" DLCs for sale. The palettes will remain unlockable via their in-game condition.

Further, backer-specific content like the Flair Kit and the "Tennis Shoes" palette set will not be unlockable on consoles. Steam players who already own them will still be able to show them off to console players via crossplay.

Our goal with these changes is to create one singular online space that brings the entire community together regardless of platform. By bundling existing DLC into the base game at this new price, we're presenting consistent, easy-to-navigate packages that help new players get up to speed.

When the digital version of the game becomes available for purchase on consoles, it will be at the new price. The deluxe retail edition includes both the base game and the upcoming Season 1 Pass.


So concludes the news. Without further ado, here are the patch notes for version 3.0.0!

Gameplay
General
  • As this is a new major version, all casual ranks have been reset.
  • The look of the title screen and main menu has been updated, featuring the 3.0 key art!
  • Character command lists now have additional details on certain moves, and the All Characters command list has been expanded to provide a more complete picture of the universal mechanics.
  • There is now a "Low Detail Effects" option under Video Options that should further help players on lower-powered hardware.
  • In stage select, the Random (Day Only) choice is now a variant of Random (not an entirely separate "stage"), and is now the default option in that list.
  • The credits have been updated to reflect all the new people who have contributed to the project since the last update!
  • The placeholder entry for "Ranked Match" has been removed from the main menu, as we no longer have plans to develop ranked play for TFH.
Universal Systems
Level 3 Supers
  • Level 3 supers are now available for all characters!
General
  • Throws are now active for 3 frames (up from 1).
  • Hard knockdown animations for all characters now animate more smoothly.
  • Removed an inconsistency that allowed some characters to cancel prejump into a grounded throw.
Metergain
  • All characters now gain less meter overall from being hit. The amount varies per character due to different meter sizes and gameplan.
  • It is no longer possible to gain meter post-KO using dead body combos or certain character abilities. For now this includes all basic attacks, Oleander metersteal abilities, and Oleander reading.
Cross Canter
  • Cross Canter no longer causes a slowdown effect.
  • Metergain now temporarily locks after using Cross Canter (you can still use meter though).
Pushblock
  • Pushblock now carries diminishing returns the more times it is used in succession.
Rolling
  • Rolls now stop movement at the end.
  • Forward rolls travel (very) slightly less distance and take longer to reach their destination.
  • Rolls now become vulnerable to strikes near the end. During this vulnerable period, the opponent can also defend themselves from attacks and throws, but cannot do any attacks themselves.
Bugfixes
  • Finally fixed an ancient bug that caused multiple hits occurring on the same frame to all apply counterhit and first-hit damage bonuses, resulting in massive damage spikes. This most commonly occurred on Paprika's Picnic Surprise! combos.

Cosmetic
  • Arizona's launcher now has a swipe effect.
Balance
  • Magic Dash no longer causes a slowdown effect, and its ending position has been slightly adjusted to ensure it'll finish behind the opponent after a successful Rebound.
Bugfixes
  • Fixed various issues causing Trample to heal the opponent instead of applying chip damage.
  • Fixed an issue causing Trample to not do damage on hit.
  • Fixed a rare issue causing Arizona's opponent to change position slightly while getting hit by Rebound.
  • Fixed an issue where armoring through Arizona's Magic Counter attack with Magic Headbuck would cause the player using Counter to slide backwards at an alarming rate.

Cosmetic
  • Fixed a small graphical glitch in Ice Cyclone's special FX.
Bugfixes
  • Fixed an input leniency issue on Velvet's Magic specials.
  • Fixed jC not adding any JD on hits past the first.

Bugfixes
  • Fixed super trades with another Paprika giving advantage to the P2 slot.
  • Fixed some instances of Picnic Surprise! not spawning gifts.
  • Fixed Paprika's "emerging" from the basket in the wrong place while doing Picnic Surprise! during another Paprika's Smother.
  • Fixed various issues with gifts being improperly layered under characters, making them impossible to see.
  • Kiss! now gains the amount of meter she was previously gaining from regular grab.

Cosmetic
  • Oleander has a new palette: "Lunamancy", Amaron's prize palette for winning Grand Stampede 2021.
Balance
  • Fred's timer has been reduced by 5 seconds.
  • All of Oleander's meter stealing abilities (except for normal Chapter Trap and Magic Teleport) now grant and steal less meter earlier on, but get closer to (or potentially exceed) previous values as the opponent approaches 3 stocks of meter.
    • The amount the opponent loses and the amount Oleander gains is now much more strictly based on percentages rather than any raw values, so characters with different underlying bar sizes no longer affect the equation.
  • Magic Teleport now gains Oleander less meter.

Balance
  • Bitey's active frames have been reduced by half.
Bugfixes
  • Fixed Big Papa not spawning in properly if summoned out of a second Stampede! while he's already attacking from the first.

Cosmetic
  • Tianhuo has a new palette: "River Dancer".
Bugfixes
  • Fixed an input leniency issue on Tianhuo's Magic specials.
  • Fixed Volcanic Bash's first-hit scaling not extending to the second hit during Ran Shao Feng.

Cosmetic
  • Shanty has 2 new palettes: "Shakalaka Bam" and "Dark Prince".
Balance
  • Magic no longer drains while Shanty is moving to or between walls during Wallcling, giving players more Magic to use when Shanty is actually controllable.
  • Reduced knockback height on Broadside (Run B). This should reduce the amount of times it can combo into itself in the corner.
  • Jump C now causes less blockstun and takes 1 frame longer to hit.
  • Shanty can now block while landing from Helm.
  • Breaker has been sped up, is safer on block, and has a better hurtbox on the first active frame.
Bugfixes
  • Fixed various issues that caused camera breaks during Wallcling combos, or when two Shantys changed walls at the same time.
  • Fixed Shanty not being in the right position if hit by Arizona's Rebound on the same frame that she slid to the ground from a Wallcling.
  • Fixed an inconsistency in facing while wall sliding onto a waking up opponent depending on whether Shanty is P1 or P2.

