Evolve Lab - Spinzaku
Steam Next Fest

🚀Thanks to your amazing support, the Evolve Lab demo is doing incredibly well during this Next Fest!🚀

  • Over 1,000 players have signed up for online mode 🎉

  • More than 10,000 creatures have been created! 🐙

  • The best players have already reached depth 30! 🤯

Reading your feedback and watching the videos and live streams covering Evolve Lab has given me a boost of energy, and I’m already working hard on the next update, which should be ready soon.

What is going to happen after Next Fest?

With Next Fest wrapping up, I want to share what's next for Evolve Lab.

There are still some small additions and improvements I want to add to the demo over the coming weeks. These include:

  • Additional item reward types that do something different than rerolling the shop.

  • Additional cores for planet 1, 2, and 3.

  • A post-combat screen where you can view the enemy and stats after a fight is over.

Many other new features including planet 4 and private galaxies, where all enemies are created by your friends will be part of Evolve Lab's early access release in August 2025!

5:48am
Kalnazar - RobotsGames
Fix:
-Rotation elf in character creation
-Touch "L" shorcut bug
-Position NPC elf
-Donjon spawn error
ACROBATIC CAR - Yaso Nex
-(Next Track) option added to the game
-UI enhancement
Tale of REN ~ [Searching for HEART droplets] ~ - xxx_start

🎬 Live Stream: Tale of REN ~ \[Searching for HEART droplets] ~Showcase

Clash of Adventurers - kalinina.stanislawa2018

Added new Idle and Locomotion animations built from scratch, replacing lower-quality Marketplace assets to ensure better character responsiveness and visual quality.

5:29am
Last Outpost - troydgames
-Fixed a bug on mission selection map.
5:26am
Bardic: Quest for Love - Dev BusyBee
- Fixed Bug with Ending options not being clickable
- Fixed 4K Resolution Bug
MegaQuest Playtest - brandon
tightened up a lot of small bugs.... fixed up some stairs, hammer tuning, back handler on the new quick loadout menus, etc...

the port spell and respawn has changed to use the last touched portal instead of the "closest" which was straight line distance... i think this makes more sense. unless i implement some kind of Manhattan distance... which the game isnt really setup for right now. there are ways to probably memo-ize this etc.. but i think this way is fine, and is well understood.

i've been procrastinating a bit on the map update. its really not fun to make. and re-make.
i might try to tweak the environment a bit more before i tackle it again.

i think i covered a good 60% of the feedback so far, somethings of the remaining issues are quite hard and will take time. thanks for your patience, i think we're still on good pace for a july demo release!
Idle Cultivation - Linmios
Greetings Fellow Cultivators. Here comes changes and fixes based on feedback. Let me know your thoughts. I try to read everything in the discord.

New
  • New shine on side buttons to show which activity is currently being done. option to turn of in settings

  • Estimated time until next stage is now calculated in cultivation as well. It is working but could need some more polishing

  • Artifacts should now have more detailed descriptions.

  • Seeds can now be found in the material boxes from the shop.

  • You can now filter seeds in selection in Spirit Garden

Changes
  • Special Pills have some changed levels and tiers

  • Added some more text explaining on what additional bounty unlocks provide

  • Fixed a problem where player health wouldn't update after lifesteal and life on hit.

  • Fixed the wood trial hard and elite monster names.

  • Fixed a problem where cultivation manual had temp description tooltip

  • Runic Metal should now have correct material tag.

  • Fixed unused space under dungeon progress and above damage numbers in combat.

  • Fixed negative xp required in All skills panel.

  • Tier 7 water ring name fixed.

  • Fixed the heavenly qilin special attacks, should now properly not debuff itself.

  • Forging Xp has been increased significantly.

  • Fixed a rare bug where sometimes +10 enchanted items would duplicate.

  • Fixed a problem where time until level calculation would calculate at max level.
Hand2Hand - FlameOfChange

Greetings bored mortals. A consequent patch is arriving, not much in term of content, but it brings most necessary stability and juice. Of course much is left to rework, as the core game loop is yet to be touched.

