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i posted this on reddit and discord so im gonna post it here too. thank you to all the new players for buying and playing Your Only Move Is HUSTLE over the winter sale. I never thought this game I made for my friends and I to goof off in would be going so strong this long after release with over 700 freaking modded characters on the steam workshop and tons of people playing it all the time. it's very surreal and I am thankful. for anyone wondering about new content, I don't have any exciting news. YOMIH was never meant to be a long term project, and the more I work on the game, the more haggard and sick it makes me (both mentally and, apparently, physically now too). long term projects like this are just difficult for me. it's also not really in my blood to milk it like a business or to build a brand around it. this is why there is no paid dlc, customization is fully free to everyone, and I almost put out the game itself for free until people begged me to sell it, so I picked the highest price for which I could stomach peddling my little stickman software. I still feel weird about that decision. but I want to show my appreciation, and offer some assurance that I'm still alive and committed to fixing any major issues when they come up like the lobby crashing thing. game is not abandoned by any means, just coasting along for now. there's an update on the unstable branch I still need to eventually finish up, and a final 6th character I've been planning for a long time if I can hold my nose and dive back into the code once more. before anyone asks, mobile and Mac ports are probably not happening any time soon unless I find a really awesome publisher who takes care of absolutely everything for me. for those who don't know, I've been making loads of free games since the release of YOMIHmostly small scope jam games but you might find them fun. peep those at https://ivysly.itch.io/ . this is where most of my dev energy has been going lately. I have been thinking about worthy successors to YOMIH, and if there ever is one, it will be a lateral shift and not a direct sequel; I don't have it in me to design and balance another fighting game. but I've had some ideas about what to do with the main cast anyway I love you guys. it feels good to be proud of not just my own game but the awesome community who has turned it into something bigger. keep it real -ivy sly organiccucumber PS if anyone is interested in hearing me talk about myself more and occasionally post project updates you can follow me on blue sky as i have largely abandoned twitter.
YES i am aware of the crash! unfortunately, it is not something i caused this time... there is a software unrelated to YOMIH going around that scrambles network packets to avoid ISP blocks/censorship which also happens to have the unintended effect of crashing lobbies. until i figure out how to fix it, i have added a safeguard that is triggered when this software is detected and prevents users of this software to connect to multiplayer lobbies. credit to Leftie, Script, and Mana for the find. hopefully this is an easy fix but i will have to do some testing. sorry i'm late! the last patch was over a month ago and seemed to be working fine so i took a couple weeks off not expecting people to nuke lobbies with sketchy scripts. i have also added a safeguard from the current unstable build that might help with crashes.
turns out last patch broke hard knockdowns and a few other moves, as well as some new character select screen bugs. these should be all or mostly fixed. new version number because this is *technically* a gameplay change, but nearly all 1.9.19 replays should work.
no gameplay changes yet. modded players should see a new loading screen when the game starts. i've also made it so the game only needs to load modded characters once, instead of after every match. please let me know if this relieves the "mod mismatch" error. additionally, cloud saving has been enabled.
nothing special. thank you to emi.pet and sodium fluoride for finding and alerting me to a particular vulnerability involving remote code execution - scary!
Just another aesthetic change: modded characters no longer inherit the extra aesthetic freeze-frames that came with the last patch. I have added a toggle to the base character scene to have the freeze-frames that is disabled by default but hopefully made it stand out enough that new mods dont forget to enable it :P And probably the smallest gameplay-changing update (which requires a new game version) that YOMIH has ever seen:
Some of the modders were doing naughty things with my code :( but this should help. Robot should be back in the game for modded character users, and many modded characters who were causing a startup crash should not be doing so any longer.
Listen. You and I both know the deal here. Your Only Move Is HUSTLE is obviously, doubtlessly, the biggest innovation in fighting gameplay the world has seen in years. Slides forth a manila envelope and takes a huge drag off my expensive cigar. What do you say we put all this... dirty business behind us and start again on the right foot, huh? The bemuscled guardian behind me shifts a little and shoots through dark sunglasses a cold look your way. I swivel back around and place both elbows on the table, my chin resting on knuckles between luxurious jewels. Here's the deal. I am going to make you an offer it would be unwise to refuse.
Do it NOW
art by fleig :)
1.8.20 - Robot bomb crash FIXED I THINK!!! - Ninja's stored momentum pips now display the stored speed. - Added option to show extra character information (just speed for now). - Added ghost indicator to show when the player lands from an aerial state.
