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For much of the early access period we have been overhauling the in-game character sprites with hand drawn art. This patch marks an important milestone, as we have now upgraded almost all sketch-quality character sprites to finished quality, and we can shift our efforts to elements like backgrounds, endings, and final polish.
New Sprites for Marv, Jayne & Nils!
New Sprites for Marv & Nils!
This update includes several UI improvements and quality-of-life features. Our next update is likely to include finished quality animations for Marv. (Cover image is by our artist Alan, of course). Brazillian Portuguese Support!
This is a small patch with changes to the in-development character Nils. If you want to help test this upcoming character, join our Discord. Otherwise these changes will only affect Nick's last Arcade mode fight. Balance Changes
Just like last year, we've put a lot of time and effort into improving the game during the Early Access period. The combined patch notes alone from 2024 are over 20 pages long. We probably can't touch on everything, but we'll recap some highlights, then share some of our plans for 2025.
2024 Recap
In 2024 we took the game's visuals to the next level. Paul, Billy, Nick, Lewis and now Noel are in full color with finished quality sprites. There are now 10 swappable (and moddable!) palettes for each character, and that number is likely to go up in the future.
Online got a very important feature: players can now queue up for a match while playing other modes! This is becoming standard for most modern fighting games, and we think it will make it a little easier to organically find matches.
in terms of single player content, a power-up system was added to Survival mode to make the mode more fun and dynamic, and new leaderboards were added (viewable in the Community Hub for now) so that you can compare high scores with other players. We've also added unlockable colors for meeting certain milestones in Arcade and Survival, though tournament organizers and impatient players can skip this process in the options menu.
Our last update brought the first new character into the game since alpha: Nils! Nils is a charge zoner like Street Fighter's Guile, and I think we did a good job translating charge mechanics realistically into a turn based format. He's still in early development using draft sprites like most characters had last year. Nils is currently only playable by entering a code you can get on our Discord, but you can also fight him at the end of Nick's arcade mode..
The menus and HUD improved quite a bit during this time. We revamped the Character Select, the Rebinding menu, the Tutorial and some other menus, and added a VS splash screen before the beginning of fights. The tutorial and hints system has a new mascot charcter: Sensei Bob, who previously appeared on a poster in Paul's stage. There's a new Strategic View you can turn on in-game to see a combat log that includes frame data. More menus have been rigged up for localization, putting us closer to support for a workable set of full translations. There are also some slick new status icons for frame advantage/punish states, which replace the old programmer art that used to appear in their place.
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Menus now have a glyph system to more clearly show in-game actions and hotkeys at a glance, which really helps the look of various parts of the tutorial, rebinding menus and the in game input display.
Replays got better: you can now optionally step through them turn by turn instead of full speed, if you want to analyze your matches. They also remember the colors and stages players picked out. You can now record replays in single player by playing "One on One" mode as well.
We also added a new stage for Noel, the Greenhouse, although it's still in the draft stages. Owners of the free Green Screen Jeremy DLC got a new stage too: Chroma, the green screen stage, which we think has some creative potential.
In terms of balance changes, we made some dominant neutral tools like B attacks and fireballs a little easier to deal with, and midscreen throw loops have been toned down through the addition of push. Nick got a little better with the change to his A combo, Billy got better with a new mobility tool. jC is now a more useful air button for all chracters. A lot of other small tweaks happened as well to most of the cast. Overall the balance of the game is in a pretty good place right now.
We made lots of little adjustments to animations and timings to improve game feel and minimize "weird looking stuff" that breaks immersion. Characters do bespoke back throw animations now, too. We did some more optimization on textures--the hard disk footprint is smaller than last year, despite adding a LOT of new sprites. We have also fixed several dozen bugs, some of them which have been hanging around for a long time.
We also added our first DLC, Supporter Colors, which is just a cosmetic perk you can buy to support development of the game: https://store.steampowered.com/app/3067270/Mega_Knockdown__Supporter_Colors/
In league play, Steaph continued her reign of dominance, winning 8 of the 11 leagues we ran this year. ItsJustChrisNow, Missingno and hypergrav also won one league each. Think you can step up to the challenge and join the Hall of Fame? Join our Discord!