I bring most dire news for Hand2Hand, as well as auspicious ones for myself. I got accepted into a very selective game design school, and thus my activity on Hand2Hand might be halved starting from September 2025 ; for about two years. Of course the project is not benched, it is just that a day is composed of no more than 24 hours from which I cannot do all at 100%.

On the other hand, I hereby announce the creation of the official wiki !

Settings

The settings.txt file contains a version field, if different than the current version the game will reset to default. This makes settings safer to update in case of refactorized data. It is now in version 1. If you want to import a settings file, be sure to add/change this field accordingly, but do this at your own perils in case of incompatible data.

UI

☼ UI & HUD in battle can be toggled with ctrl+shift+h, enabled by default ; can be configured in the data file
☼ Changing screen size takes effect when saving settings

Controller menu

☼ Cancel a button change with escape instead of backspace
☼ The keys to define/cancel a button change is now displayed in a tooltip
☼ Joystick movement definition removed (it wasn't used anyway, I'll make it work someday)

Versus

☼ Reworked how the animations switches between selection and selected : when the selection animation arrives in its loop, it will skip to the selected animation directly
☼ In small screens the class animations are shifted a bit to the side of the screen to avoid superposition
☼ In larger screens the class animations are shifted toward the center of the screen to occupy more space
☼ Increased the margin between stats
☼ Each stat has now their name displayed
☼ KO is displayed on a KO player icon

☼ Dodge is now added as a separate command. The difference with special is dodge has a higher priority than special + no direction.
☼ Players can now dodge by default with R1. They can still dodge with special while not pressing any direction.
☼ Players can now parry by default with R2. They can still dodge with special while pressing down.

Combat

☼ Screen shake factor of attack delay reduced from 9 to 0.85

This means screen shake is a bit less impressive when attack delay is enabled, but before it was too aggressive during intense combos.

☼ Heavy attack cost reduced from 2 to 1
☼ When finishing successfully a combo, a new one can be started if the player is within 50px above the ground level, as well as being grounded again.
► This means combo finishing a bit above the ground level won't longer put a small delay caused by the small fall during which the player wasn't able to attack.

☼ Bonus damage per Cut/Pierce/Blunt reduced from 2 to 1%
☼ Cut bonus damage per Strength/Speed reduced from 1/2 to 0.5/1%
☼ Pierce bonus damage per Strength/Agility reduced from 2/1 to 0.5/1%
☼ Blunt bonus damage per Strength/Weight reduced from 2/1 to 1/0.5%
☼ Push power per Strength reduced from 5 to 4%
☼ Push resistance per Strength/Weight reduced from 5 to 4%
☼ Stun power per Strength/Weight reduced from 5 to 4%
☼ Stun resistance per Stamina reduced from 10 to 8%
☼ Damage reduction per Stamina reduced from 5 to 4%
☼ Movement speed per Speed reduced from 3 to 2 pixel per frame
☼ Movement speed per Weight over Strength reduced from 1 to 0.75 pixel per frame
☼ Jump power reduction per Weight reduced from 3 to 2 pixel per frame

Regen

☼ Stamina is no longer capped at 10 for HP regen tick
☼ It is now possible to regen more than 1 HP in one game loop
☼ The tick cycle is now greater or equal to 1
► Before, configuring stamina in the constants could make the tick duration null or negative, which could break a bit the game
► Now the calculations are more precise and cover more special cases
► In practice there's almost no effects on the vanilla game, but this would solve future problems
► For a reminder, a player regen 1 HP every 50 - 5 stamina ticks ; which means if it has 10 stamina or more it could go negative. Before it was a problem because the game do one check per loop instead of consuming all the possible ticks.
Code for the curious on the discord

Guard

☼ Guard increased from 10 + 5 weight to 20 + 5 weight (guard bar base chunks increased from 2 to 4)
☼ Guard regen reduced from 10 + 2.5 stamina to 10 + 2 stamina per second
☼ Plays a sound when just broken, on the side of the corresponding HUD

Light classes were broken too easily, especially unarmed with its low weight. Heavy classes however become even more unstoppable. To compensate their stamina grants them a lower stamina regen rate.