1.8.19 - Possibly fixed the prediction-related crash that has been happening for a lot of people on lower-end hardware - Optimizations to prediction. Game should feel substantially smoother now - Fixed bug where clicking actions buttons triggered the prediction again when releasing left click - Burst can no longer go below 0
Forgot something 1.8.18 - Robot's Drive move now cancels to Idle on hold.
1.8.17 - Block hitstop is now added to block IASA when applicable. - Blocking burst no longer makes it unpunishable the next time it's used.
more tweaks to prepare for the tournament
1.8.12 - I think I fixed the mysterious prediction lag (again) - Guard Break moves are now highlighted in the action selector ## All Characters - Hustle - No longer causes the opponent to get sad.
1.8.11 - Fixed incredibly strange interaction where you could influence your opponent's hitstun and knockback by selecting different moves during a combo. - Hitboxes that are triggered during throw animations can now apply screen rumble and hitstop (where applicable). Mostly gameplay is unaffected.
A recent patch broke the prediction and made the game lag. This should fix that. No gameplay changes, so we're still on 1.8.10!
Repeat of 1.8.6 I dont wanna talk about it...organiccucumber
Previous fix went a little too far - God willing, whiffed block should be *exactly* -1 on block now.
- Another patch to whiff block disadvantage not working properly - Foresight IASA should be properly adjusted this time
Check it out everyone!!! You thought I was done yapping with the 1.8.0 update??? No way! We're excited to announce a new, free entry, major tournament series for Your Only Move Is HUSTLE: the Olympus Invitational! Hosted by Protocol Team, directed by VineRaio, sponsored by me.
Prepare for an exhilarating November and December as we usher in a wave of qualifier tournaments leading up to the grandest esports showdown ever staged and broadcasted for Your Only Move Is Hustle. Best of all, participation is absolutely free! Dive headfirst into the thrilling competition and embark on your epic odyssey towards Olympus!
Sign up for the first qualifier here: https://www.start.gg/olympus_1
Check out the other brackets on the Hub: https://www.start.gg/hub/olympus-tournament-series
Join the host server PROTOCOL for more details: https://discord.gg/jeTHc6tCgp
The Top 8 winners of each Qualifier receive exclusive invites for the Invitational. Invited players cannot enter subsequent qualifiers, but you can keep trying if you don't make it to Top 8.
Did I mention it's free to enter??? You have nothing to lose but your pride! Let's get this bread! Show em who's boss!!! and so on organiccucumber
CLICK HERE FOR FULL PATCH NOTES
OK listen up gamers!!! the new version is out. WOW. this patch is enormous and theres a lot to go over! so much so in fact that i will separate each big change into multiple sections... fancy...
hi GAMERS! today marks one year since the first line of code for Your Only Move Is HUSTLE was written, and I've felt the desire to update everyone with how things are going on this next patch (since this is a big one and it's been a little while) so allow me to show you what i and the community are working on.
the biggest change to gameplay is a total overhaul to how defense works. experienced players have generally agreed that blocking in 1.7.0 is almost never worth doing except for on reaction, and that movement is too noncommittal to the point of detriment. what we have implemented now is a much safer form of defense that trades the enormous gamble of *parry or die* in the live stable patch with a more nuanced spectrum of advantage and reads for both players. it also allows the player to maintain offensive pressure with blockstrings. additionally, movement actions have been made a little more risky, with the standard 8-frame turn being bumped up to 10 (with a few moves being adjusted to compensate).
there are also huge performance improvements - mainly, no more harsh stuttering whenever you select a move with the prediction ghost enabled. i hope this might help a lot of players enjoy the game who were not able to play before, but we have yet to see if that's the case at a large scale.
anyway, there are a load of other changes and additions (as well as a few removals) but i'll stop yapping and just show off some of the new stuff.
check out this ninja blockstring (old vid, chip damage has been tweaked):
[previewyoutube=yA9_fzaaaO0;full][/previewyoutube]
a new throw and grounded movement option for robot (see if you can spot it):
[previewyoutube=QnW1vRXR1qA;full][/previewyoutube]
a new, compact UI that only shows during gameplay (is unchanged from 1.7.0 for replays):
there's a bunch more cool stuff too, and you can try it all out right now by selecting the `_unstable` beta branch on steam like so:
I recommend also visiting the discord where you can find patch notes on the current unstable version in #unstable-updates.
