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[Patch 4.0] Slime Joins The Fight!
The following information will be updated shortly with more detailed numbers for future reference.
[ 2024-12-19 11:57:34 CET ] [ Original post ]
New game features
- new playable character 'Slime'
- New win/rematch screen
- new character select screen
- new V.S screen with dialogue
- more character colors
New battle features
- regain all used moves on knockdown (otg)
- higher otg launch
- improved invul system for anitairs/projectiles etc.
- hitbox priority system
- new gravity scaling system for combos. starter move and individual moves after all have their own scaling values
- new damage scaling for combos. starter move and individual moves after all have their own scaling values
Quality of Life changes
- Dualsense (ps5) controllers work natively
- training mode quick reset inputs + position reset added
- training mode input frame count can be done by holding the [select/option/F1] button and pressing Light/Medium/Heavy/Dodge.
- new training mode damage & proration display
- movelist darker colors
- character color palette number added to character select
Bug fixes
- issue with blocking mid [blue burst]
- [blue burst] inconsistency fixes
- hurtbox and hitbox inconsistencies
- issue with special inputs being buffered on wake up
- final hit during matches keeps player standing bug
- button configuration menu issues fixed
Character changes
The following information will be updated shortly with more detailed numbers for future reference.
General character changes
- all characters can now combo from their [grab] with a specific move (character specific)
- [grab] starter combos damage scaling nerfed
- all [standing light] and [crouching light] attacks starter damage scaling decreased
- Health value changed from 2400 > 2600
- [c. forward heavy] 2 frames faster start up
- [c. forward heavy] more forward momentum
- [forward special B] faster startup
- [forward specials] kunai increased vertical hitbox
- [grab] can now combo into [special back B]
- health value changed from 2800 > 3000
- [grab] combo starter damage scaling reduced
- health value changed from 2300 > 2400
- all clones health reduced
- [universal overhead] more upwards knockback
- [standing heavy] more upwards knockback
- [Special forward B] more upwards knockback
- [Special forward A] now launches upwards instead of down
- [grab] can now combo into [special forward A]
- Health value changed from 2300 > 2500
- [special forward A] bomb no longer launches and has decreased knockback
- [crouching medium] decreased knockback & increased recovery
- all round projectile damage decrease
- Health value changed from 2500 > 2700
- [special forward A/B] combo damage scaling decreased
- [special forward A] animation change
- [special forward A] more forward momentum
- [grab] can now combo into 8B
- Health value changed from 2700 > 2800
- skullion heavy starter proration decreased 0.9> 0.8
- skullion heavy C starter proration increased 0.9 > 1
- [c. forward Mdeium] first hit is now low
- grab can now combo into 2C
- [universal overhead] more upwards knockback
- allround increased damage
- Health value changed from 3000 > 3200
- [crouch medium] now has 2 hiboxes, close one pushes slightly forward, far hitbox pulls in
- [c. forward heavy] damage decreased from 200> 100
- [crouch heavy] last hit knockback decreased, launch hieight increase
- [special forward B] now dash cancelable on hit
- [special back B] no longer cancels into itself
- [standing heavy] more upwards momentum + pulls in more
- [c. forward heavy] less horizontal knockback
- [standing medium] less horizontal knockback
- [universal overhead] more upwards knockback
- [grab] can now combo into [special forward B]
- Health value changed from 2200 > 2400
- [c.forward heavy] charge no longer cancels into itself
- [grab] can now combo into [special back A/B]
[ 2024-12-19 11:57:34 CET ] [ Original post ]
Third time's a Charm [Hotfix 3.0]
- infinite dash cancel glitch removed - universal overheads are now aerial projectile invulnerable and can destroy aerial projectiles as intended. - all character attacks are now correctly labeled as high/mid/low/overhead. - invulnerability working as intended now - when getting interrupted out of armor, hitstun wouldn't work, this works now - characters can no longer be pushed far back when in the middle of their universal overhead - zaiva forward special A teleport bug removed - kern lvl 2 super would miss if opponent was in the corner, now fixed - gangco was unable to cancel standing light into forward special A, now fixed - red burst no longer counts as a hit in combos. - grab teching would completely miss the opponent and not work.
