Added Russian, Chinese, and Korean languages. Added translations for graphics options, arenas, and bounds in deathmatch. Reassessed delay after victory to reset the match (2 seconds longer). Added sounds in menu navigation. Fixed: The mouse cursor was interacting with the interface even if the cursor was invisible. Fixed: Lava was causing health damage to detached robot parts.
- Reviewed tutorials as a set of sequential instructions for improved accessibility and clarity.
- Added a "just in case" visual hint for the first-time player in deathmatch.
- Reviewed torso and pelvis force parameters for smoother animations.
- Increased ground friction, reducing the distance robots slide after taking damage and resulting in more concentrated, intense fights.
- Adjusted the movement of robots' legs in the walking animation.
- Reviewed the weight of the sword.
- Reviewed weapons attraction visual effects.
- Reviewed some texts appearance.
- Fixed: a case where the camera couldn't choose a side to place and remained in the middle.
- Fixed: lava visual effects sometimes not playing when a robot falls into lava.
- Fixed: AI not jumping when attacking without weapons.
- Fixed: deactivated AI could still trigger target events, activating the target arrow visual.
This update further enhances the game's aesthetics, notably by revamping the User Interface with a more modern, minimalist tone.
- User Interface rework.
- Improved arenas background with atmospheric gradients.
- Stands were also reworked. (where players get customized before deathmatch).
- Fixed : fps drop when menu display at game start.
- Fixed : a robot mesh part (knee) was not correctly mirrored from left part to right part.
This update enhances visuals, artificial intelligence, damage behavior, and camera functionality for an overall improved gaming experience. It's a better starting point for new players.
- Drastically more fluid camera in combat.
- Drastically improved stability and accuracy when measuring damage amount from collisions. (more coherent damage -> more controls in fight).
- Restored throw damage with Lasergun, Blastgun, and Lasercutter.
- Improved AI jumps behavior in combat.
- AI can unstuck itself when behind chain bounds.
- Restored AI victorious jumps.
- Increased slow motion probability for death with various weapons.
- Improved visuals for Lasergun fire and hit.
- Improved visuals for BlastGun load and fire.
- Improved visuals for LaserCutter fire.
- Improved visuals for LaserGrid trap hit.
- Improved visuals for Saw trap hit.
- Arena's ground less bright (better focus on action).
- Arena's border more visible.
- Fixed : Guard from arms was not stopping health damage from melee.
- Fixed : Undesired line fx sometime showing when players teleport.
- Fixed : Players teleported with weapons got sometime brutal acceleration.
- Fixed : Players could get through arena's limit colliders and fall into abyss.
- Fixed : Chained weapon without user could trigger slow-motion when link break from damage.
- Light change in combat UI : rounder health and stamina bars, colors of points more visible.
- Auto-target : A new unified and simplified mode for targeting opponents. Just move toward them, stop worrying about the Y button.
- More graphics settings : - vSync. (recommended over a frame rate target) - Target Frame Rate. (30, 60, 120) - Application can run in Background. (useful for streaming) - Full Screen / Windowed.
- Better slow motion timing. (reduced for jumps, increased for serious damages)
- Improved fx when teleporting in Meta world.
- Fixed : chained weapons sometime set as usable with broken chain.
- Fixed : weapons could spawn even with "none" match's setting.
- Fixed : press trap sometimes not killing when closed with player fully inside.
- Fixed : camera was positioning for fight between same team winners at end of round.
- Fixed : laser-sword motion-blur fx inconsistency.
- Fixed : broken match settings with team damage, traps, vibrations, AI-level... (from 4.2)
- Fixed : Detached limbs could sill trigger damages. (from 4.2)
- Fixed : broken laser bounds without sound or fx. (from 4.2)
- Fixed : weapons sometimes stuck in air at spawn. (from 4.2)
- Camera is now fully sync with physics cycle, resulting in a much more fluid image even with high speed movements.
- Tuned camera moves (height, target, speed...)
- Redesigned damage system : better physics for damages, all weapon's damage reviewed.
- New balance for health, stamina and player's stats : globally less health damage for longer rounds, and increased stamina recovery for more engaging fights.
- Removed overheat. players no more lost stamina when attacking. (replaced by discreet per-damage dedicated anti-spam system)
- Reviewed hit fx on robots (visuals more dynamic).