Cut/Pierce/Blunt

☼ Start at 5 instead of 0, and at this level doesn't change the corresponding damage
☼ All classes in their base stance start at 5 in each of these stat
☼ Each additional level increases the corresponding damage by 2%
☼ Each removed level decreases the corresponding damage by 2%
☼ For example a class having 10 cut, 5 Pierce and 0 Blunt will deal +10% cut damage, unchanged pierce damage and -10% blunt damage
☼ They no longer count in the total stat per class-stance combination
☼ Stance variation is still counted in the total count ; for example +2 Strength and -2 Cut is balanced because the net change is 0
☼ Their original points are redistributed to other existing stats ; for example a class which had 2 Pierce will gain 2 points in other stats
► It is planned to have a different stat display in the UI, appearing with plus and minus only when the stance modifies it

Reach

☼ The scale has been increased from 0 (unarmed) to 10 (could be a 40cm ruler)
☼ They no longer count in the total stat per class-stance combination
☼ Their original points are redistributed to other existing stats, like for Cut, Pierce and Blunt

Chopstick

☼ Selection and Selected added

Wood stance (default)

☼ Strength increased from 1 to 2
☼ Agility increased from 4 to 7
☼ Speed increased from 4 to 6
☼ Weight increased from 0 to 1
☼ Stamina increased from 0 to 1
☼ Life increased from 1 to 3
☼ Reach increased from 4 to 7

Metal stance

☼ Speed reduced from -1 to -2
☼ Weight increased from +1 to +2

Plastic stance

☼ Pierce reduced from +1 to -2
☼ Blunt increased from -1 to +2

It was more logic to add blunt than pierce

Idle 1

☼ Adjusted wind duration

Idle 2

☼ Adjusted wind duration

Idle 3

☼ Adjusted wind duration

Neutral

☼ Adjusted wind duration

Side

☼ Combo shortcut increased from 24 to 25
☼ Damage reduced from 4 4 5 to 4 3 5
☼ Damage duration on image 7 reduced from 6 to 5
☼ Added ground impact sound
☼ Adjusted wind duration

Side - [Side]

☼ Image 1 wind duration increased from 4 to 6 to match the frame duration
☼ Image 2 wind duration increased from 4 4 4 to 4 5 6

Side - Side - [Side]

☼ Combo shortcut increased from 18 to 19
☼ Damage duration on image 5 reduced from 10 to 5
☼ Image 3 and 4 wind duration reduced from 4 to 3 to match the frame duration
☼ Added ground impact sound

Back - [Heavy]

☼ Adjusted wind duration

Back - Heavy - [Back]

☼ Adjusted wind duration

Up

☼ Length reduced from 6 4 8 10 9 to 3 3 7 9 5 (total from 37 to 27)
☼ Image 4 damage duration reduced from 10 to 4
☼ Adjusted wind duration
☼ Recovery increased from 8 to 20

Up - [Side]

☼ Length reduced from 6 4 4 14 to 3 3 4 14 (total from 28 to 24)
☼ Adjusted wind duration

Up - [Neutral]

☼ Adjusted wind duration

Up - Neutral - [Side]

☼ Added ground impact sound
☼ Combo shortcut increased from 15 to 16

Up - Neutral - [Heavy]

☼ Added the missing back wind effect on image 4
☼ Adjusted wind duration

Down

☼ Combo shortcut reduced from 33 to 31
☼ Adjusted wind duration

Down - [Down]

☼ Combo shortcut reduced from 15 to 14

Down - Down - [Back]

☼ Length reduced form 6 6 12 to 5 5 12
☼ Image 1 movement increased from 75 -10 to 85 -10
☼ Image 2 movement increased from -75 -10 to -85 -10
☼ Image 3 movement increased from 0 -10 to -15 -10
☼ Combo shortcut reduced from 18 to 15

Down - Down - Back - [Side]

☼ Image 1 length reduced from 7 to 4 (total from 29 to 25)
☼ Combo shortcut reduced from 29 to 22

Heavy

☼ Adjusted wind duration

Heavy - Heavy - [Side]

☼ Length reduced from 5 5 5 5 5 5 5 4 4 4 4 to 4x11 (total from 51 to 44)
☼ Adjusted wind duration

Spawn

☼ Adjusted wind duration

Death

☼ Adjusted wind duration

Ballpen

Ballpen has been properly reworked and standardized in terms of stats. It was in practice less powerful due to the lack of utility in its moves. The other classes were either unstoppable or too elusive. This class is now shifted into a damage dealer strategy rather than an all-rounder ; guaranteeing hits and combos.

