- August 20, 2026 - 21 August 2026
\ Quick Super Move MacroQuick Super input as L+M+H+U but it costs 4 Super meters\ Dash MacroEasy dash input of L+M: - There is a buffer window of 6f - Can be plinked (L~M or M~L will work) but only if the attack is the first attack of the current chain cancelFor "run" dashes: - Still need to crouch to wavedash (plink dash will not work by itself for wavedashes) - Holding L+M continues the runFor air dashes, also allow L+M: - AZ, Leznever, Sin AZ = L+M but disallow double-direction, - Khontay, Lord Pyre = both L+M and double-direction, - Rikki = both L+M and double-direction (only forward) - Arisette, Bonso, BARRY-350, Spiros = disallow bothBlood GemSupers can now be canceled into Rapid Coagulation (236G) \PausePause menu to pause the gameplay (offline only). Sounds and particles will continue playing causing some visual/audio weirdnessControlsFrame Data default setting as R3 (from L2)Fi…
- August 8, 2026 - 8 August 2026
Voice SFXAZ attacksSin AZ attacksLord Pyre attacksAdjust Khontay volumes
- August 6, 2026 - 7 August 2026
New ModeParry Practice = implement six scenarios where the dummy is playing back a sequence to practice parrying. It automatically resets positions when: you get hit or you finish a combo. \SystemDuring a Super flash: - Update parry cooldown window (first parry after the Super flash is easier as well as can now parry if was walking forward before the flash), and - Update input buffers (easier to input Supers, Specials, etc.)When doing a ground parry vs a physical attack, slightly reduce the pushback receivedCPU in VersusAttacks less often unless: last attack made contact or lock-on target is closebyAttack with Medium attacks less oftenActivates Cosmo Super when lower than half of Cosmo timerVersusSet the default versus type to be vs "Human"Voice SFXBonso attacksRikki voice for round callouts, etc.Voice-over for "Gem System" command list optionBug FixFix air parry allowing you to be in a…
- August 2, 2026 - 3 August 2026
Fight UIShow failure messages randomly during the "Ready" of each round for regular versus games now \During a match with 3+ players, remove the player icon when they are deadDuring a match with 3+ players, remove the target icon when the local player is deadSlightly move the "big announcement" texts up slightly (like "Round 1")SFXBARRY-350 = fix the 2 popping sounds during Rocket PunchCharacter SelectRemove the WIP text for Lord Pyre and BARRY-350, and change last character's text to be yellow
- August 1, 2026 - 2 August 2026
Voice SFXKhontay attacksFight UIAdjust when to show the you (yellow triangle) and target (target lock-on) icons: - When 2 players = only during round start - When 3+ players = always (except game start)When there is a match with 3+ players (CPU or human), add the red/blue player icon above each character's headChange Target icon to green (from red) and biggerPerformance OptimizationDisable physics of the hitbox viewer and other itemsBug FixFix the untextured floating spheres that sometimes appear in "Offline Versus Humans" in random locations \Combo TrialsChange organization of the failure messages. No change should be seen, but potentially in memory usage? Unsure.
