Dear Souls!
Finally, with this update, we give you:
A NEW CHARACTER: Andre (Rogue)
"Instead of taking the trials of the Templar, Andre chooses a mercenary's life where he works for his clients. He excelled at using and creating weapons."
All new GALLERY MODE:
"Artworks, music, and older voices for Dual Blades GBA, Slashers, and Dual Souls can be unlocked here by spending medals!"
New Arcade Mode ending artworks!
New Mechanics: Parry and Guard Clash.
The full list of changes is here.
Enjoy!
Join our Discord Server:
https://discord.gg/zeM6jUaHPB
Dear Souls!
Stay tuned for these:
* NEW CHARACTER: Andre (Rogue)
"Instead of taking the trials of the Templar, Andre chooses a mercenary's life where he works for his clients. He excelled at using and creating weapons."
* All new GALLERY MODE:
"Artworks, music and older voices for Dual Blades GBA, Slashers and Dual Souls can be unlocked here by spending medals!"
* New Arcade Mode ending artworks!
Interested in playing internal test version?
Join our Discord Server:
https://discord.gg/T2Pa3xXGv
Cheers,
[previewyoutube=apoXQ59JT4c;full][/previewyoutube] - Advanced replay controls added to Dual Souls: The Last Bearer! Now you can create save states while watching replays, revert back to any saved moments and take control of any fighter to try out different scenarios! Buff-up your game to the next level! - Dual Blades EU 2003 (For Complete Edition Only) now can be launched and fully controlled at Dual Souls' main menu. Enjoy the classic with save states and different graphics filter options! - Online lobbies added to Slashers: The Power Battle! (For Complete Edition Only) Invite you friends and fight it out online!
- Menu keys now can also be configured under Options menu => Keyboard (In Menus) - Linux Pad Support improved. - Simplified chat support is now available when playing with full controller support. - Some characters' combo challenges are fixed. - Slashers: The Power Battle now have all characters unlocked on the initial run.
- Limited-time (Till 1st Nov) Special Color Bundle for Halloween available for 10K Medals! You can obtain it on the main menu! - Steam Cloud Save support extended and Slashers: The Power Battle also included. - Undoable Combo challenges were detected and fixed. Such as: Rungard #7, Andre #10. - Some more localization issues were addressed. - .. and small bug-fixes as usual :)
- Combo challenges status reset problem fixed. - Added "Fullscreen" option to Slashers: The Power Battle.
- Built-in support for Xbox 360 Controllers. - Online desync issues addressed. - Fixed a problem that caused the game to lock when P2 used random select. - Several translation issues were addressed.
Hi Souls! Here is the full breakdown of all the changes for this update! Enjoyable Fights! [ONLINE] - Fighter Levels and Points introduced replacing "Total Score". Now playing with each fighter earns XP points separately and is used to level up your fighter. - Now all playing users can be viewed in Online Lobby (was "Ranked Match" previously) unless their status is not "Invisible". - Online Lobby also shows in which game mode they are currently in (Training, Arcade, Combo Challenge, Tutorial, Journey..etc) - Players who are not in the lobby currently can be alerted by using the "Invite" option on them. The player will see a system message poping from the right side of the screen saying "X wants to fight!". - There are 2 auto-reply options for this invitation message: Check or Cross. Check = "Sure, I'll join you soon!", Cross = "Sorry, I can't right now.". - The server now sends similar system messages whenever a related event happens based on the "Server Notifications" option like A Favourited player joins the lobby/opens a room...etc - Match-Making (Auto/Ask First/Off) option was introduced and replaced "Fight Request". [GAMEPLAY] - Recovery (Yellow and Purple) game pause duration made equal to Power Recovery's. - Recovery (Yellow and Purple) and Snap-Out SL+BS input acceptance window was extended. - After using a Yellow/Purple Recovery the opponent receives 7 frames of Throw Invulnerability. So any immediate throw attempts will whiff. But the opponent's throw can be escaped. - Each fighter now has an "Unblockable" special/power move; as previously some had: Mirei and Rungard ...etc - Walk speed increased by 15% ~ 20% for all cast. - Throw Reversals also can be done against special and power moves. - Fixed an issue causing rapid side switches when an opponent is sliding on the wall. [MOBILE] - Rate of full-screen ads revised. Also added a warning message when an ad is about to be displayed. [EFE] - Unblockable