- Chains bounds are more springly to allow easier escapes when players are blocked in.
- Laser wall bounds do only stamina damage, and lasers look less large.
- Fixed ai not attacking with punch when too near of opponent.
- Review of sword pose when equiped
In this update ;
- An improved camera, more able to follow the actions of the players, with less shaky transitions.
- A graphics panel is now available in the options, with support for different screen resolutions other than 1920 x 1080.
- Corrected tutorial hints showing misleading (left) joystick to use in weapon attack and weapon steal.
- Modified tutorials to remove part where camera go behind player.
- Unified some colors in the user interface when training mode is paused, for more clarity.
- Fixed AI dodging some attacks not targeting them.
I'm excited to bring you this major update that aims to elevate the gameplay experience to new heights: In pursuit of this goal, an entirely revamped physics will redefine the dynamics of in-game combat. The robots now possess a heightened sense of weight, exhibit increased inertia, and every animation has been reimagined to ensure a fluid experience. The AI has undergone a substantial upgrade, powered by a growing performant array of contextual behaviors, ready to challenge any human who dare. Additionally, the improved weapon mechanics make maneuvering them feel more natural, enhancing the overall fight. With this update, we're propelling this game into its next evolutionary phase. Welcome to uncharted gameplay territory ! Details :
- New physics. Robots are heavier, with more inertia. Gravity is also less strong. No more "fast forward" feeling when moving. Players now have more time to think their moves.
- New procedural animations for the new physics. A set of more rich and natural animations adapted for this new scene.
- Most weapons animations were also redesigned. It's now easier to manipulate chained weapons like lash and flails, boosting the probability of striking the opponent.
- It is also easier to throw weapons, now that players have a clearer view of the movements.
- The sword and laser-sword got increased damages. The laser-cutter now pushes the opponent back with more force.
- Weapons come more directly when attracted, all at equal speed, they orbit less, and are easier to grab. The "attractor" statistic plays a more visible role about pulling force during a duel.
- The AI has been updated to a more performant version. It is now capable of aiming both upward and downward with guns, and can crawl on the ground without legs, even with just one arm.
- The over-heat now drain stamina no more than 50%, leaving you the possibility to move.
- The invisible walls of the practice scene has been removed.
- The Meta world now teleport you when you fall out of ring, replacing instant death.
- More balanced slo-motion timing, enhancing the ones for break or death.
- Demo time reset.
- Fixed mouse cursor not showing when game paused. (in case you may need it).
- Shortened some delay for weapons release when arm broken/dead.
- Fixed weapons attraction fx running when game paused.
- Fixed health and stamina ui bar animating when paused.
- Fixed woosh sounds always playing when player just moving with arm extended but not attacking.
- Init crouch to false when spawn.
- Set crouch to false when landing after each jumps.
- Overheat ui bar go red to signal overheat.
- Removed laser grid pre-damage collision when loading up in air. (was setup for AIs to feel danger few seconds before, but it was cutting weapons chains at spawning. Now no more damage and AIs can still feel danger coming.)
- Added more damages particles when out of ring damage.
- Fixed laser sword air trail fx not showing enough.
- Changed order of calculation for interpolating moves. (this should gives -slightly- better animations mixing.)
- Slightly smoother camera.
- Stamina recover after 0.2s instead of .5s.
- Overheat faster full cool-down from 2 sec to 1 sec.
- Stamina drive forces now with a power curve instead of linear. 0.5 stamina is equivalent to 0.25 forces, while 1 stamina is still 1 force. (it was hard to see a forces difference between 1 and 0.5 stamina in most cases because max forces are very high to handle all rapid moves, and halving it was not visually enough).
- Added real time correction for position and rotation of some body's parts. this reduce jerking and stabilize animations.
- Added more transition when moving, also reducing jerking.
- Review of some moves. now it's easier to throw weapon because throw moves cover more distance.
- Fixed overheat where cool-down was applied during heating.
- Legs now do longer steps when sprinting.
- Legs take a better stable position at rest.
- Wider legs and arms colliders. (will reduce bodies interlacing and miss hits).
- Added some in-air flexes.
- Review fx when attracting weapons.
- Balanced more sound volume globally.