☼ Selection and Selected added
☼ Adjusted Spawn and Death shadow position to better follow the animation
☼ Adjusted Spawn and Death wind effects image duration for better fading out

Black stance (default)

☼ Strength increased from 2 to 3
☼ Agility increased from 3 to 5
☼ Speed increased from 3 to 5
☼ Weight increased from 1 to 2
☼ Stamina increased from 1 to 2
☼ Life increased from 0 to 3
☼ Reach increased from 2 to 5

Blue stance

☼ Strength reduced from 0 to -1
☼ Agility increased from +1 to +2

Green stance

☼ Agility increased from +1 to +2
☼ Speed increased from +1 to +2
☼ Stamina decreased from 0 to -1
☼ Life decreased from 0 to -1

Red stance

☼ Strength increased from +1 to +2
☼ Agility decreased from 0 to -1
☼ Speed decreased from -1 to -2
☼ Life increased from 0 to +1

Idle 1

☼ Slightly adjusted wind duration

Idle 3

☼ Slightly adjusted wind duration

Neutral

☼ Image duration reduced from 4 4 3 3 3 4 4 3 3 8 to 3 3 2 2 3 3 3 3 3 8 (total from 39 to 33)
☼ Image 10 damage duration reduced from 8 to 4
☼ Combo shortcut reduced from 35 to 29
☼ Damage increased from 3 3 to 4 4

It is now more spammable.

Neutral - [Down]

☼ Image 3 push increased from 0 0 to -30 0

This adds consistency with the Down startup as well as better following up with either the Side or the Back

Side - [Neutral]

☼ Adjusted wind duration

Side - Neutral - [Neutral]

☼ Adjusted wind duration

Side - Neutral - Neutral - [Neutral]

☼ Image 7 length reduced from 10 to 9 (total from 32 to 31)
☼ Image 7 damage duration reduced from 10 to 5
☼ Combo shortcut reduced from 32 to 22

Side

☼ Recovery reduced from 30 to 20
☼ Image duration reduced from 5 3 3 8 to 4 2 3 8 (total from 19 to 17)
☼ Combo shortcut reduced from 19 to 13
☼ Adjusted wind duration
☼ Renamed wind files to fit the standard
☼ Removed leftover unused older images

Side - [Side]

☼ Recovery reduced from 30 to 20
☼ Image duration increased from 5 5 3 5 5 to 5 6 3 5 8 (total from 23 to 27)
☼ Combo shortcut set at 23
☼ Adjusted wind durations
☼ Renamed wind files to fit the standard
☼ Removed leftover unused older images

Back - [Heavy]

☼ Image duration reduced from 6 6 9 4 6 12 to 5 5 8 4 5 10 (total from 43 to 37)
☼ Combo shortcut reduced from 43 to 33
☼ Adjusted wind duration
☼ Counted as a combo end as intended

Down

☼ Movement at image 3 increased from -65 50 to -80 50
☼ Movement at image 4 increased from 0 -25 to 15 -25
☼ Adjusted wind duration

A bit more range for this attack without changing the final position

Down - [Down]

☼ Image 3 damage duration reduced from 13 to 4
☼ Movement at image 3 increased from -65 50 to -80 50
☼ Movement at image 4 increased from 0 -25 to 15 -25
☼ Adjusted wind duration

Down - [Neutral]

☼ Stun reduced from 15 to 5

This was too strong when the whole combo is spammed, leaving no breathing room to the target.
Reducing the stun is a good compromise so it won't change its rhythm in the combat.