Move: #1 Ottoman Slap (D, F+PW) - Crescent Slash (B, F+SL) Forward advancing amount increased. - cr.BS no longer hits low. Hitbox extended forward. - cr.K only comes out as the slide kick when Forward direction is also held. - cr.K startup and cancel window increased. Hit stun also increased. - Huge Bomb (D,F+K) / Huge Sneak Bomb (D,B+K) Efe waits the projectile to hit the opponent or to go out of the screen. [KANAE] - Unblockable Move: #2 Lighting Slash (D, F+PW, during jump) - cr.SL hit freeze increased. Activates juggle state when hit airborne opponents. - cr.BS damage increased. Hitbox extended backward. No longer activates juggle state when hit airborne opponents. - st.SL is a true guard string now. - Dragon Breath (D, B+K) startup decreased. Always hits low now. - Diving Dragon (U, D+PW / U, PW) hit priority increased. Hitbox extended downwards. - #1 Slash Dance: Guarded bounce back animation changed to push back animation. [BRANDON] - Unblockable Move: Home Run (D, B+K, SL) - Magic Arrow B (D, B+BS) recovery frames decreased. Now it is -2 when guarded (was -9). - Aerial damage hurt box was extended forward. - Catcha! A/B (D,D+SL/BS) startup frames increased. - 20% Damage reduction applied to Power #1 and #2 if Buff point enables juggle state. - When a blue power move is performed, Buff points are spent based on if the juggle state is active or not. [SHIN] - Unblockable Move: #2 Silent Cutter (D, F+PW) - #2 Silent Cutter (D, F+PW) push back on guard decreased. - Calling a Crow by holding the last button of Blade of Blood and Dark Chopper now has more startup frames. Hitting Shin may also cancel the incoming crow since the crow is now summoned when the animation is about to finish. - Dark Friend (D,F+K) calling animation startup increased. - st.K no longer wall bounces Brandon outside of a counter hit. - Dark Chop (D,F+SL) now launches correctly. - Dark Chop (D,F+SL/BS) moves miss second time used in a combo. Miss animation is a single spin version of the move. - D+PW no longer side switch when done close to the wall. [ANDRE] - Unblockable Move: Flaming Sword B (D,B+BS) - Knight's Fury was converted into a command throw special (B,D,F+SL/BS). Throw Escape is not possible. Misses opponents in guard or hit stun. SL version is an instant move. However, B version travels forward before the grab attempt. - Knight Charge (B,F+SL/BS) changed into his new Power #1 (D,F+PW). PW can be held to inflict more damage. One hit armour property stands. Consumes 50% meter. - Knight Drill A & B (D,D+SL/D,D+BS in air) versions introduced. Both version has PR windows. In B version, Andre delays the attack by floating a bit up and forward in the air. - Knigh Shield combinations were changed to B,F+SL/BS. - j.SL => Knight Drill (D,F+SL/BS) now hits airborne opponents. Now it's 0 frames on hit. - st.K hitbox was extended downwards allowing to hit grounded opponents. - Fixed a problem where Andre could activate his Knight Shield and Power #2 counter attacks after blocking any attacks in the air. - cr.SL hit priority reset to a common level of all Slash normals. No longer plus on hit. - cr.BS PR window removed. - Throw damage reduced to 1200. [NAGASHAPA] - Unblockable Move: World Trip B (D, D+BS) - Crush Attack! (D,B+K) can not be used when any other spirit is on the screen. - st.SL is a true guard string now. - Naga Forgives You! (D,D,SL) is no longer cancellable from any normal attack. - World Trip A/B Crush's slap also hits and launches the opponent. - After cr.BS hits the opponent, amount of frames they can be hit again while lying on the floor decreased. [RUNGARD] - Unblockable Move: #1 Meteor (D, B+PW) - cr.BS hit stun decreased. - st.BS hit stun increased. - Ice Bolt (D,F+SL) recovery frames increased when guarded or missed. - cr.K, f+SL, f+K startups and recovery frames increased. [JAMAN] - Unblockable Move: #1 Thunder Claw (Ground Version) (D, B+PW) - st.K can be held to gain 1 hit armor properties. Has fewer startup frames when not held. [ALPEREN] - Unblockable Move: Blade Cannon [Soul Mode] (D, B+BS , K) [MIREI #1: Warrior] - Unblockable Move: Dagger Thrust A/B (During Jump D, B+SL/BS) - cr.SL hit freeze increased. [MIREI #2: Assassin] - Unblockable Move: Rising Dragon (D, B+K) Second hit when K held. - Black Justice #3 (D, F+PW): Shadow Clone's daggers increase damage reduction as they are thrown. - Shadow Clone A/B (D, B+SL/BS): Random disappearing problem addressed. - Fixed an issue where the opponent can counter Farewell (B,F+K) even though it was activated on time. - Health increased from 8000 to 8500. - cr.SL hit freeze increased.