- combo scaling now works as intended: - Red burst always sets the combo scaling to 70% (it used to reset to 100%) - supers now have a minimum damage threshold of 50% (it used to reset to 100%) - reduced burst gain when hit by opponent Gangco - gangco back special A damage reduced from 310 > 280 - gangco forward special B damage reduced from 300 > 250 - gangco all specials combo starter property lowered. (less damage when starting combo with these moves) Manta - manta standing light startup increased - manta standing heavy startup increased - manta standing heavy decreased armor hits from 2 > 1 - manta down+forward heavy projectile arm gets destroyed if manta is hit - manta lvl 1 super more consistent launch knockback - manta forward special A/B projectiles get destroyed when manta is hit - manta forward special B projectile has less health now and can be destroyed by other projectiles Mirmo - special back B counter is now faster, can now properly punish moste medium and all heavy/special attacks. Nosferatu - nosferatu down heavy no longer cancels into itself, preventing infinits - nosferatu down heavy recovery increased - nosferatu back special A recovery reduced Skullion - skullion down+forward medium second hit is now a low phew... this took me ages to write down hope these fixes help up the overal experience! if this patch is stable enough i will be getting to new features soon!!! stay safe, GxGrainSon. (Developer)
[ 2024-06-01 21:59:19 CET ] [ Original post ]
Back at it again, 3rd day in a row haha. got a lot of adjustments to announce for this patch, a lot of things where inconsistent and not working as intended. These things were mainly things youd come across when playing against someone rather than in training mod sessions. here we go:
Fixed Bugs
- infinite dash cancel glitch removed - universal overheads are now aerial projectile invulnerable and can destroy aerial projectiles as intended. - all character attacks are now correctly labeled as high/mid/low/overhead. - invulnerability working as intended now - when getting interrupted out of armor, hitstun wouldn't work, this works now - characters can no longer be pushed far back when in the middle of their universal overhead - zaiva forward special A teleport bug removed - kern lvl 2 super would miss if opponent was in the corner, now fixed - gangco was unable to cancel standing light into forward special A, now fixed - red burst no longer counts as a hit in combos. - grab teching would completely miss the opponent and not work.
Balance Adjustments
- combo scaling now works as intended: - Red burst always sets the combo scaling to 70% (it used to reset to 100%) - supers now have a minimum damage threshold of 50% (it used to reset to 100%) - reduced burst gain when hit by opponent Gangco - gangco back special A damage reduced from 310 > 280 - gangco forward special B damage reduced from 300 > 250 - gangco all specials combo starter property lowered. (less damage when starting combo with these moves) Manta - manta standing light startup increased - manta standing heavy startup increased - manta standing heavy decreased armor hits from 2 > 1 - manta down+forward heavy projectile arm gets destroyed if manta is hit - manta lvl 1 super more consistent launch knockback - manta forward special A/B projectiles get destroyed when manta is hit - manta forward special B projectile has less health now and can be destroyed by other projectiles Mirmo - special back B counter is now faster, can now properly punish moste medium and all heavy/special attacks. Nosferatu - nosferatu down heavy no longer cancels into itself, preventing infinits - nosferatu down heavy recovery increased - nosferatu back special A recovery reduced Skullion - skullion down+forward medium second hit is now a low phew... this took me ages to write down hope these fixes help up the overal experience! if this patch is stable enough i will be getting to new features soon!!! stay safe, GxGrainSon. (Developer)
[ 2024-06-01 21:59:19 CET ] [ Original post ]
2nd Patch [Hotfix 2.0]
Inputs - when accidentally inputting back > forward when trying to perform specials characters would dash cancel, this is removed - menu sfx would play every time you pressed the button even though you were in the middle of fighting Pause menu - pausing and unpausing the game a couple times cause the pause screen to stop functioning properly, characters would no longer freeze their velocity loading screen jitter - character sprite while loading looked jittery I think thats all for now. Still getting used to keeping track of changes and reporting them so bare with me yall :] stay safe! - GxGrainSon. (developer)
[ 2024-05-31 13:45:30 CET ] [ Original post ]
Thank you all for the amazing feedback and patience! i got another couple of bugs out of the way :D
Fixed Bugs
Inputs - when accidentally inputting back > forward when trying to perform specials characters would dash cancel, this is removed - menu sfx would play every time you pressed the button even though you were in the middle of fighting Pause menu - pausing and unpausing the game a couple times cause the pause screen to stop functioning properly, characters would no longer freeze their velocity loading screen jitter - character sprite while loading looked jittery I think thats all for now. Still getting used to keeping track of changes and reporting them so bare with me yall :] stay safe! - GxGrainSon. (developer)
[ 2024-05-31 13:45:30 CET ] [ Original post ]
mac build fix?
