- Hand2Hand Alpha 0.1.2.1 - 8 August 2026
Greetings bored mortals. Today I am blessing you with a more standard update consolidating the launcher and some game systems. No much content again. Thanks to Nemerod the game is less prone to be capricious for some bizarre OS and hardware. I am also announcing two things : ☼ Hand2Hand will be presented at the Angoulême Spawn! in October 2026 ☼ Hand2Hand is officially registered for the Fighting Game Steam Fest in May 2027 That means I need to crank up more content at least for the Ruler to be juicy enough. I am happy that technically the game is exiting its medieval era and it makes developing new features much easier (still by hand so at my rhythm). If I kick my ass enough a 7th class could see daylight. Sound ☼ DSP system updated to fix some minor details, thanks to Nemerod ! ☼ If your computer is too old to use the DSP systems, the game will be muted safely instead of just crashing…
- Hand2Hand Alpha 0.1.2 - 21 July 2026
Greetings bored mortals. It's been a long while due to my first year at the JMIN master degree at the ENJMIN, after which I resumed working on Hand2Hand. While it doesn't give much content on the game, some systems gained some love while others have been inaugurated ; notably the launcher ! Well, more like a "launcher" but you get the concept. Modding should be a bit smoother since all classes are now separated in their own folders. I will make sure to add more content next time, as the Angoulême Spawn! of October 2026 is approaching, and the Ruler class is not yet completed. Other nasty crashes were also removed, but please checkout the known issues beforehand. You will also notice the no-AI logo as well as the performance requirements in the store page. After some tests the CPU with too old technologies won't make the sound system work alas ; but it should run on most computers. Launc…
- Hand2Hand Alpha 0.1.1.7 - 18 November 2025
Greetings bored mortals. Here's an extensive update with a newcomer ! I wanted to finish it first but it's been so long before an update so I insisted to show it now. The ENJMIN (the school I'm currently in) takes quite some time and energy, but I managed to polish features and UI. Main menu Links to socials added. They are keyboard accessible past the exit button. Class gallery ☼ The shown value of each stat with shift pressed is moved on top of the icon and gaining a border to be better distinguishable Tutorial ☼ Statistic descriptions are more compact and their vertical spacing is more automatic ☼ Statistic text color takes the stat color instead of a hard coded color ☼ Large icons removed, and thus moving the text body closer to the left border ☼ Updated stat desc to reflect recent changes Animation ☼ Each frame can now have alternate sound IDs depending on the stance index of the c…
- Hand2Hand Alpha 0.1.1.6 - 15 June 2025
Greetings bored mortals. A consequent patch is arriving, not much in term of content, but it brings most necessary stability and juice. Of course much is left to rework, as the core game loop is yet to be touched. I bring most dire news for Hand2Hand, as well as auspicious ones for myself. I got accepted into a very selective game design school, and thus my activity on Hand2Hand might be halved starting from September 2025 ; for about two years. Of course the project is not benched, it is just that a day is composed of no more than 24 hours from which I cannot do all at 100%. On the other hand, I hereby announce the creation of the official wiki !SettingsThe settings.txt file contains a version field, if different than the current version the game will reset to default. This makes settings safer to update in case of refactorized data. It is now in version 1. If you want to import a sett…
- Hand2Hand Alpha 0.1.1.5 - 16 March 2025
Greetings bored mortals. We continue the patches with some Hex Key glowup and fixes concerning previous additions. The store page has been also updated with a modernized logo and recent screenshots. Two events are expected the first week end of April and May respectively ; that is why the dev is getting more intense. For the most baguette members of our community I'm doing coding and drawing lives on twitch where I advance all the stuff. I should also remember y'all that joysticks are functional but a bit depreciated due to how Purebasic handle them. Of course it is planed to rework them in the very near future. If you have doubts play on keyboard. Combat ☼ Screen shake is reset when starting a new round as intended Hexkey Heavy ☼ Image 4 and 5 push increased from 0 0 / 0 0 to -10 0 / -10 / 0 Heavy - ☼ Added Side - Back - ☼ Added Back - ☼ Added Behind the scenes ☼ Tutorial and credit me…