The final major update just before the end of Early Access has arrived!
# Revamped Journey mode with lots of new Perks!
- Now perks divided into categories (slots) => Active, Passive, Hidden, and Challenge.
- Boss fights occur every 10 levels.
- Journey mode HUD renewed with showing a lot of data like perk modifiers, stats, boss info.
- There are now bonus boss fights that appear occasionally. By taking these optional fights against bosses with a lot higher level differences, you can earn even more medals!
# Game's interface completely renewed.
# New Character: Mirei Path #2 (Assassin)
- Health: 800 (The lowest in the game) - Dragon Rise (QCB,K). Works identical to Mirei #1's. Holding K delays the second attack. - Dagger Toss A/B (QCF,SL/BS). B version uses one Recovery point and is a Force Break. Alternatively, K can be held during A version. * B version throws a second dagger horizontally which can be dash cancelled. * Ground version can not be used more than once in a combo. Second attempt will result in a miss animation. - Shadow Step A/B (D,D,SL/BS). Teleports Mirei when opponent hits her cape. * Holding B,F or U teleports to different locations based on Mirei's location. * Not holding a direction teleports Mirei to the initial location and with more vulnerable frames. * A versions guards low attacks. Can also be performed in air. * Has a cooldown timer. - Mist Dash (QCB,K): Similar to Mirei #1, has SL,BS,D+SL,and D+PW follow-ups. Jump cancellable. D follow-up is identical to Shadow Step B. - Shadow Clone A/B (QCB,SL/BS). Limit break. Holding the button delays the clone's attack. Pressing another button releases the clone. * Hitting Mirei cancels the clone's attack. * Shadow Clones disappear now if Mirei gets hit or guards an attack. - Shadow Vortex D+PW. Identical to Mirei #1, except Down direction must be held in air. - Shadow Deception: Pressing PW immediately after jumps or forward dash spawns Mirei back to the initial location, faking the movement. * Punishable as Mirei appears at the initial locaiton. - Oblivion Strike #1 (QCF,PW). PW can be held to increase the slide distance but decreased total damage. Works as a command grab in the air. - Fan of Knives #2 (QCF,PW). Connecting more than 3 daggers causes opponent to fly at the opposite wall, resulting in a wall slide. - Black Justice #3 (QCB,PW). Shadow Clone's daggers cause great push back and wall hit. * Farewall (B,F,K) performed as a finisher when the opponent hit a wall with the clone's daggers. - Chaos Drive (Shadow Force, D,D,PW). Makes Shadow Clone attacks use no power meter and Dagger Toss attacks always travel horizontally. - Ultimate Power (Shadow Execution, B,F,B,F,PW). Grabs only standing opponents.
# Ranking Seasons!
- Every month ranking points will be reset (Also resets the leaderboards) and the points will be converted into "Honour" points.
- "Total Score" introduced. Fighting ranked matches will earn you total score and allow you to tier-up (as long as both players are close in skill-level)!