Side - Side - [Side]

☼ Recovery reduced from 30 to 20
☼ Image duration decreased from 5 5 4 4 4 5 8 to 2 3 4 3 3 5 8 (total from 35 to 27)
☼ Combo shortcut reduced from 35 to 23

Side - [Back]

☼ Image 1 duration reduced from 4 to 3 (total from 32 to 31)
☼ Image 7 damage duration reduced from 8 to 4
☼ Combo shortcut reduced from 28 to 23
☼ Adjusted wind duration
☼ Renamed wind files to fit the standard

Side - Back - [Up]

☼ Combo shortcut reduced from 26 to 22
☼ Image 5 damage duration reduced from 8 to 4
☼ Adjusted wind duration
☼ Renamed wind files to fit the standard

Side - Back - Up - [Neutral]

☼ Adjusted wind duration

Up

☼ Image 4 damage duration reduced form 7 to 4
☼ Adjusted wind duration
☼ Renamed wind files to fit the standard
☼ Removed leftover unused older images

Up - [Back]

☼ Image 6 duration increased from 4 to 8 (total from 25 to 29)
☼ Image 6 damage duration set to 4
☼ Combo shortcut set to 25
☼ Renamed wind files to fit the standard

Unarmed

☼ Selection and Selected added, thanks to Nemerod and Kei for their contributions !

Balanced stance (default)

☼ Strength increased from 3 to 4
☼ Agility decreased from 5 to 4
☼ Speed decreased from 5 to 4
☼ Weight decreased from 1 to 0
☼ Stamina increased from 2 to 4
☼ Life increased from 2 to 4
☼ Reach increased from 0 to 2

Defense stance

☼ Speed decreased from -2 to -3
☼ Stamina increased from +1 to +2

Dexterity stance

☼ Strength decreased from -1 to -2
☼ Agility increased from +2 to +3
☼ Speed increased from +1 to +2
☼ Life reduced from 0 to -1

Power stance

☼ Strength increased from +1 to +4
☼ Speed decreased from -1 to -2
☼ Stamina decreased from 0 to -1
☼ Life increased from -1 to 0
☼ Blunt decreased from +2 to 0

Speed stance

☼ Strength decreased from 0 to -1
☼ Agility decreased to +1 to 0
☼ Speed increased from +1 to +3

Hyperactive stance

☼ Strength decreased from -2 to -3
☼ Agility increased from +2 to +4
☼ Speed increased from +2 to +4
☼ Stamina reduced from -1 to -3
☼ Life reduced from -1 to -2
☼ Blunt increased from -1 to 0

Side

☼ Adjusted wind duration
☼ Adjusted wind duration

Back - [Side]

☼ Slightly reworked
☼ Added a new image between 2 and 3 to give more oomph in the startup
☼ Length increased from 16 to 24
☼ Shortcut increased from 16 to 19
☼ Recovery reduced from 20 to 15

Small visual tweaks for this attack. More images implies it hits a bit later and finishes later. That is why the recovery is reduced. The last image lasts 10 frames to ease a bit more the following combo.

Back - [Down - Down]

Added

Heavy - [Neutral]

☼ Damage reduced from 8 to 6
☼ Image 1 and 2 length reduced from 4 to 3
☼ Image 1 movement increased from 20 -5 to 50 -5
☼ Image 2 movement increased from 25 0 to 65 0
☼ Image 3 movement increased from -40 -30 to -70 -30
☼ Image 4 movement increased from -40 -30 to -80 -30

Heavy - Neutral - [Down]

☼ Increased movement delta of image 2 from -1 45 to -2 60
☼ Increased movement delta of image 3 from -2 70 to -2 90
☼ Increased image 4 duration from 8 to 15
☼ Increased image 4 shake from 0 to 10

Gluestick

☼ Selection and Selected added

Full stance (default)

☼ Strength increased from 4 to 6
☼ Weight increased from 4 to 6
☼ Stamina increased from 3 to 4
☼ Life increased from 3 to 4
☼ Reach increased from 2 to 4

Empty stance

☼ Agility increased from 0 to +1
☼ Speed increased from +1 to +2
☼ Weight decreased from -1 to -3

Neutral

☼ Adjusted wind duration
☼ Image 1 movement reduced from 60 0 to 30 0
☼ Image 2 duration reduced from 6 to 5
☼ Image 3 movement increased from 0 0 to 30 0

This would have more chance to hit twice as intended, because it moved back too much before to hit the first time.