2025 Goals
We hope to be out of early access by the end of 2025. In no particular order, here are some of the goals we're going to work on:
Finished quality sprites for Marv and Jayne, who still has draft art:
Fully add Nils to the game, at least for multiplayer modes:
Add proper idle animations, win poses, and victory screens:
Add/finish more stage backgrounds:
Improve menus with additional touches like key art portraits in the character select:
Finish and implement our new ending animatics:
Expand localization (thanks to Stealph for her translation help so far):
As a disclaimer, we have a very small team with one programmer, one artist and no publisher money, so we may or may not make as much progress as we'd like toward these goals. If you want to support our continued work on the game, one great way to do that is to join our Patreon.
If you want to see last year's Year In Review, check it out here:
https://steamcommunity.com/games/1492750/announcements/detail/3888359911119183912?l=german
Thanks for your continued support!
Full color Noel sprites!
Our small team (of two) has been working hard on making Mega Knockdown the best it can be. Since July of 2022 we have made staggering improvements to the game, and we hope to make it out of early access next year. If you like the game, why not show us some support with a nomination?
New sprites for Noel (Phase 1)
Full color sprites for Lewis
Bug Fixes & System Changes
New Feature: 'Find Match' While Playing Other Modes
Full Color Sprites for Nick
You may be wondering, who's the guy on the poster?
That's Sensei Bob. He runs Greenville's only karate dojo, although he is techically a master of Bob-Kyu, a martial art he invented himself. He claims to have won some kind of secret underground tournament in Southeast Asia back in the 70s or 80s, but we're not sure if that's true or not.
Revamped Tutorial
Sign up here: https://challonge.com/tournaments/signup/U3e3V6ZL5f#/signup/14umqeh8hzb The Mega Knockdown League is a friendly online competition that can be played at your own pace. Free to enter. No region restriction. Players must be on the Mega Knockdown Discord to receive communciations. Prize: First place gets a minimum of $100 USD via Matcherino, contributed by the TO. 2nd/3rd may get a payout if Matcherino raises beyond $100. Format: Round Robin. Participants will be divided into groups. Once the tournament begins, you will have roughly 1 week to play a match with everyone else in their group. Matches will be played either over the in game Lobbies. The top 2 players of each group by Match Wins will enter into a finals bracket. The winner of the finals bracket will win the league. Disqualification: If a scheduled match is not played by the end of the month, it is either a draw or a win, according to TO's discretion. It is understood that some player matchups may not be possible due to scheduling and time zones. Tournament Rules
Online Lobby Fixes In Online mode, fixed a Null Reference Exception issue preventing players from readying up after returning to lobby. Fixed a bug forcing player 2 to play as Jerma in online mode.
Surprise! The last update was great and all, but we had a few loose ends to tie up. Completed Full Color Sprites for Billy
Full Color Sprites for Billy
Gameplay and Balance Changes
Full Color Sprites for Paul
Our next patch has a full overhaul of Paul with color sprites and several system and balance tweaks. Why not try it out and give us some feedback?
Patch notes: https://pastebin.com/1ksjnNhj
To access the public beta branch:
As we indicated in our earlier Dev Goals post (below), one thing we're working on is our final transition into full-color character sprites with shading and color swapping.
https://store.steampowered.com/news/app/1492750/view/3888359911119183911?l=english
The first character to get this upgrade will be Paul. We are making steady progress on his art and hope for full-color Paul to be playable in-game later this month. The next will be Billy, then either Noel, Lewis or Nick. The last to get upgraded will be Marv since his animations are the most complex.
In our finished sprites we will actually use two layered images per frame of animation. One has only lineart and shadows with a standard sprite shader (written for us by TooMuchAbstraction, the developer of Waves of Steel--check his game out when you get a chance!), then a second sprite contains only flat shades of gray which is run through the swap shader.
Before rendering a sprite set up for color swapping, this shader reads the intensity (lightness/darkness) of its pixels. Each shade of gray maps to different color within a palette texture, and the shader assigns that color. Then to change character color palettes we just switch palette textures. Each of those is just an 8x1 pixel image, so they're easy to make and, in theory, anyone could do it.
Thanks for your continued support. Hand drawn art is very labor intensive and time consuming, but we're really excited to be entering this stage of development.