- Both the winner and the loser may earn total score points! There is no way to lose total points!
- You can spend "Honour Points" to submit your custom colors to be downloaded by other players, host your own tournaments or buy special items from the shop!
----------------------------------------------------------
Dual Souls 3.160 R1 Alpha
----------------------------------------------------------
- Available on Steam "alpha" branch. (No code required)
# Revamped Journey mode with lots of new Perks!
* Now perks divided into categories (slots) => Active, Passive, Hidden, and Challenge.
* Boss fights occur every 10 levels.
* Journey mode HUD renewed with showing a lot of data like perk modifiers, stats, boss info.
* There are now bonus boss fights that appear occasionally. By taking these optional fights against bosses with a lot higher level differences, you can earn even more medals!
# Game's menu graphics re-newed.
# New Character: Mirei Path #2 (Assassin)
3.150 Update is up on Fighting Game Sale! Let's celebrate new rollback netcode, balance/gameplay changes with the developers!
Dual Souls 3.150 Update is available. There are a bunch of new features available! Scroll down to the details below: [ONLINE] - Rollback NetCode Implementation! - "Options => Gameplay Options => NetCode Type" option added. Possible values are: * Rollback (Choose) => Lets P1 choose the value at the beginning of every match. * Rollback (Fixed) => Lets P1 use the value in "Rollback Input Delay" * LockStep (Old) => This is the old method the game was using till now. If both players have this option selected, Rollback will not be used in the match. [MOBILE] - Options => Gameplay Options => Use System Keyboard option added. Default is ON. - Color Edit sharing: Now editing a custom color will copy its code to clipboard. This code can be shared across applications thus can be pasted from. [WINDOWS] - LAN Game mode added under VERSUS menu. [GAMEPLAY] - Throw Escape threshold increased. - Limit Breaks are no longer unblockable. However, they can not be Power-Block'ed. - Standing normal hit priority levels reset through whole cast: For st.K,F+SL => 3, st.SL => 4, st.BS =>5. - Air normal hit priority levels reset through whole cast: For j.K => 3, j.SL => 4, j.BS =>5. - Hit priority lower than 4 type attacks no longer open juggle state after a counter attack. This heavily affects kicks in the game. - Hit priority lower than 4 type attacks no longer cause extra hit-stun for counters. Hit-pause stays unchanged. This heavily affects kicks in the game. - Hit priority lower than 4 type attacks no longer cause knock-down on air-borne opponents during a counter-attack. This heavily affects kicks in the game. - Power Recoveries no longer give damage bonus. - Back,Forward directions are determined by each fighters' relative horizontal position rather than their facing direction now. - j.K hit stun decreased and reset through the board. - Overall stamina draining of normals decreased/corrected. - Chaos Drive is no longer related to the power meter and it has own meter under life bar when activated. Length and drain speed is same across the board. Power meter and RPS can be freely consumable during CD activation now. Early CD gives half meter when activated. Also last button(s) (SL+BS+K or PW) can be held to consume whole power meter to increase the start-up amount by 50%. When this happens "Boosted!" message appears after "Chaos Drive" message. Boosting is not possible for early CDs. - Fixed a bug preventing "Low Impact" not happening when a combo was started with a counter. - Fixed a bug causing P2's Impact meter to be seen empty. - Acquiring of simultanous and single button presses improved. - Aerial landing invincibility frames increased to 5 from 3. - Defensive Recoveries no longer triggers damage reduction mistakenly. Only Recoveries during a combo incurs damage reduction now. [TRAINING] - 8A 8B 8C 8D and 9A 9B 9C 9D motions added to selectable AI moves. Thus one can train against instant air normals. - Now AI responds at the earliest correct frame during Snap-Outs. [EFE] - Power #3 