Neutral - [Neutral]

☼ Adjusted wind duration
☼ The ground impact sound is no longer recursive (it doesn't play a plastic hit too)

Side

☼ Adjusted wind duration
☼ Image 1 duration reduced from 6 to 5
☼ Image 2 duration reduced from 6 to 4
☼ Image 1/2/3 push increased from 0 0 to -10 0
☼ Image 6 damage duration reduced from 15 to 5

Side - [Neutral]

☼ Image 1 duration decreased from 5 to 4
☼ Image 7 damage duration reduced from 9 to 4
☼ Adjusted wind duration

Side - Neutral - [Back]

☼ Image 1 duration decreased from 5 to 4
☼ Combo shortcut reduced from 36 to 30

Side - [Side]

☼ Adjusted wind duration
☼ Image duration reduced from 6 6 6 6 12 to 5 5 5 6 12 (total from 36 to 33)
☼ Combo shortcut reduced from 30 to 26
☼ Image 4 push increased from 0 0 to -10 20
☼ Image 4 damage duration reduced from 12 to 5

Side - Side - [Side]

☼ Image duration reduced from 6 6 6 7 7 12 to 4 5 5 5 12 (total from 44 to 31)
☼ Combo shortcut reduced from 44 to 25
☼ Image 4 5 6 push increased from 0 0 to -10 0

Back

☼ Adjusted wind duration

Back - [Neutral]

☼ Image duration reduced from 10 5 5 20 to 4 5 5 15 (total from 40 to 29)
☼ Image 1 movement reduced from 100 0 to 0 0
☼ Adjusted wind duration

Back - Neutral - [Side]

☼ Image duration reduced from 7 7 7 8 20 10 to 4 5 5 7 10 10 (total from 59 to 41)
☼ Combo shortcut reduced from 59 to 36
☼ Recovery reduced from 30 to 20
☼ Adjusted wind duration

Down - [Down]

☼ Slightly shifted the movement of the image 2 to make the gluestick actually stay in the same spot

Heavy

☼ Length reduced from 6 6 6 6 10 4 4 4 12 to 5 5 5 5 10 4 4 4 12 (from 46 to 42)
☼ Explosion damage at image 5 6 7 reduced from 8 8 8 to 7 6 5
☼ Combo shortcut reduced from 39 to 36
☼ Image 3 4 5 stun reduced from 10 15 20 to 5 10 15

Heavy - [Heavy]

☼ Length reduced from 6 6 6 6 6 6 6 10 to 4 6 6 4 5 5 5 12 (from 52 to 45)
☼ Image 4 push increased from 0 0 to -10 0
☼ Image 5 push increased from 0 0 to -10 0
☼ Image 6 push increased from 0 0 to 0 -10
☼ Image 7 push increased from 0 0 to 10 -10
☼ Image 8 push increased from 0 0 to 10 0
☼ Combo shortcut reduced from 46 to 38

Heavy - Heavy - [Side]

☼ Adjusted wind duration
☼ Image duration reduced from 6 6 6 6 6 6 10 to 4 5 5 6 6 6 10 (total from 46 to 42)
☼ Combo shortcut reduced from 46 to 37

Heavy - Heavy - [Heavy]

☼ Combo shortcut reduced from 32 to 24
☼ Image 2 push increased from 0 0 to -10 0
☼ Image 3 push increased from 0 0 to -10 -10
☼ Image 4 push increased from 0 0 to 10 -10
☼ Image 5 push increased from 0 0 to 10 0

Spawn

☼ Adjusted wind duration
☼ Adjusted image duration

Death

☼ Adjusted wind duration

Hexkey

☼ Selection and Selected added
☼ Move front and move back reworked

Who said I was done with reworks ! Nuts ! They were particularly ugly due to their creation almost 3 years ago (maybe 2, but can be 3).