IVY OUT organiccucumber
Edit: I almost forgot to mention...
1.7.0 This patch got a little bigger than it was supposed to be (I intended this to be a 1.6.X release) but after over a dozen patches on the unstable branch i think it's appropriate to bump it up to 1.7. Main things to take a look at are Cowboy's new Rift utility and Robot's reworked Magnetize (now Gravity Field).
1.6.1
1.6.0
Hotfix 1.5.1
WHATS GOOD HUSTLERS!!!! The new patch is ready... Other than the new customization options, the main focus for this patch is increasing interactivity for both players during all states of advantage, especially combos. Combo length is theoretically just as long as before, but my hope is that you will now have to work harder and read your opponent better to extend combos, relying on DI mixups and improvisation instead of memorization. DI should now be both more useful for the defender, and more rewarding to capitalize on for the attacker. Anyway, you can view all changes below. Since this patch log is smashed together from about 20 consecutive unstable patches, there's probably some incorrect info here lol. But I did my best to make sure it's all accurate and will correct mistakes as I learn of them. And yes, there will be more news about the new character soon...
1.4.8 - Robot has had some problems again so here are the fixes. ## Robot - Remote Bomb - This move has been opening up insane unfair framekills like crazy. I've made these changes to tone it down while hopefully keeping it the same for most normal use - You can no longer hit-cancel against the bomb after 2 consecutive hits. Resets in combos and when hit by a different player. - DI effect degrades the more times you hit it. Resets in combos and when hit by a different player. - Slightly reduced DI effect on horizontal momentum - Increased explosion hitbox size - Explosion now hits both players at once properly - Increased launch speed modifier (1.3x -> 1.5x) - IASA increased (12f -> 13f) - Rumbles when hit and is nudged in the launch direction - No longer explodes when armed and hit by the opponent - Either player hitting a bomb will reduce its detonation time by 5 frames - Concussive Blast - Can no longer hit-cancel into itself. - This is a major factor in the remote bomb framekill and I can think of no other way to fix it. I don't think people did this very often anyway. - Kill Process - Landing is now fully invulnerable. This prevents robot getting comboed out of kill process by landing on e.g. Ninja caltrops.
1.4.4 ## Robot - Kill Process - Reverted min damage changes - Added base damage of 1500 - Reduced neutral damage per bar (850 -> 750) - Reduced combo damage per bar (400 -> 300) sorry lol
another small patch to fix some srs problems and some smaller ones 1.4.3 - Burst no longer hitcancels against hit-cancellable projectiles - Hitlag is no longer applied when attacking hit-cancellable projectiles with melee attacks (and is replaced by a fake "global freeze" a la supers and parries) ## Robot - Oops, step and remote bomb framekills accidentally made robot extremely overpowered. sorry! - Remote Bomb - Arming the bomb makes it unparriable - Armed bomb will explode when hit by the opponent - DI affects launch trajectory (melee only) - Step - Hold forces Wait from frame 9 onward - Drive - Boost - Now sends airborne - Kill Process - base neutral minimum damage increased (0 -> 200) - base combo minimum damage increased (0 -> 150) ## Cowboy - Shift - Fixed double Free Cancel consumption
1.4.0 sorry this changelog is cobbled together from many unstable patches so some stuff might be wrong. plz correct me if so! - New stuff for everyone. - Hittable projectiles changes: - Hitlag vs projectiles is applied properly now. - Fixed prediction error with hitcancelling against projectiles - Projectile invulnerable moves should be able to hit projectiles now. - Added DI scaling settings - Min & max DI scaling - adjusts how strong DI is at the beginning and the end of combos - DI combo limit - adjusts how quickly DI reaches its maximum effect - Added indicators to projectiles to show which player owns them. You can turn this off in the options menu. - If you're out of FC charges, you can now spend a bar to free cancel. - Grounded forward dash moves now scale the meter gained by how far you dash. min-length dashes build no meter at all. - Squashed another class of framekills involving moves that are interruptible on the opponents' turn - Attacking non-player objects now applies hitlag. - Throws no longer count as a hit against attackable projectiles. - Added match setting for starting meter. - Air grab now land cancels for everyone (not just cowboy, lol) with 6f landing lag. - Added setting to disable speed lines - Gravity is now applied during grounded dash/walk moves (nerfs some niche stalling tech) - Backward movement no longer prevents initiative - Supers no longer use any meter if they are cancelled out of on the same frame they start. this shouldnt affect much but i'm mentioning it