Bug Fixes
This is a quick fix to a couple Steam Leaderboard issues. You can view your position on the leaderboards in the Steam Community Hub. Bug Fixes
Bug Fixes
This patch contains a mix of new features, quality of life improvements and some extra visual polish. Enhanced Survival Mode
Music
Bug Fixes
We've been putting a lot of effot into improving the game this year as Early Access rolls on. We released about 20 patches this year! We'll recap some highlights, then share some of our plans for 2024.
2023 Recap
All year long, we have been revamping the game's visuals. We still have a ways to go on this front, but every character now has work in progress sprites hand-drawn by our illustrator Alan McMillian, and they're at a higher level of detail and quality than our first art update in January.
We also implemented a new HUD and conversation UI, clickable mouse controls, a new main menu, and a few new stages (Marv's, Lewis's, and the training stage). Attacks now have hitstop and hitspark effects. Side switches and chip damage look a lot more natural than they did at launch, too.
On the audio front, we have 3 new music tracks (Lewis theme by DankPasta2099, options menu and character select themes by Nabil Anthony) and a new set of announcer lines recorded by Joe Dawson.
We also made some adjustments to the game balance. Paul was taken down a peg by reducing the chip on his Firepaul, and Billy was made competitively viable by a series of buffs. Noel got Vine Armor to make her vine set safer, Nick's Cheesy Dust Loop was made more consistent and given an actual animation.
The online has gotten a lot of improvements and new features. You can play timed variants or select a random character online now. The lobbies have more quality of life options now, and matches are now listed on the Steam's more robust lobby system instead of our matchmaking VPS.
Training mode got some new functionality like "reset to corner," and you can now watch saved replays of your multiplayer matches. We've made some efforts to improve the new player experience by making a more forgiving AI on Easy and Normal and laying the ground work for a hint system. We've also started setting up text for localization, but there's not much to show there yet. Load times got a little faster thanks to the game now packing everything into atlases, and you can now carry your progress across different devices (and your Steam Deck!) because the game now supports the Steam Cloud. Finally, the game is now compatible with a wider selection of controllers thanks in part to some extensive testing by community member Sente.
2024 Goals
If all goes well we hope to continue development in 2024 at the same pace as 2023. In no particular order, here are some of the goals we're going to work on:
Continue developing character animations toward full color finished sprites and swappable palettes:
Begin testing one or two of these new characters, perhaps with placeholder art at first:
Revamp the menus. Here's a preview of our upcoming tutorial menu redesign:
Introduce new character stages:
Implement new ending animatics (which are partially done, just not implemented:
Start prototyping an enhanced survival mode with roguelike elements:
Localize more game text into more languages:
As a disclaimer, we have a very small team with one programmer, one artist and no publisher money, so we may or may not make as much progress as we'd like toward these goals. Still, we expect to be on track to leave Early Access by 2025 or so. If you want to support our continued work on the game, one great way to do that is to join our Patreon.
* * *
Finally, we're announcing that the price of Mega Knockdown will go down to $9.99 USD or regional equivalent after the Steam Winter sale is over. Our goal with this price reduction is to lower the barrier of entry to playing the game in order to grow our community of players. It's also to give players from certain South American/Middle Eastern countries a little bit of a break, as they have been seeing huge price increases all over Steam thanks to changes in Valve's regional pricing policies.
Thanks for your continued support!
A few things couldn't make it into the game in time for the MEGA Update. We didn't want to sit on them until the next content patch, so we're releasing them now in a bonus update! New Noel Animations!
We're wrapping up the year with another major update! Lots of New Sprite Art for Nick, Lewis & Noel!
More New Sprites Coming Soon! Artist Alan McMillian has been working hard on polishing and refining our character animations to the next level of quality. I'd like to put out a big update in December with a visual overhaul for Nick and possibly Lewis. At this point Nick's new animations have been implemented in our internal build, so I figure it's a good time to let the community try out these changes and give feedback. In addition to art changes, this beta also has a new achievement, and overhauls Nick's "Cheesy Dust Loops" ability by giving him new corner combo routes. To access the public beta branch:
Despite our small team (consisting of one programmer and one artist) and shoestring budget, we have been working hard since well before launch on making Mega Knockdown the best game it can be. Since July of last year we have put out upwards of 20 patches, and we don't plan to throw in the towel any time soon. If this game has been a source of joy for you, think about tossing a nomination our way!