- Reduced saw trap spinning duration (to reduce loud saw sound total duration).
- Elevated min height of camera in arena.
- Clarify UI match making selection of human/ai.
- Allow player selection in matchmaking with d-pad or A/B buttons.
- Bigger text for stats when editing robots parts.
- Left stick can now select robots parts when editing.
- Better runtime memory management.
- Added gamepad vibrations.
- Mouse cursor now hide after a short delay.
- Laser sword's "trail fx" from update 0.3.0 is restored.
- Review of gears models in "outer world".
Input Chaos
anthony undreiner
anthony undreiner
2022-09-20
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 11
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive
(25 reviews)
https://store.steampowered.com/app/2137350 
THE PUNCHES
Move toward your opponent and throw deadly punches using the right joystick combined with bumpers. The bumpers are for which arm you want to use: left, right, or both. The arms will simply follow the direction of your joystick, giving you an infinite range of actions. All melee damages are based on velocity, including kicks and headbutts. Your arms have guard position by default, and they block health damage.
THE STAMINA
The robot you control is an active ragdoll. It stands and moves by forces. The stamina controls how much force your robot has. Full stamina means maximum force to move and attack. When you take damage, you lose stamina, reducing your force. If your stamina approaches zero, your robot just crumples flat on the ground. Stamina will recover automatically unless your health also drops to zero, definitively ending the fight for you.
THE WEAPONS
Weapons can spawn in arenas. Grab them by simply pressing on the second range of bumpers. These bumpers are also for which arm you want to use: left, right, or both. The weapons will then come at you with an invisible force. Once you are equipped, simply use the punches rules to attack with the weapon: swing your arm with the right joystick while pressing the left or right bumper. If you are equipped with a gun in the right hand, then just press the right bumper to fire and use the joystick to aim.
All Available weapons:
- Laser Gun (pew pew pew)
- Blast Gun (load then big pew)
- Laser Cutter
- Laser Sword (god weapon)
- Sword
- Flail One Head (a big brutal ball attached to a chain)
- Flail Two Heads
- Flail Three Heads
- Lash (a spectacular whip where each link deals damage)
- Shield (can bounce gun fires)
- Nunchaku
THE ARENAS
Battles unfold in four arenas, each featuring a ring-out zone where players can't linger:- Hot World: players will melt in lava.
- Old World: players will be compacted in a giant press. Jump to escape it.
- Outer World: players will be dismantled piece by piece in giant gears.
- Meta World: players will be teleported back into action.
You can customize any arena with bounds:
- The chains' bounds will bring a wrestling vibe. They can take damage and then will float in the air without gravity affecting them.
- The Laser bounds add a dangerous limit, and players will be violently propelled with sparks a few meters up if they try to touch it.
- The Field bounds are simply transparent walls that can safely contain all players inside the arena. You can still jump over it, but coming back will be difficult.
- You still have the possibility to play without any bounds.
You can customize further by activating traps:
The LaserGrid trap is composed of loading beams that spawn in the air and end up falling on players beneath, cutting them into pieces.
It will alternate with the Saw trap, a set of brutal circular saws roaming the ground at high speed, destroying everything in their path.
CHARACTER CUSTOMIZATION
Before being launched into combat, you can customize each part of your robot, and they will play in your fighting stats :- Health Damage: how much max health damage you can do in melee.
- Stamina Damage: how much max stamina damage you can do in melee.
- Break Damage: this plays with the odds of breaking parts of your opponent in melee damage.
- Attractor: this drive how much force is used to attract available weapons. Attracted weapons will tend to go to the player with higher stats.
- Speed: how fast you can run.
- Stamina Recovery: how fast your stamina recovers.
THE MULTIPLAYER
The game is local multiplayer up to 4 participants. The online multiplayer is enabled for now with steam remote.You can make teams of 2 and 3 players. (they will be same color)
You can train in practice mode or play alone with bots.
A ONE-PERSON GAME
I am an ordinary guy who loves synthesizers and dedicates time to game development.To help me grow this game, you can:
- Discuss it
- Purchase it
- Leave a review
- Follow me on Twitter
- Suggest any ideas in the official Discord !
Your support is greatly appreciated!
- OS: linux thing
- Processor: I5Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: RX 570
- Storage: 150 MB available space
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