start-up frames increased. Vacuums opponent on hit. Total damage decreased from 3600 to 3250. - Rush-Forward (K after B,F,BS) Force-Break removed. - Wiper (Hold K): guarding state gets enabled at frame 36 now (was instant). - Gained a new Force-Break for Wiper (Hold K). Holding the move for 60 frames makes the move also Unguardable when a RP is available. - Sneak Bomb A (QCB,SL) no longers hits opponents more than twice in a combo. - Flash Bomb A & B (QCF,SL/BS) start-up and recovery decreased. - After CD activation it is no longer possible to directly KO the opponent with any normal or special move. During activation stunning opponent is not possible. - st.SL is -6 on guard.(was -10) [KANAE] - Dragon Flight FB reworked. Now pressing K during Dragon Slash A/B will make Kanae perform an upwards rushing attack. This attack can be performed without connecting Dragon Slash as well. If it hits opponent, the opponent will be sent flying (only once in a combo) to the air for additional hits. Holding K adjusts how far Kanae will move forward during this move's attacking frames. Kanae is able to attack/block after the attack ends. After performing, j.BS, j.K , Dragon Dive (A&B) and Power #2 corrects facing direction to the opponent. - Dragon Slash A Power Recovery window removed. Added 6 frames aerial move invulnerability. - Dragon Slash B invincibility frames removed. Added 10 frames aerial move invulnerability. Start-up frames decreased by 1. Damage reduced by 100. Hit priority increased from 5 to 6. No longer cancel-able into #2 when guarded. - Dragon Breath (QCB,K) Active frames increased from 4 to 8. Projectile doesn't come out if Kanae is hit. Hold version hits low, unhold version hits overhead. - After CD activation it is no longer possible to directly KO the opponent with any normal or special move. - cr.SL is -5 on guard (was -4). - j.SL hit priority increased to 4 from 3. (Made same as the rest of the cast.) - Opponent is considered in air-borne state 38f after the falling animation of a Power #3 magic wave. [BRANDON] - st.K active frames decreased from 9 to 5. - F+K start-up increased by 1 frame. - His Force-Break cancel from Rocket Kick (QCB,K) to Rush'n Roll (j.PW) now is a normal follow-up which can be done by pressing PW. - Gained a new Force-Break move: "Catcha!" (D,D,K). When performed Brandon does a short taunt animation and opens the juggle state. Can be done once in a combo and causes damage reduction upon activation. Also can be activated by holding K at the end of for special moves. - Power #2 lost auto-juggle enabling property. Same effect can be achieved using the new Force-Break move. - Blue Sky (QBF,K) is no longer a LB move. Start-up and recovery frames increased, invincibility frames removed. Damage decreased from 1000 to 800. Damage reduction is applied after throw. - Rockect Kick start-up frames decreased by 4. - A new LB follow-up added for Rockect Kick. By pressing K, Brandon will perform a fierce version of his Home-run which will make the opponent to hit the oppossite wall and slide-down. Snap-Out is possible after 60Fr after launching the opponent in to the air, and 65Fr when sliding on the wall starts. - j.PW => BS now downs opponent. Can be cancelled into Power #2. - Sonic Slash A downs opponent. - Rocket Kick (QCB,K) can be performed once in a combo now. - Power #2 corrects facing direction when performed. - cr.BS both hits are low now. [SHIN] - After cr.BS, opponent no longer can be thrown. - cr.SL no longer causes Fatal Blow, cr.BS does. - j.BS Fatal Blow animation fixed. - After hitting opponent with j.BS during BloodSeeker Force-Break, opponent no longer can be thrown. Downed time for every j.BS hit is decreased by 20 fr during a combo. - Blade of Blood (QCB,SL/BS) recovery frames are decreased when hit. - cr.SL start-up gets increased by 2FR everytime it hits in a combo. [RUNGARD] - st.SL hurtboxes extended forward. Hitbox was lowered and shortened. - Power #3 start-up increased. Meteroids push back less when guarded. Adds 32FR end-delay when fully guarded. - Power #1 Adds 32FR end-delay when guarded. - Early CD damage bonus decreased to 15%, normal CD bonus was decreased to 25%. - j.BS damage reduction increased after 1st hit. - Lighting Attack (QCF,SL/BS,in air) minimum height threshold increased. Stamina drain decreased. Total damage recuded to 1000 from 1200. - Connecting a second j.BS in a combo closes juggle state. [JAMAN] - cr.SL +2 on hit now.