- July 29, 2026 - 29 July 2026
OnlineEnable Steam's "Remote Play Together" feature. This is a hotfix so players can play online with "black screen issue". \SystemIncrease Super meter gain for: walk forward, backdash, attacking with normals or specialsBlood GemAbsolute Coagulation (214G) = decreased health gain to 150 (from 300)BARRY-350Increased air friction during Sentinel (Fly)Hitspark VFXThe shape of the hitspark now depends on the character who hit them: - Slash line (the existing VFX) for Khontay and Pyre, or - Circular spark (a new, more compact VFX) for everyone elseOn spawn, the hitspark now: - Appears in front of the characters (instead of directly in the middle), and - Are semi-transparentOver time, the hitspark will: - Gradually become transparent - Expand and then shrink in sizeVFXThe expand+shrink and transparent effects also applied to: 1. Blockspark 2. Air tech recovery 3. Burst 4. Blood Gem Rapid Coag…
- July 23, 2026 - 23 July 2026
SystemForward and back ground roll recoveries have their final 5f to be: punishable and have a standing height. Command list updated for this change under "Common Actions"Aegis GemSingular (236G / 214G / 22G) = increased to "high" priority (from "medium") to prevent Blood Gem's Function breaking this Singular instantly on contactFunction (5G) = increased to "high" priority (from "medium")Blood GemFix bug where the ground-version of the Singulars were not healing correctly, i.e., when health was increased to 1000, only the air versions of the Singulars were increased. - 236G = health gain to 80 (from 10) - 214G = health gain to 300 (from 40)Lord Pyre5M = decrease Pyre's height during startup and active, hitbox travels upwards during active frames, and active frames increased to 5f (from 3f)Blazing Combustion (236H while holding Blaze It Up) = input changed to 214H (to remove overlap with…
- July 18, 2026 - 18 July 2026
Button ConfigurationChange default gamepad layout to have Medium on Triangle (instead of X). Swap "Gamepad A" and "B" default presetsCombo TrialsAdd an empty row for Lord PyreMenusForce the survey QR code to be always hi-res
- July 17, 2026 - 18 July 2026
Fight UIAdd combo damage text below the combo hits counterLord PyreSuper (6246L+M+H) = Scorch Lord Inferno Animation is a placeholder currently. - Lv1 = invincible dash punch - Lv2 = faster, further, launches, and jump cancelable - Lv3 = faster, further, hard knockdown, positive on blockRenamed moves to be "Blaze" relatedBlaze meter = changed colors of orange+red slightly2H = increased hitbox height (to juggle into it easier) and hurtbox's height shrinks during startup and active frames214EX = changed to be EX Criminal Deagle (instead of Volcanic Cobra)Character portrait in Fight UI = adjusted positioningHavoc GemRename Cosmo to: "Welcome to Die"MenusAdd Tutorial button that says not implemented yet and to visit the Command List and Combo Trials \Main Menu = QR codes for feedback survey and DiscordCombo TrialsAdded 54 failure messages (551 total). Listed below:spooby pls free usI can be…
- July 16, 2026 - 16 July 2026
Lord PyreAdd animations for Deagle lv2 and 3Adjust animations for: jL and Gem CosmoRefund (214U after a Special) = has a white flash nowCharge Blast (236H while holding 5U) = has a white flash nowAdjust character colors: - All = changed hair color and reduced armor scratches #1 = reordered and altered red and black colorsPortrait pics for all colorsFix attack trail during Volcanic CobraArisetteAdjust animation for: downed
- July 14, 2026 - 15 July 2026
Lord PyreNew command normal: J-Dust (j6H) = big hitstun and pushback, but not dash cancelableNew Special move: Criminal Deagle (214L/j214L) = overhead attack. Lv2 is a knockdown. Lv3 is a launcher \Various frame data changes to normalsColor #2-4 now \Adjust cel shading valuesAttack trail color changed to orange-blueBlood GemCosmo = Decrease the passive health loss during the Cosmo by -50% to -1 HP/sec (from -2 HP/sec)Fight UIShow health points number in the health bar \TrainingFix bug where resetting when holding a direction was delayed (to the next reset afterwards)
- July 12, 2026 - 12 July 2026
Performance OptimizationsGreatly improve character rendering (via a bunch of settings)
- July 10, 2026 - 11 July 2026
Fight UINew glow implementation, which is for illuminating the characters (e.g., yellow for EX moves, blue/red for parries, etc.). Compared to previous: + Lord Pyre can now properly apply these glow states to his entire model. Also, it is more efficient in memory+performance - Some parts will no longer glow (mainly BARRY-350's head) and Khontay's sword still does not support glowing (the former may be fixed in the future)Note: above change could have a chance for issues. In particular, try rematching and changing (or not changing) colors and characters. Also, test rematching in online matches.Command ListMove Gems above the charactersSeparate Gem System to its own button (instead of being in "Common Actions")