Bug Fixes
Achievements
Difficulty Adjustments
Expanded Controller Support
Online Lobby Improvements (Experimental)
This patch represents a continuation of our efforts to improve the visuals of the game, and some helpful improvements on the technical side. About one year ago we started collaborating with an illustrator, and the game has come a very long way since then. Updated Visuals For Billy
We've overhauled the look of hit impacts, added some polish to the HUD, and made some adjustments to both the competitive balance and the new player experience. New Hit and Block Effects
This may be one of our biggest updates yet! See below for a full list of changes. New Replay System!
Sign up here: https://challonge.com/tournaments/signup/SrmRd3gKkC#/signup/jpnz7igdn9a The Mega Knockdown League is a friendly online competition that can be played at your own pace. Free to enter. No region restriction. Players must be on the Mega Knockdown Discord to receive communciations. Prize: First place gets a minimum of $100 USD via Matcherino. Runner-up gets an extra key to Mega Knockdown to give away to a friend. Format: Round Robin. Participants may be divided into groups if there are a large number of participants. Once the tournament begins, you will have until the end of the month to play a match with everyone else. Matches will be played either over the in game Lobbies. The player with the most match wins will win the league. If the top players are within 1 win of each other, a FT3 Grand Final may be scheduled by the TO. Disqualification: If a scheduled match is not played by the end of the month, it is either a draw or a win, according to TO's discretion. It is understood that some player matchups may not be possible due to scheduling and time zones.
We overhauled Mega Knockdown's optional turn-timer, so now you can play the high-speed "BLITZ" and "BULLET" variants online! We've also added some improved animations for Paul, and reworked Billy's balance. Improvements to Timed Variants
Balance Changes
This update contains some updated in-game art for Paul and Billy, and balance tweaks for competitive play. New art!
This update is intended to improve the experience of navigating menus, and should allow for more consistent controller support. Menu Navigation, UI and Mousing Improvements
This update continues our string of improvements to the game's graphics by introducing an all new HUD!
New HUD, graphics and audio
The graphical overhaul of Mega Knockdown continues with a set of hand-drawn sprites for Mahogany Marv, and the forest spirit Jayne! Now all six characters have a rough set of sprites which we will continue to update, improve and add to over time. All new art for Marv!
Marv Update: Coming Next Week!
In the last update, we released a set of rough, hand-drawn character sprites for every character except Marv, which was the first phase of our ongoing art overhaul.
Why wasn't Marv in the last update? Well, our design for him is very ambitious and complex. In the placeholder graphics, his forest spirite Jayne appears during some of his special moves, but in the redesign, Jayne is always present, and, for story reasons, is doing basically all of the fighting. In a sense, Marv is a "reverse puppet character"!
We hope that you will enjoy this new addition, and we appreciate your patience as we continue to roll out updates to the game's visuals.
To access the public beta branch:
Bug Fixes
Balance Change
Bug Fixes
Mega Knockdown is getting a major graphical face-lift, and this is just the beginning! More visual updates to come throughout Early Access. A New Hand-Drawn Art Style!
Mega Knockdown hit Early Access in July of 2022 with a one-of-a-kind premise and finely tuned gameplay, but with very limited art assets and no native online multiplayer. Since then, we've implemented a robust online lobbies system that can support truly worldwide netplay, and we're now working hard on a full overhaul of the game's art, including a set of sprites for the whole cast hand-drawn by artist Alan McMillian.
This is an ambitious, expensive and time-consuming undertaking, so to get these improvements into players' hands as fast as possible, it will happen in phases, and on a rolling basis: first, characters will get 'rough draft' quality animations, and over time we will polish them up. I'm happy to report that as of this posting, four of the game's six characters (Paul, Billy, Lewis and Nick) are playable with revamped 'rough draft' art in the beta version of the upcoming Art Update, which you can learn more about here:
https://store.steampowered.com/news/app/1492750/view/6578101268069028096
The first phase of the Art Update is planned to drop toward the end of January, with rough sprite art for five of six characters, in addition to other improvements. Marv's new art is slated to release in February as he will be considerably more complicated to implement. After that, we'll work on improving the menus and replacing rough animations with finished art.
