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Double Turn is celebrating it's 1 year on November 6th! One year ago we launched out of early access with the 1.0 release and to celebrate, Double Turn will be 50% off weekend long. Lace up and hop in the ring!
This update includes a bunch of usability and accessibility improvements, including more granular audio options, adjustable screenshake intensity, and mid-match settings adjustment.
A small bugfix patch fixing some device connection issues.
Excited to share this update, MAYHEM! This update is all about tables, ladders, and cages. It adds two new ways to play in versus and a new solo mode that finally adds hardcore gimmicks into the fray!
Small patch here with some bug fixes, usability improvements for profiles, and some fun holiday palettes!
The full release of Double Turn is finally here! I'm excited to share this update that adds a significantly improved single player experience, integration with multiple Steam services, and a bunch of combat fixes. Check out our launch trailer and dive in to a match! [previewyoutube=ZNF3iyz4bVw;full][/previewyoutube]
Here it is, the final update of Early Access!
A new combat experiment is available on the "next" beta channel (guide for setup here)! This update (v0.20.0-beta.3) changes and tweaks multiple parts of signatures to improve pacing. I wanted to rethink how signatures work, add some more counter-play, and address some of the following issues:
A new combat experiment is available on the "next" beta channel (guide for setup here)! This update (v0.20.0-beta.2) adds stuns to to various environment interactions in gimmick matches.
Here's the first of a few experiment patches, available on the "next" beta channel (guide for setup here)! As mentioned in the last post, these are experiments I may roll back and will very likely make major changes to even if I do keep them! They are also done with quick-and-dirty effects and art tweaks so there's some lacking animations and VFX while I experiment. This particular update (v0.20.0-beta.1) introduces some new moves and passive abilities, one for each character.
Quick update here! I've released a new patch that includes some minor AI improvements and updates to Solo modes. Additionally, I've added some new guides and a new Bug & Support forum I'd like to highlight.
At long last, I'm happy to finally say that we have alternate character palettes! Version 0.19 aka "Olympic Slam" brings palette swaps, player profiles, and a whole pile of UI and UX improvements in the menus and controls customizations.
Really excited about this new update that includes some core combat rebalancing, QOL improvements, and a new Versus mode called Scramble! This is v0.18!
It's been far too long since my last update! Let's start with a quick rundown of the newly released update, v0.17 aka "Moonsault".
Finally at long last, v0.16.0 aka The Controls Update, the first decent sized update has arrived! This update is loving dubbed "Leaping Lariat" internally (yes, every minor release is named after different wrestling maneuver). The Controls Update includes Steam Controller support and in-game control bindings for keyboards and non-Steam gamepads.
First off I'd like to apologize for the lack up updates up to this point. After getting out a ton of bug fix patches right after launch, I wanted to focus on getting this bigger update finished. In the process I ran into some unforeseen issues, some scheduling problems due to some of my freelance work, topped off with a general burnout from the tedious nature of this update. This update is not flashy, and most players might not even touch the Steam Controller support or customize their controls at all! But it was desperately needed.
One of the major reasons it took so long was that it's a ground up rewrite of the input code. This was useful to make custom bindings go more smoothly and necessary for Steam Controller support. Since player input touches everything from the menus to the online play, it meant careful work with lots and lots of testing and re-testing.
The other reason was because during my work on this update, the game development tools I built the game with (HaxeFlixel and OpenFL) had some significant releases so I took some time to upgrade those. This means I'll be able to take advantage of much more up to date features I wasn't able to before as well as day one get some nice bug fixes.
Hey everyone!
The first few weeks of Double Turn's Early Access have wrapped up, and I'm starting to switch gears from mostly fixing issues and putting out fires to starting to build new stuff! Obviously there will continue to be issues to fix and feedback to gather but all the high priority post-launch hotfixes have gone out.
Excited to share that we pressed the big green launch button and Double Turn is now available on Steam Early Access! We're really excited to have people jump on board, play, and start gathering feedback and ideas from the community. As an early access release and with a team as small as ours, there will likely be bugs, issues, and problems. We're going to try to address issues as soon as possible and we hope you can keep in mind that we'll do the best we can as soon as we can! If you're not ready to buy into the game until its finished and fully released, thats totally fine. Just wishlist and you'll get an update when we get out of early access, hopefully in a few months. For those of you that do want to get involved now and help us out: Thank you so much! And welcome!
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