in case it does - From now on I'll be trying to use the damage numbers that show up in game rather than the internal ones; a move in the code with damage of 50 will show up in game as 500. So i'll be using that convention here to end any possible confusion. ## Ninja - Mostly QOL changes and some nerfs to stalling. Also a silly new projectile. - Chuk Heavy - Doesn't move as far forward - No longer hitcancels until the last hit - Last hit damage increased (600 -> 800) - SDI modifier decreased for the first 2 hits (1.0 -> 0.2) - DI modifier decreased for the first 2 hits (1.0 -> 0.3) - Knockback reduced for first 2 hits (4.0 -> 2.5) - Last hit hitbox size slightly increased - Damage proration altered (0 -> -1) - IASA reduced (22f -> 16f) - Startup reduced (9f -> 7f) - Chuk Light - If used after Chuk Heavy, sends out a fast, unparriable projectile - Whip Wave - Is no longer backward on p2 side - Sticky Bomb - Detonate startup increased (2f -> 10f) - Damage proration adjusted (3 -> 1) - Air Dash - During neutral, when land-cancelled, the total dash + landing duration will always add up to at least 8 frames. - Backward speed is reduced by 40% on landing during neutral - Substitution - Can't substitute to the same projectile more than once during neutral. - IASA increased in neutral (8f -> 10f) - Quick Slash - Doubled hitbox count to make collisions more accurate - Grappling Hook - Fixed Ninja being pulled in a slightly incorrect direction. This will now let you pull toward grounded players without going airborne. - Increased sadness gain on backward Pull ## Cowboy - Movement rework. Cowboy should have far more much-needed mixup potential now. - Time Rift - Is now a free action. - Delayed detonation (3f -> 5f) - Time Shift - Is now a free action. - Warp Stance - Removed. Since all of its functions are usable outside the stance, and using it to teleport is generally pointless, there's no reason to keep it. Also it was super awkward and nobody really liked it. - Foresight - IASA increased (10f -> 11f) - Hitlag modifier reduced (1.0 -> 0.0) - Added snap to the horizontal axis - Increased horizontal spawn range (200 -> 300) - Increased vertical spawn range (200 -> 250) - Increased max distance (300 -> 410) - Dash - Removed framekill - Air Dash - During neutral, when land-cancelled, the total dash + landing duration will always add up to at least 8 frames. - Removed framekill - Lightning Slice - Proration adjusted (3 -> 1) - Holster (slow) - IASA increased (8f -> 10f) - Draw Cancel - Holding during the draw automatically holsters. - Quick Draw - Can't be cancelled into Hustle anymore. - IASA reduced (9f -> 8f) - Spot Dodge - No longer consumes an air option - Walk Forward - Increased meter gain from forward velocity multiplier (1.0x -> 2.0x) - Impale - Improved tracking - Is now projectile invulnerable after the teleport - Followup attack should be fully invulnerable now ## Wizard - Qol changes and a big new buff to Spark Bomb that gives Wiz an alternate playstyle. - Vile Clutch - IASA reduced (13f -> 12f) - Is now aimable. - Spark Bomb - Nearby bombs can now be detonated for free. - Getting hit by manual bomb detonations deals a bit of self damage (310) and speeds up Wizard's movement for a short time. The duration of this buff stacks. - New arming animation - Decreased IASA (14f -> 13f) - Becomes interruptible on the opponents' turn when the projectile comes out (7f) - Geyser - Level 2 min damage increased (0 -> 500) - Level 3 min damage increased (0 -> 800) and is 1 frame faster (11f -> 10f) - Icicle - Landing recovery increased (4f -> 6f) - Mana Kick - Landing recovery increased (4f -> 6f) - Conjure Weapon - No longer cancellable into Vile Clutch - Missile Form - Reduced meter gain from forward momentum multiplier (1.0x -> 0.5x) - Increased sadness gain from backward missile ## Robot - QOL, movement buffs and fun new moves. - Starts with LOIC half-full. - Fixed a bunch of Robot's grabs randomly flipping the wrong way. And possibly other robot flip bugs? needs testing... - New Move: Remote Bomb - Pops out a bomb that you can whack into enemies. It will explode after a long time. If you activate it with the Nade button, it will explode in 30 frames or the next time it hits something. - New move: Return - Only usable after Step. Fake out the opponent by moving back to your starting position. - Step - New sound and added particle effect - Boot - Forces ground bounce - Spin Cycle - Hitstun increased (20f -> 21f) - Hustle - Air OK - Fly - All 8 directions are now available - Kill Process - No longer Free Cancellable - IASA reduced (40 -> 25) - Try-Catch - Hitcancels against projectiles - Command Grab - Extended range - Drive - New move: Boost - Upgraded version of Wheelie. Level 1 super. - Hits OTG. - Forward - Is now projectile invulnerable starting frame 1. - Removed framekill - Backward - Removed framekill - Idle - Removed framekill
Sorry everyone, it looks like a prior build was crashing for everyone on Windows. It should work okay now.