- Hand2Hand Alpha 0.1.1.4 - 9 March 2025
Greetings bored mortals. It's been 4 months since the last update but I haven't slacked off ! On one hand we get improved UI and HUD, multichannel sounds, more important stamina effects and parry animations. On the other hand the game became much heavier due to the Wav file conversion, as well as loosing a bit of audio quality from going into mono instead of stereo. Players would tend to read more easily game texts thanks to borderization. However if they expected new animations it's on the menu ! UI ☼ Increased black screen transition speed by 50% ; or from 12.8 to 19.6 per frame ☼ The main menu now display the description of the selected item at the bottom of the screen. ☼ The selected item is zoomed dynamically in the main menu ☼ Combat texts are also bordered for better readability on any background color Versus AI ☼ The class selection screen got a bit reworked : the commands are n…
- Hand2Hand Alpha 0.1.1.3 - 22 November 2024
Salutations, mortels qui s'ennuient. French translation is now available ! Other people can now add and edit language files as they want. Modding is a bit trickier, but this is definitely a step toward the right direction. I wanted to put more work on the Hex Key, so you get two new combos for now. Parry is also making an entry in the game. Keyboard The settings is now taken in account and working for switching between QWERTY and AZERTY. Special keys might not be switched correctly depending on the azerty keyboard. For player 2 french users, the default keys and settings would feel natural even without changes. Player ☼ Secondary idle animation have now less chances to replay the same previous one. This means for example the chopstick idle 2 and 3 have less chances to repeat themselves. ☼ Reseting a player also resets the jump and dodge reload times Class selection Shadows are now back.…
- Hand2Hand Alpha 0.1.1.2 - 22 October 2024
Greetings bored mortals. Finally after almost two years of reworks, all older animations are now modernized with separated wind effects and better juice ! It is not this day the Hex Key will receive additional love, but that would be for next time. I can now count precisely : 963 hands have been drawn and implemented by me, 32 are contributed into a total of 995 ! Some frames were scrapped, so we can push this count well over 1024 but that would be cheating.There's also a lot more tools for modders to play with the constants. You may skip the configuration part if it's not your cup of tea ; unless you want to know about the exact stats. CombatAttack perturbation A hand is affected by gravity if it is not attacking, in other words when the current active animation isn't an attack. However, if the attacking hand is pushed up or downward (and not stunned) it continues like nothing happened…
- Hand2Hand Alpha 0.1.1.1 - 18 September 2024
Greetings bored mortals. Today we get a bunch of polishing and upgrades, plus a bit more modding potential. The chopstick, ballpen and unarmed are now fully reworked ! I wanted to push an update with a reworked gluestick and a completed hexkey, but due to the workload I preferred to release something now to keep some regularity. The following month would see these two pop up, with extra work on controllers and the sound system. Anyway, this is getting reaaally sexy, nothing like the crappy demo 3 years ago. Yep, the project is 5 years old in late december ! I want to be honest with you. I'm using AI to help me converting the markdown text into steam BBCode and itch.io HTML. All the patch logs are written by a human ! Settings ☼ Menu reworked in the back-end to be more easily expanded in future updates ☼ Some settings can be changed with the accept command (like Enter, by default) on top…
- Hand2Hand alpha 0.1.1 - 28 August 2024