After the Art Update has been out for one week, the base price of Mega Knockdown will increase to about $12 USD. Prices in other currencies will also be updated accordingly around this time. We feel strongly that this new price will reflect the value that's been added to the game since release, and will help us secure funding for continued improvements to the game. Thank you for playing Mega Knockdown!
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Q: Can I still play as Jerma after the new sprites are in?
A: Yes, we'll be keeping the old Jerma-based animations fully intact and implemented. The Jerma sprites will still be selectable and fully playable like they are now.
[previewyoutube=37kN3pS9h14;full][/previewyoutube]
First Art Update: Coming Next Month!
For the past month or so, we have been working on implementing overhauling the in-game art with hand-drawn character sprites. This is an very large change that will take some time to complete, so we will be rolling it out over time, and in phases. We hope to finish rough draft art for the whole cast in the near-term, then go back and polish the graphics up. And you'll still be able to play as Jerma.
As of today, we have a test build which includes overhauled art for Billy, Paul and Lewis. Nick is on track to be implemented by early next month. We'd like to get this build in the hands of players now, so that we can isolate and fix any issues that might come up before rolling these changes out in the the next major update. For this reason, we will be running a public beta branch.
To access the public beta branch:
Matchmaking:
Mega Knockdown has a brand new online multiplayer system: Online Lobbies! Additionally, Mega Knockdown is now Steam Deck Verified, and has native Linux support! Online mode features:
Update 11/1: Beta has ended! Online will be coming soon to the main branch.
Since launch, I have been working on an online lobby system to allow players to play online multiplayer without relying on Steam Remote Play or Parsec. I'm pleased to report that it is now available for a public test. To play this beta, follow these instructions:
Instructions for playing the beta
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Patch 0.855: Gameplay
Patch 0.85: Mega Knockdown is now confirmed "Playable" on Steam Deck! This patch is intended to increase the Steam Deck compatibility of the game even further. Gameplay
Patch 0.845: Gameplay
Sign-up link: https://challonge.com/MegaKnockdownSeptember2022 The Mega Knockdown community will be hosting a friendly online competition that can be played at your own pace. Free to enter. No region restriction. Players must be on the Mega Knockdown Discord to receive communciations. Once the tournament begins, you will have one week to play a match with everyone else, in any order (round-robin format). The top player is the player who has the most wins. If there is a tie, the winner of the head-to-head match wins. Format may change if there are a large number of participants. Participants should have sufficiently reliable internet to play via Steam Remote Play, or Parsec. If not, creative solutions are encouraged.
Patch 0.842: Gameplay
A Message From the Developer First of all, I would like to thank the testers, players and fighting game fans who have made this launch possible. So far it seems that this game has managed to fly a bit under the radar, but I am grateful to everyone who has supported the game so far. Mega Knockdown is in Early Access, meaning that it will continue to evolve and change over time. By playing the game and providing feedback, you can actively influence the direction of the game. Conveniently, there is a feedback system integrated into the game. To leave feedback, you can press F8 at any point while in-game to send me a comment or a bug report. This will also snap a screenshot of the game, which will help me reproduce your issue. In a future update I will provide a roadmap of features I'd like to add to the game between Early Access and release. This will likely include additional characters, and a native online mode that does not rely on Steam Remote Play. I am highly motivated to continue updating the game for a long time, but because this is a hobby project I have been maintaining in my spare time, updates will be less frequent at times. *** Patch 0.84: Gameplay
Patch 0.823: Gameplay
Presentation
New feature: Sudden Death
Patch 0.82: New feature: Story Scenes!
Demo Extended
Patch 0.810: User Interface:
The demo version of Mega Knockdown has been released! DEMO FEATURES:
Patch 0.808: New special move for Billy, several graphical/UI improvements and bug fixes. Gameplay: Big Billy now has a stomp move called Shiko Slam.
Balance Changes:
As of this update, the game is now in Closed Beta. Patch notes will now be posted to both Steam and Discord. Some prerelease keys to the beta test are still available via Discord. Change Log
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