[ 2024-05-31 02:04:57 CET ] [ Original post ]
sorry to anyone using a mac, i hope this fixes the launch issues
[ 2024-05-31 02:04:57 CET ] [ Original post ]
First Patch!! [Hotfix]
Button config - player 2 joystick config screen showed keyboard controls - controller config issue where you could not remap the [A] button on a controller(partially fixed) (this will get fixed properly once i get some sleep T-T) Game Settings - volume would start at 0 when booting the game for the first time - resolution would be very low when booting the game for the first time - volume sounded quiet even at max volume Movelist - inconsistencies in move list descriptions - Mr. N0. 5 movelist showing "zaiva" in the character name section - move list navigation got stuck some times Pause menu - you can now press back to exit pause menu Characters - Nosferatus supers now breaks burst like all other characters - spamming burst on grab no longer freezes character velocity i will be fixing more bugs during this first week of release and will slowly build up to adding new features once the major issues are fixed! hope everyone is having fun with the game so far :] - GxGrainson (Developer)
[ 2024-05-31 01:45:10 CET ] [ Original post ]
Bug fixes
Fixed bugs
Button config - player 2 joystick config screen showed keyboard controls - controller config issue where you could not remap the [A] button on a controller(partially fixed) (this will get fixed properly once i get some sleep T-T) Game Settings - volume would start at 0 when booting the game for the first time - resolution would be very low when booting the game for the first time - volume sounded quiet even at max volume Movelist - inconsistencies in move list descriptions - Mr. N0. 5 movelist showing "zaiva" in the character name section - move list navigation got stuck some times Pause menu - you can now press back to exit pause menu Characters - Nosferatus supers now breaks burst like all other characters - spamming burst on grab no longer freezes character velocity i will be fixing more bugs during this first week of release and will slowly build up to adding new features once the major issues are fixed! hope everyone is having fun with the game so far :] - GxGrainson (Developer)
[ 2024-05-31 01:45:10 CET ] [ Original post ]
Arcus Chroma
Gx Development
Developer
Gx Development
Publisher
Coming soon
Release
Game News Posts:
5
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(131 reviews)
OVERVIEW
Unleash your fighting spirit with Arcus Chroma, the innovative and fast-paced grounded fighting game that's accessible for players of all skill levels. Say goodbye to jumps and embrace a new level of excitement as you focus on mastering the art of combo creation and grounded movement.Take control of a diverse roster of unique characters, each with their own set of powers and abilities, and craft your own personalized playstyle. No matter your level of experience, you'll be able to compete and have a blast with Arcus Chroma.
GAME FEATURES
- User-friendly gameplay that is easy to pick up but still offers plenty of depth.
- Intuitive and flexible combo system that encourages players to come up with their own unique playstyle.
- Swift grounded movement to provide players with maximum mobility.
- Unique character movesets that add depth and individuality to each character.
- Dynamic rushdown gameplay that keeps opponents on their toes.
PLAYABLE CHARACTERS
GANGCO: They use their morphable cape as substitute for not having any arms. Combined with their cloning ability, they rush towards any opponent with fast and precise attacks.
- Playstyle: Rushdown
- Clone ability
- Fast Strikes with high/low mix-ups
NOSFERATU: With the immense amount of energy Nosferatu has accumulated, they are able to create dark magic to grab their opponents and deal lethal damage.
- Playstyle: Grappler
- Mid range with good "poke" attacks
- Grappling combos and high damage
ZAIVA: Using their Teleporting abilities to reposition themselves during the fight, they can truly make it hard for the opponent to know from which side the next attack will be.
- Playstyle: Mix-up
- Teleporting ability
- Technical with left/right mix-ups
CIEL: Master of the Dagger-Whip and uses it to keep foes out of range. With their crystal ability they can create projectiles to further pressure opponents from afar.
- Playstyle: Mid-Range Zoner
- Delayed Crystal ability
- Keep-away zoning and wake up pressure
MANTA: The walking force of nature is able to create explosive orbs, attack with stretchy limbs and armor through any attack their opponent throws at them with ease. A force to be reckoned with.
- Playstyle: Unorthodox
- Explosive energy ability
- Keep-away, Grappler, Rushdown
DISCLAIMER
This game is a Steam release version of the original game on "Itch io". Both "Itch io" and "Steam" versions will be updated equally. After release this game will still receive minor patches and updates but nothing major due to a sequel being in development as of writing.Any support to this game will help benefit the development of the games successor. So all help is greatly appreciated.
MINIMAL SETUP
- OS: Ubuntu 15.04 / Fedora 22 / SteamOS
- Processor: Dual-core CPUMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD3000Network: Broadband Internet connection
- Storage: 5 GB available spaceAdditional Notes: Display Resolution 1280x720 and above recommended
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