(was +6). - Power #2, beast hit-stun decreased. - Loyalty (CD), B,F,PW no longer hits low. - Revenge (B,F,B,F,PW) start-up delay decreased. Jaman becomes invulnerable when the beast attacks. Hitting Jaman before the attack cancels it. - Wall hitting animation now fixes the opponent to the wall while sliding-down. [NAGASHAPA] - Dance Little One! (QCB,K) removed as a LB and added as a new Power #1 (Spirit Mine), replacing "Guard Curse". It does slightly more damage and can be used more than once in a combo. Dancing spirit can not be Block'ed. 50% meter Blue power. - Spirit Smash (Power #2) is a 60% meter Blue Power now (was 50%). Ground version damage increased to 3450, aerial version damage decreased to 3150. (Was 3200 for both). - cr.BS active frames decreased by 9. - j.K no longer causes knock-down. It causes aerial recovery like all jumping normals. - Might Attack! Now! LB removed. Same move can be performed as a Force-Break by holding K at the beginning of Might Attack B (QCB,BS). - Added Naga Curse Upon You! Dynamite! LB move (QCF,K). This one is un-interruptible like Force-Break'd versions of normal curse moves. Additionally, it can appear as a "Guard Curse" with 50% possibility. Also has 8 less ending frames. - Curse moves give different sound effects when hit. - Crush Attack! LB combination changed to QCB,K. Staring frames decreased by 25. - After CD activation it is no longer possible to directly KO the opponent with any normal or special move. [MIREI] - Shadow Strike LB (B,F,K) is now only available in Light Mode. - Added a new LB for Heavy Mode: Shadow Dance (B,F,K). Mirei does a leaping attack with the dagger passing through the opponent. Causes high damage stun on the ground, launches aerial opponents. Has 15fr start-up invincibility. - Mist Dash (QBF,K) now makes Mirei drop the dagger in heavy mode and gives the same effect of the previous Dagger Flip move (D,D,K). - Dagger Flip (D,D,K) heavy mode removed. Specific to Light Mode now. D,D,A/B versions added which don't function as a Force-Break and don't pause the game making Mirei vulnerable during the animation. - Neck Throw (PW during QCF,K) no longer grabs opponents landing from a hit aerial state. - cr.BS standing-up frames increased by 2. - f+SL hit push-back increased. - After CD activation it is no longer possible to directly KO the opponent with any normal or special move. [ANDRE] - Flaming Sword B (QCB,BS) no longer on + when used more than once in a combo. Stamina drain decreased. [ALPEREN] - Chain Bringer A & B (Blade Mode, QCF,SL/BS) Start-up frames increased. Chain movement speed decreased. Recovery frames occur when guarded. Hit-box got lowered.
3.150 Update is up on Fighting Game Sale! Let's celebrate new rollback netcode, balance/gameplay changes with the developers!
The next big update is on the way for Dual Souls: The Last Bearer! This one will add all new smooth rollback netcode at the top this huge list of changes. Right here: - Rollback netcode with cross-platform play. Old delay-based (lockstep) code is still available for those who wish to stick with it. - Character balance changes and new moves! - New training options for studying complex situations. - Bug fixes. (Of course!) - Release date and DLC plans schedule. COMING VERY SOON!
Saturday 18 April - CDT 14:00 - EST 15:00 - BR 19:00 - CET 23:00
Brackets: Double Elimination
Games: 2 out of 3 Rounds
Matches: 2 out of 3 Games
Max Players: 64
How to join: Go to In-Game => ONLINE => TOURNAMENTS => PARTICIPATE => First Conflict #1
Rules & Info: https://discord.gg/v9Sr8Gr
Stream: Steam (HERE!)
Destiny Awaits!!!
Dual Blades receives a major update with several balance, gameplay, game-mode and fighter changes, adding a nice creamy top of 30% Halloween discount to the cake!