Bugfixes
  • Fixed the bear turning into a cow due to a nonexistent air throw state being called.
  • Fixed the hawk turning into a wolf during Quick Recovery (ground teching).

Known Issues
Gameplay
  • Some of Tianhuo's SKD combos have better frame advantage than intended.
  • Shanty’s level 3 may give some inconsistent damage values.
  • Level 3 background gradients may fluctuate at inappropriate times (especially on Paprika).
  • Arizona's level 3 cinematic will not trigger off an OTG.
  • Some objects remain onscreen during level 3 cinematics.
  • Some Oleander palettes have scrambled/incorrect colors during certain animations.
  • Some of Fred is invisible during phase 3 of the Oleander boss fight in Story Mode (challenge mode activated).
  • Fred’s 2D grab may cause bury at low health rather than KO, this is unintentional.
  • Level 3 supers are not available in Story Mode yet.
Technical
  • Pixel Lobby server hosting on Linux for 3.0 is not yet available.
  • Pixel Lobby salt will appear to be set as 0 when players first log in on this update. It's not gone, just in a different place. We'll restore it in a future hotpatch.
  • Shadow Palette unlocks in the Salt Mines are temporarily disabled due to a permissions issue with Steam.
  • Lobby colors may not function properly on the Pixel Lobby server browser.
  • “Winner Stays” mode is not functioning properly for Classic Lobbies and has been temporarily disabled.
  • Attempting to use some online features when Steam is unavailable may softlock the game (high priority bug we're looking into).
  • The Backer Flair Kit banner displays are functioning inconsistently. Players (and/or opponents) may not appear as a backer on some screens.
  • Discord Rich Presence invites are currently (and temporarily) inoperational due to incompatibilities with cross-platform console code.
  • On Mac (and sometimes Linux), the OS will notify you that the game quit unexpectedly even though you quit normally. For those interested in the technical reason, it's a leftover database that isn't properly clearing itself before it loses resources and dies. The bug does not cause any real issues outside of being annoying.
  • Due to localization prep, some text formerly presented in ALLCAPS is temporarily not so.
  • The new "Low Detail Effects" option is not yet part of the graphical presets and will have to be set independently for now.
Them's Fightin' Herds - Mane6 Dev Team
Welcome to Development Update #7, where we provide the latest news on TFH directly from the developers! We're debuting our *new* key art and 7-star logo (we think Shanty has earned it by now), and there is a positively huge series of things to announce. Strap in, and let's kick this off.

What's Coming
Console Ports
Yes. Them's Fightin' Herds is coming to consoles this Fall on five platforms: Switch, PS5, PS4, Xbox Series X|S, and Xbox One. There will be crossplay between each of them (and also Steam), all with rollback netcode (still GGPO).

In addition to the digital version, there will be a physical version on each platform! Details on availability to come.

You'll be able to preorder the console releases from our website as retail listings go up. We'll make announcements as options become available.

Check out the new trailer below!



Localization
While not exactly new news, we wanted to confirm that TFH will be localized for additional languages for the console release. We will announce the supported languages in a future post.

As stated in our last Development Update, subtitles will be added to versus mode intros and outros so more players can understand and enjoy the smack-talking.

Version 3.0
Version 3.0, the next major update for TFH, introduces a new gameplay mechanic: level 3 supers. Level 3s are cinematic supers that burn a max-charged meter to unleash your fighter's true potential. Alongside the update comes fresh balance changes addressing several universal mechanics including (but not limited to) the metergain system, Cross Canter, and tech rolling.

We will have more news to share about version 3.0 during our featurette at the PC Gaming Show on June 12th. Check their site for details on how to watch. You won't want to miss it.

Combo Breaker
Most of the development team will be attending Combo Breaker this weekend from May 27-29 in Chicago, IL. Our Top 12 will be streamed Sunday starting at 10:30am CT on the lowkick esports Twitch channel. We are honored to be included as a main game!

There will be a prize pool bonus of $2,000, placing the stakes at record highs for competitive TFH, and this is only the beginning!

It's going to be an incredible weekend of fighting game awesomeness. Be sure to check out the CB program guide to find other fantastic sets to watch. For those attending, we'll see you there soon! Safe travels.

What's Next
Physical Crowdfund Rewards
Production on the physical game copy, soundtrack, and movelist postcards had been stalled since initially revealing the mockups, but now that we’re a part of Modus we've gained the logistical power to resume manufacturing. Physical rewards are coming.

Physical reward earners: please make sure your shipping address is up to date by checking BackerKit. You've got some time still, but things could accelerate soon! We'll provide time estimates when we're further along in the process.

Story Mode
In our last Development Update we stated that "barring any unfortunate circumstances" we'd be able to finish all main Story Mode chapters before the end of 2022. Story Mode production is continuing along, but there have been circumstances.

We no longer think it's possible to make the goal of finishing the entire thing before the year is over while maintaining the bar of quality. Working on console ports and new localization systems demanded more time from our engineers and writers than we thought. Once they're complete, we can make story mode our priority again.

Chapter 2, starring Velvet, is still in ze works. When we have more to share, you'll be the first to know.

Conclusion
We are excited for the future of TFH and can't wait to celebrate with you this weekend at Combo Breaker. This is only part 1 of our news series! There will be more things to share in the coming weeks. See you then, and have a great weekend.

Aaron Stavely
Development Director, Mane6 Dev Team
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