- July 9, 2026 - 10 July 2026
Input ReaderIncreased some buffers for it to be slightly easier to execute motion inputs for Specials and SupersArisette¡Que Qué Sí! Super = hitbox extended upwards2H = first hit's hitbox extended upwardsGround EX Huracan Aris = remove Unique Movement cancel for the first portion of this attack \SpirosSuper = renamed to "Fatal Cross"RikkiNew stomp move = SFX, attack trail VFX, and added to the command listBARRY-350Rename 2M stomp string in the command listSupers in Combo TrialsFinishing up the additing of Supers to trials by changing/moving existing ones and deleting the combo trial #1 for all characters. The trials that are changed are:Sin AZ = #12, 17, 20Arisette = #5, 7, 14, 16-17Spiros = #13, 17Leznever = #10, 16, 20Khontay = #12, 20Bonso = #12, 19Rikki = swap #16 and 17Combo TrialsEdited some failure messages but also added 5 new failure messages (497 total). Listed below:Damn! He…
- July 7, 2026 - 7 July 2026
RikkiNew stomp move (j2M) = instant overhead, OTG, and unscaled hitstun. Can chain 3 times where the 3rd hit has better combo potential (more hitstun and less total frames)Blood GemBlood Gem Function (5G) = air version will now stop downwards acceleration if character was descending (to prevent the animation canceling via landing)Supers in Combo TrialsMove the custom meter (i.e., only Sin AZ Super or Lord Pyre so far) upwards to not be blocked by the combo UISuper meter starts at 4 now (instead of 3)Adding Supers to trials by changing/moving existing ones and deleting the combo trial #1 for all characters (but starting with only the below 2 first). The trials that are changed are:AZ = #11, 14, 20Rikki = #9-10, 12-20 (also included new Stomp move)Combo TrialsMove grid and portrait UI to the right
- Summer Sale: 20% off of Gemion Function! - 2 July 2026
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- July 2, 2026 - 2 July 2026
SystemGround parry vs a physical attack = defender will get pushed back a bitRikkiGains some more speed halfway during kick flurries of SuperSin AZAir parry animationGravity GemGravity Function has stronger push/pull against a downed opponentDuring Gravity Function or Singular, the player can turn if their lock-on target changes sidesVFXFix bug where some glows (parry, red parry, and burst) were not as bright as previously \UIMore borders around various thingsStardust Gem has darker background colorBug FixFix super flash freeze always showing the default portraitTrailerQuick trailer vid (30-60 sec) and screenshots
- June 29, 2026 - 30 June 2026
BonsoNew animations for all normal attacksFight UICharacter portrait = new triangle cut-out and combine with the health bar UIGame count = changed to just the number with a colored background and moved to the centerRound counters = moved a bitCharacter SelectAdd a slant to the grid and team bordersCharacter Select + Gem SelectAdd a scrolling design to the red+blue backdropsDecrease timer text sizeAdd some borders and paddings to some UIPause Options"Hide Fight UI" option = also hides game counter in Versus and network stats if OnlineNetwork UITexts moved to not overlap the new character portraits
- June 25, 2026 - 26 June 2026
Gem SelectGem name capitalizedAdd subtitle description text for each Gem: Havoc = Damage, Gravity = Control, Aegis = Shield, Cortex = Resources, Blood = Health, Stardust = TimeCharacter SelectRandom select to support Lord Pyre's additionCompany LogoNew company logo on Main Menu and in CreditsButton ConfigurationHighlighted button is a darker green
- June 24, 2026 - 25 June 2026
Lord PyreLord Pyre is the new name for OSOLCountry flag = custom-made called SolgarEX attacks = Lv 2 without spending any Charge (only Spear It and Volcanic Cobra) \White flash when doing any Lv 3 boosted moveImprove animations for: stand hitstun and Gem FunctionRound Win IconsKilling with certain scenarios have new icons: Double KO = skull Chip = cheese Super = red-orange S EX = white EX with yellow border Gem moves or during Cosmo = the selected GemMove round win icons slightly upwardsCharacter SelectAfter selecting the character's color: - The preview window closes, - The portrait changes to that selected color, and - Green border around this player's portraitChange the background colors of all characters slightlyMenusNew button UI for specific main menus (startup, main menu, offline) where non-highlighted state has a semi-transparent background and white text with a black outlineAll…