Steel stance (base)

☼ Strength increased from 4 to 6
☼ Weight increased from 4 to 7
☼ Reach increased from 1 to 6
☼ Difficulty increased from 3 to 5

Aluminum stance

☼ Agility increased from 0 to +2
☼ Weight decreased from -2 to -4

Idle 1

☼ Adjusted wind duration

Neutral

☼ Adjusted wind duration
☼ Image 1/2 push increased from 0 0 to -10 0

Neutral [Neutral]

☼ Adjusted wind duration

Neutral - Neutral - [Neutral]

☼ Adjusted wind duration
☼ Image 3 push increased from 0 0 to -15 0

Neutral - Neutral - Neutral - [Down]

☼ Adjusted wind duration
☼ Image 1 duration reduced from 4 to 3
☼ Recovery reduced from 25 to 15
☼ Image 4 push increased from 0 0 to -15 0
☼ Image 5 push increased from 0 0 to -10 10

Up - [Down]

☼ Adjusted wind duration

Down

☼ Image 1 length reduced from 5 to 4

Down - [Down]

☼ Length reduced from 5 5 5 4 4 4 4 12 to 3 4 4 4 4 4 4 12 (total from 35 to 31)
☼ Combo shortcut reduced from 27 to 24
☼ Recovery reduced from 25 to 20

Down - Down - [Heavy]

☼ Image 16 duration reduced from 15 to 10
☼ Image 17 duration reduced from 7 to 6
☼ Image 18 duration reduced from 6 to 5
☼ Image 19 duration reduced from 5 to 4
☼ Total length reduced from 102 to 94
☼ Combo shortcut reduced from 102 to 73
☼ Recovery reduced from 25 to 20

Spawn

☼ Adjusted wind duration

Behind the scenes

☼ Removed the already cropped class icons which were unused anyway
☼ Reworked how stats are stored and accessed, they each now between -128 and 127 (note in practice it's -1 for unused Cut, Pierce and Blunt, >=0 for the rest)
☼ Replaced most location functions with macro to increase a bit performance
☼ Moved main game loop from a function to the main code to slightly increase reliability (in practice it just erase some rare memory bugs during future development)
☼ Mouse events are also properly managed in the code, yet not used for the time being. A proper mouse update may come in the following months.
☼ Menu commands are now properly named accept, cancel and exit instead of also taking attack, heavy and special
☼ F13 to F24 are now supported as custom key binding (if anyone has them... but thanks to the windows API allowing it)
☼ PureBasic constants for keys are now replaced by core Windows constants, using different Ids for keys
☼ Joystick button IDs are shifted by -1, meaning now an invalid button is -1 instead of 0
☼ Joystick sensitivity is now an integer value between 0 and 1024 instead of a floating value between 0 and 1
☼ Controls have been globally reworked to be more easily iterable ; this means a cleaner code and execution from this side. The performance gain is negligible but every bit counts !
☼ Some localization strings have also been updated to reflect how controls works now. the ACTION_NAME_SOMETHING disappeared in benefit of CONTROL_NAME_SOMETHING
☼ The value of an empty control is now 65536 (0xFFFF) instead of -1, since it is now an 2 byte unsigned variable. However, letting a joystick control pressed for 65536 frames might overflow to 0 (around 10 minutes...) ; which does only a small "re-hit" action

Modding

☼ The display shift are now based on a 2000x2000 image instead of 1000x1000. This doesn't change anything in the code yet.
► For a reminder, the shift takes the distance between the border of the image and the first non transparent pixel

☼ Several fields names are changed to be shorter, saving space in the data.json file

☼ Image shifts are now written in a base 80 instead of 10. This makes a more compact data.json file
► The values are read once anyway, so the performance loss is negligible
► I needed a simple character conversion without special cases, which means it uses characters from 46 (0x24) `.` to 126 (0x7E) `~`, which makes 80 possibilities
► It makes a good synergy with the display shift base increase, because it made the numbers much longer

☼ Hurtbox shift also benefit from this upgrade
☼ Each animation no longer store a debug string, which was never much used anyway outside debug. True animation and animation frame debug name is planned in the runtime
☼ All of the above saved about 120Kb on the data.json file !
☼ More info when a modding wiki will be made