Hi everyone, i guess this is kind of a big announcement but I got Linux YOMIH up and running and it should be now available for download :) please let me know if things are broken! I dont have a Steam Deck but it should run natively on that device now. organiccucumber
1.3.9 - Fixed help menu being inescapable (lol) - Fixed last move indicator showing hurt states ## Ninja - Quick Slash (neutral) - Increased hitstun (8f -> 10f)
Sorry bout that everyone. Modded lobbies should work like normal once again!
1.3.7 ## Ninja - Quick Slash (neutral) - Hitstun increased (6f -> 8f)
1.3.6 - Added indicators to show each players' selected moves - Wall splats in the air now use the same formula for splat duration as they do on the ground, plus 5 frames - You can no longer be grabbed during blockstun - Burst is no longer infinite in Infinite Resources mode - Mods are now enabled by default (only affects new players) - Lobby codes are now 6 letters instead of 4, to differentiate them from legacy server codes. Which means that they now also represent HTML color codes! isn't that neat - Fixed prediction error with jumping ## Ninja - Ninja had some problematic moves that made the character far and away the best character in competitive play while encouraging extremely passive and unfun gameplay. These changes are made to fix this problem while keeping the identity of Ninja's iconic moves. - Quick Slash (neutral) - Hitbox size reduced - Hitstun reduced (8f -> 6f) - Reduced meter gain multiplier (1.0x -> 0.25x) - attacker hitstop increased (2f -> 4f) - Quick Slash (all) - +10f recovery and momentum reset when parried - Increased landing lag on whiff (2f -> 8f) - Increased IASA on whiff (20f -> 40f) - Land cancel removed - Reduced super freeze time (visual only) 5f -> 2f - Friction returned - Grappling Hook - Only lasts 90 frames when attached to the ground or wall - Restricted angle to only be in front of Ninja - No longer flippable - Shuriken - Slightly reduced speed. - Projectile comes out 1f later (5f -> 6f) ## Robot - Fixed bug where you always get the visual armor effect on your first hit ## Cowboy - Foresight - Can be used outside of Warp Stance (with slightly longer recovery time, 7f -> 10f) - extended downward angle range to extend slightly behind Cowboy ## Wizard - Draw Moisture - Only usable on ground - Interruptible on the opponents' turn (but you still have to complete the animation to get the charge) - Geyser - Can't be cancelled directly into Draw Moisture - Geyser (level 3) - Wall splats - Conjure Weapon - Increased hitstun if you are hit during armor frames (20f -> 25f)
1.3.0 - Fall changes - Fall is now always available any time you could do an air option, like Wait is on the ground. - Fall is now 11f. - Fall now restarts on holding, like Wait and Dash Forward. - More sadness changes - increased sadness damage over time - Parrying projectiles no longer reduces sadness - Sadness accrues faster when you are far above your opponent - Sadness is not applied at all if you are close to the opponent - Clashes now decrease sadness for both characters - Added min chess timer option - Default minimum chess timer increased to 10 seconds - Jump snap radius defaults to max shorthop, not min fullhop - Fix to inconsistent jump IASA resulting in esoteric knowledge checks (credit to Degritone) - fixed crash(?) relating to some projectiles - fixed being able to join lobbies with incompatible versions through Steam ## Ninja - New move: Grappling Hook - Hook onto the opponent or projectiles and bring yourself toward them - Will only go a certain height above its spawn position - Can only be used once in the air. - Quick Slash (in neutral) - Damage increased (40 -> 100) - Does not hitcancel vs grounded opponents - No longer sends airborne - Now land-cancels - no longer affected by friction - Shuriken - Now aimable. - It's faster. - Reduced grounded IASA (15f -> 13f) - Punch - IASA reduced (15f -> 14f) - Back Sway - IASA reduced (13f -> 12f) - Whip Wave - reduced IASA (19f -> 15f) - Skull Shaker - Distance adjustable - Palm Strike - Added some forward momentum - Quick Slash - Hitbox appears one frame later (7f -> 8f) - Startup slightly increased when used in neutral (+1f i think) - Uppercut (air) - Retains full horizontal momentum ## Cowboy - New move: Spot Dodge - Functions as