Here is a summary of what is new:
- Removal of the launcher and the mouse cursor: Now the game is fully playable with a controller!
- All new online tournament mode as well as the ability to host tournaments! (Like opening a room)
- "On-Meter Input Display" Now one can learn their fighters' moves while playing!
- New reverse knockdown and counter hit animations implemented for each fighter.
- New moves, balance changes and improvements for every fighter.
- Spectating features improved. Now anyone can start spectating an on-going match.
Here is the full changes list.
And we have new artworks as well:
Have a spooky Halloween!
Stun Games
After a long silence, we have some exciting announcements to make!
As Stun Games, we decided to give the spiritual ancestor's name back to this game. So from now on, it will be known as 'Dual Blades'.
As of now, the game fully available with all 10 fighters and backgrounds along with main game modes. Enjoy and welcome our latest fighter joining the fray: The Guiding Spirit, Khazakian Shaman... Nagashapa!
Nagashapa is a small-sized super mobile shaman summoner which uses different spirits to aid her in combat. She has 3 spirits: Might, Crush and Little One.
Please expect more updates on real release date and format(!) Yes, the game will be released in a different format, we'll mention about this very soon!
Stay tuned!
https://youtu.be/NAG-qO4CVX8 And more matches: https://youtu.be/d0Nl35zxKNg
Hello everyone, Slashers will be back with a bunch of cool updates which will change the look and gameplay of the game drastically. Here is a list of what is about to come (The features in the screenshots presented are still subjects to change and doesn't reflect the final look):
New Fighting Screen HUD and User Interface
https://youtu.be/CQZCrrZ2yNI
2 New Characters
Mirei: The Justice Seeker
https://youtu.be/ypPMYAGQ26o Rungard: The Elemental Master
https://youtu.be/2FmlJskR0mQ
New "Recovery Point" System
Now you no longer need the power meter to perform Recoveries/Power Recoveries!
4 New Backgrounds
Nowhere The Castle Training Cave of the Cursed
A New single player game mode: "JOURNEY"
In journey mode, you can create and customize your own fighter, survival-esque style, fighting against boss versions of the available fighters with different abilities. Level-up and gain medals and buy upgrades! This huge update is scheduled for early September! If you are curious and willing to help the development process, you may get an alpha version by joining and contacting the devs at the game's discord channel: https://discord.gg/RQB9EGS Stay tuned! Stun Games
Efe: The Ottoman Slapper joins the fray as the 6th playable character for Slashers!
Efe is a dagger-wielding, energy-ball throwing Ottoman fighter with damaging focused attacks. Thanks to his rigorous training (slapping marble blocks), his slap attacks send opponents flying across the arena. The newest warrior added to Slashers excels at switching low and high moves rapidly which keeps opponents unbalanced and gives him the opportunity to deal devastating combos.
Since launching onto Early Access Slashers: The Power Battle has received a host of improvements, including the new "Tournament" mode, where players can participate and win rewards, but be warned, if you don't show up during your bracket match, then your opponent may win automatically! The game has also been updated with several balance changes and graphical improvements and the gamepad support has been improved.
We have so many more epic ideas to introduce into Slashers, and our powerful Ottoman slapper is just a nice addition to the game’s diverse roster!
Stay tuned for the next new challenger: ‘Ikuzo!’
We proudly announce our new character Shin as the 5th playable character for Slashers: The Power Battle!
Shin is a blood-thirsty killer wielding a large double-edged blade. He excels at long reaching multi-slashing special moves and long-range normals (thanks to his blade). Some of his moves almost cover the full-screen, so when you picked Shin, your opponents will always stay on their toes.
Shin is also able to summon ravens to his aid. He can extend his combos with the ravens' attacks or heal himself with the blood they extracted from them. Shin himself also can turn into a raven and pass through the opponent's projectiles or their body.
If you pick Shin, you will hear this a lot: "Let the bloodshed begin!"
The game is also updated with several balance changes and graphical improvements. New options added to training mode, such as Fatal Counters, Chaos Points, Starting Position and Block Cancel.
New Combo Challenges missions and Arcade mode ending also added for Shin as well.