Bug fix

☼ [0.1.0.?] Last animation image do not check for freeing the movement of wind effects nor special movements Fixed.
☼ [0.1.0.?] Pencil base stance has the modifiers of the second stance Fixed.
☼ [0.1.0.?] A player can start a new combo while airborne if the last animation of the finished combo has a shortcut Fixed.
☼ [0.1.0.?] Stances modifying stamina is not taken in account for hp regeneration Fixed.
☼ [0.1.0.?] R1, R2, L1 and L2 indexes are mixed up Fixed
☼ [0.1.0.?] Last images of attack animation with both combo shortcut and damage cut could hit again and again at each game loop, dealing absurd damage Fixed
☼ [0.1.0.?] When one class is defined and the other is random, the displayed color may not be the right one Fixed
☼ [0.1.?] Shadows are off-centered Fixed. It is now computed directly on the hitbox size and the shadow width
☼ [0.1.?] The player on the right in class selection shadow doesn't move accordingly Fixed. It was using the first image shadow shift for the whole animation. ☼ [0.1.1.?] Tie text has the wrong color Fixed.
☼ [0.1.?] Blunt bonus damage took <:strength:1279380079394426942> and Agility instead of Strength and Weight Fixed.
☼ [0.1.?] Weight in jump height computation wasn't properly used, making heavy classes never hindered by their weight Fixed
☼ [0.1.1.?] Player 1 color mirrored player 2 base color in player selection if the selected stance doesn't have color Fixed.
☼ [0.1.1.?] Reseting the game with a debug command doesn't reset the round timer Fixed
☼ [0.1.1.?] HP regen tick is stored indefinitely even if there's no HP to regenerate, making it almost instantly Fixed
☼ [0.1.1.?] The unselected controller in the controller menu displays the first button as selected Fixed
☼ [0.1.1.?] At each settings save, garbage data adds up in controls Fixed. There would be no longer any faulty alternate russian dolls at each save.
☼ [0.1.1.4] Debug commands cannot be used in versus bot Fixed.
☼ [0.1.1.5] Stamina is not regained when finishing a combo and starting a new one immediately Fixed.
☼ [0.1.1.5] Leaving the game with Escape crashes the sound engine Fixed, thanks Nemerod !

Known issues

Do not take them literally, as some are rumors or inconsistent between setups while other problems aren't listed yet.

☼ [0.1] Very long combo list in class gallery may step on the class desc or even outside the bottom screen border
☼ [0.1] Controllers are taken like PS3, other types might not have the same button layout
☼ [0.1.?] Attacking when landing doesn't flip the hand towards the opponent
☼ [0.1.?] Terrain name is not translated
☼ [0.1.0.?] AI tends to not follow combos when the player is in the air
☼ [0.1.0.?] Taking a screenshot with shift+f won't catch parts which are out of the screen
☼ [0.1.0.?] Fullscreen is not a true fullscreen to avoid a bug on Windows 11
☼ [0.1.0.5] x86 version unavailable until further notice
☼ [0.1.0.7] When a lighter hand jumps between the space between the heavier player and a wall, the push physics is incorrect for a few moments
☼ [0.1.0.7] A combo with 5 or more attacks with big icons might be cut off for very small screens
☼ [0.1.0.7] Controller models may have different inputs and even affect both players at the same time
☼ [0.1.1] Cannot pause with controller or player specific menu keys in the fight intro
☼ [0.1.1.?] At each settings save, garbage data adds up in controls
☼ [0.1.1.?] Values saved in floating point in the JSON aren't exact, but doesn't change much in practice the game rhythm
☼ [0.1.1.1] Lag or picking 50FPS or below makes physics a bit less precise
☼ [0.1.1.3] Some long text strings might break a bit of the interface, overlapping other texts or even getting out of the screen; especially on translations
☼ [0.1.1.3] If there’s one plugged controller connected to Player 1, it is not possible to change it for Player 1 using the controller (use the keyboard instead)
☼ [0.1.1.3] Demo fight kicks in only if the game window is focused even after the 2 minutes long wait
☼ [0.1.1.4] Intro music is sometimes cut when the level music starts, or even loops again and again
☼ [0.1.1.6} Unplugging a controller doesn't show any popup. If it is not plugged again for a while the game may quit without warning
☼ [0.1.1.6] If one is unplugged during runtime the controller no longer works until restarting the game (temporary fix made by Nemerod)
☼ [0.1.1.6] Refresh rate is a bit imprecise
☼ [0.1.1.6] Refresh rate settings is applied only on restart
☼ [0.1.1.6] Training terrain removed due to an unknown performance issue
☼ [0.1.1.6] Class animations in selection menu aren't restarted when going back there

...

Search news
Archive
2025
Jun   May   Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002