old TP in place - Foresight - IASA reduced (12f -> 7f) ## Wizard - New move: Draw Moisture - Use this to charge up droplets to use on Geyser. - Geyser - Must have at least 1 droplet to use. Spend additional droplets for a powered-up version. Max 3 droplets. - 1 droplet: like previous geyser - 2 droplets: small damage buff (120 -> 150), longer range - 3 droplets: big damage buff (120 -> 170), longer range, unparriable - Orb - Swords - 1st hit hitstop reduced (7f -> 5f) - 1st hit DI nudge modifier increased (0.1 -> 0.35) - 2nd hit DI nudge modifier increased (0.1 -> 0.85) - 2nd and 3rd hit hitstop reduced (14f -> 8f) - Roll - Increased IASA (14f -> 16f) - this normalizes it with the rest of the cast - Spark Bomb - Detonates at frame 1 now instead of frame 2 i think ## Robot - Added effects that show when you use armor and when you gain armor back - New move: Galvanize - Spawns a LOIC orbital strike that targets you. Both LOIC and Galvanize will give the Robot that spawns it a charge of armor if if overlaps with them. - Kill Process - Level 9 KP no longer instakills during combos (still kills from neutral) - Step - Increased proration (1 -> 2) - Increased animation length (13f -> 15f). this reduces the framekill potency a bit - Magnetize - No longer gives robot a charge of armor
hello again! steam workshop for Your Only Move Is HUSTLE is live now :) visit the workshop here: https://steamcommunity.com/app/2212330/workshop/ 1.2.3 - Added steam workshop support :) - Some fixes courtesy of Degritone - Fixed some more prediction errors - Fixed not being able to flip from some states - tweaked how sadness is gained to allow more diverse playstyles (zoning) - Whiffing attacks and spawning projectiles slightly reduces sadness - Reduced sadness penalty on short back jump - Landing a melee attack on block now reduces sadness by a lot - Parrying melee attacks reduces sadness for both players as well - grabbing and blocking now universally resets your stance. ## Wizard - Magic Dart - Can only bounce off the ground 2 times before fizzling out. ## Robot - Magnetize - Active frames reduced (130f -> 110f) ## Ninja - Slide Kick - Resets stance
Hello!!! Here is the first major patch for the steam version of Your Only Move Is HUSTLE. Some of your stuff got changed, but I think it will be more fun for everyone now! To play on the old version, select the beta for whichever version you'd like (the previous patch being 1.0.3).
Fixed some problems with projectiles in the prior patch (some projectiles such as LOIC and 1000 cuts were not being disabled on hit as they should be). New patch number because it is technically a gameplay-changing update.
The ubiquitous crashing problem from 1.0.2 has been fixed (i hope). I have now set up an "unstable" beta branch to test new features.
game is back on 1.0.1 for now while i figure out what is causing the crash for everyone
Edit: the crashes associated with this patch have been fixed (i think). Please update your game. If it still crashes... let me know.
Patch 1.0.1-steam - Fixed hurtbox states not getting flipped (credit to Degritone for finding this) - Fixed lag spike on game start (credit to wuffie for finding this) - Replay list now shows the game version the replay was saved on. - Small UI changes - new checkerboard particles - Added a 1.0.0 beta branch so you can view old replays without desyncs. ## Robot - Fly - Fixed incorrect fly direction bug.
Fixed spectators randomly not being able to talk with each other (i think)
fixed the "Touch of Death" and "Gratuitous" achievements. you *should* be able to get them now.
fixed some problems causing users to accidentally join lobbies, updated the layout, and added sorting options. still trying to figure out why it won't display *all* of the lobbies. stay tuned
Hey!!!!! I'm very excited to announce that Your Only Move Is HUSTLE is now available for purchase :) You may be surprised to see that there is a new character, too! There are sure to be bugs and growing pains coming from the itch beta, so please use the community channels to let me know about any problems! Thank you so much again for all the support... you have made my entire life!!! I LOVE YOU Ivy out organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber organiccucumber
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