Stay tuned for the next new challenger: Efe... 'Ottoman SLAAAP!!!'
We proudly announce our new character Shin as the 5th playable character for Slashers: The Power Battle!
Shin is a blood-thirsty killer wielding a large double-edged blade. He excels at long reaching multi-slashing special moves and long-range normals (thanks to his blade). Some of his moves almost cover the full-screen, so when you picked Shin, your opponents will always stay on their toes.
Shin is also able to summon ravens to his aid. He can extend his combos with the ravens' attacks or heal himself with the blood they extracted from them. Shin himself also can turn into a raven and pass through the opponent's projectiles or their body.
If you pick Shin, you will hear this a lot: "Let the bloodshed begin!"
The game is also updated with several balance changes and graphical improvements. New options added to training mode, such as Fatal Counters, Chaos Points, Starting Position and Block Cancel.
New Combo Challenges missions and Arcade mode ending also added for Shin as well.
Stay tuned for the next new challenger: Efe... 'Ottoman SLAAAP!!!'
Slashers: The Power Battle
Stun Games
KISS ltd
2021-10-19
Indie Singleplayer
Game News Posts 22
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Positive
(30 reviews)
http://www.stun-games.com
https://store.steampowered.com/app/361100 
The Game includes VR Support
Slashers: The Power Battle Linux [685.76 M]
Dual Souls Complete Edition
The spirit of old-school fighting games is back with Slashers: The Power Battle. Inspired by classic fighting game series like Street Fighter 3, Last Blade, Samurai Shodown and Guilty Gear, Slashers: The Power Battle delivers it all - it’s fast; it’s full on; it’s tactical; it’s online and it’s FUN!
With fluid animations and colourful graphics, Slashers: The Power Battle is a highly tactical game with multiple unique fighters, each with their own fighting styles and moves. The game also comes stacked with an array of awesome features:
- Create and customize your fighter with "Journey" mode.
- Challenge players from around the world with "Net-play" mode.
- Learn game mechanics with "Tutorial Lessons".
- Access each character's ending and story with “Arcade" mode.
- 11 Fighters (+Free DLC) each with unique abilities. Characters include a dagger wieldin Ottoman warrior who excels in slap attacks; a giant kunai riding ninja; a Kazakh shaman who uses spirits to attack and curse opponents; a half-beast with his pet which helps to create combination attack patterns; a Templar knight who resists and counters opponent’s attacks.
- Easy to use controls with a set-up to suit everyone: 4 attack buttons (Slash, Big Slash, Kick, Chaos) and 3 input modes - simple, normal and Arcade (for all you old-school joystick fans).
- Cartoon-like HD Graphics - Big and detailed characters and backgrounds.
- Multiple gameplay Modes - Arcade Mode, Story Mode, Net-play, Versus Play, Tutorials, Combo Challenges and Journey Mode (survival/customization mode).
- Character Accessories - Change the look of your character in Journey Mode by paying in-game currency (medals).
- Tactical Features - Enhance your gameplay style and create your own combos with features like: "Block" and "Counter Block" (similar to "Parry" in SF3 games), "Recovery" and "Power Recovery" (similar to Roman Cancels in GG games), "Chaos Break" (similar to Burst in GG games) and "Limit Break" attacks.
- Destroy your Opponents with Style - Unlock the power of strategic Chaos Moves by selecting one "blue" type chaos move at the start of each fight.
Access devastating "red" type chaos move by filling your chaos meter.
Access your character's unique "Chaos Drive" by spending your chaos point whenever you wish.
Finish off your opponent with a character specific method when they are on low health and you are on the winning round.
- OS: Ubuntu 12.04
- Processor: 64-bit Dual core from Intel or AMD at 2.8 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: nVidia GeForce 8600/9600GT. ATI/AMD Radeon HD2600/3600 (Graphic Drivers: nVidia 310. AMD 12.11). OpenGL 2.1
- Storage: 2 GB available spaceAdditional Notes: Most gamepads and arcade sticks can be configured to play.
[ 5166 ]
[ 1903 ]