Greetings bored mortals. I am proud to present you the very first alpha version! I promised myself to release it after the rework of the old HUD. You also get some regular upgrades and bug fixes. Window It is now possible to move the window in windowed mode by drag'n drop the top bar. While moving, the game is paused. UI ☼ Small combo icons, stat icons, dots, and crescent are reworked; all imported from a single atlas image ☼ Stat icons are now colored in the runtime ☼ Stat icons are now facing the same direction as the corresponding player ☼ Strength icon and small heavy combo icon are now the same Loading Background is now totally black, which makes the fade in/out transitions smoother. Class gallery ☼ Non-colored stances are now orange colored (player 1) ☼ "To be added" image removed for a simple zoomed text ☼ Class name and stance are now colored like in class selection screen ☼ Sta…
- Hand2Hand Pre-Alpha 0.1.0.9 - 25 July 2024
Greetings bored mortals. I would liked to push more into this update, but other project had higher priorities. However, that does not stop me from adding key elements. Slowly but surely we are approaching the Alpha stage ! Animation reworks would be postponed, as well as giving flesh to the Hexkey. That's why the Alpha 0.1.1 would focus on reworking the HUD to a more modern one ! The current one isn't much adaptable to screen sizes. But enough rambling. Guard ☼ Floating number (not integer) for each player ☼ By default 10 + 5 x mass ☼ Regenerates at 10 + 2.5 x stamina per second ☼ Each final received damage and stun also consumes the guard, freezing its regeneration for non cumulative 10 frames ☼ Can go down to -10 ☼ While the guard is inferior or equal to 0, it is counted as broken ☼ A player having its guard broken will have half of overboard damage also dealt into stun (max 5 per hit…
- Hand2Hand Pre-Alpha 0.1.0.8 - 11 June 2024
Greetings bored mortals. At last the controllers evolved from stone age to... antiquity ? More flexibility has been added to them in terms of handling and configuration. However there's still additional work to upgrade them to a modern standard. Animation reworks are in a good pace, chopstick is almost finished to be refined ! I threw in more combos so this update gets more love. Don't hesitate to report issues about the controllers on discord ! Controls Menu More inputs are now taken in account for navigation, notably joystick. New actions It is possible to bind specific moves. The base ones are still available. ☼ Neutral / Side / Back / Up / Down to force this move no matter the direction, by default unassigned ☼ Block / Dash Right / Dash Left available but not supported, by default unassigned ☼ Menu accept, cancel and exit, by default unassigned (menu always has default keys to be sa…
- Hand2Hand Pre-Alpha 0.1.0.7a - 30 April 2024
Greetings bored mortals. One way or another I forgot to add the stun animation to the Ballpen... which resulted in a crash when Attack Delay was enabled... UI/UX ☼ The player vs player selection screen can also be now validated with start on the player 1 Joystick ☼ Player 2 (left) default keys set from YGHJ-QWE to WASD-CVB ☼ Combo sounds a bit louder Attack Delay ☼ The Fix mode triggers only when 5 damage or more is dealt Small repeated attacks would no longer slow down too much battle with that option. Unarmed Heavy ☼ Recovery increased from 10 to 20 Too much reward on miss since the player can quickly return to Heavy. Bug Fixes ☼ Player 1 (right) default special key was L instead of I Fixed ☼ Ballpen had not stun animation Fixed Known bugs/issues ☼ Gravity kicks in only when a movement attack ends ☼ Controllers are only detected at game start ☼ Cannot move the window in windowed mode,…
- Hand2Hand Pre-alpha 0.1.0.7 - 20 April 2024
Greetings bored mortals. Everything is getting polished to a degree. The gameplay got a bit more depth although much is yet to come. Physics have been tweaked to better accommodate the future balance changes (at last). Finally, the interface evolved from disgusting to just ugly. It's something \(._.)/ We are slowly but surely approaching the Alpha. It is very good as a pre-alpha but not mature enough to go beyond. UI and UX ☼ Menu reworked with bigger text, more space and minor font fixes ☼ Screenshots can be taken anywhere with shift+F instead of just in battle (you have to paste them manually) ☼ Transition fixes between menus ☼ Games can be paused & resumed with backspace ☼ Games can be leaved when paused with escape ☼ Alt+f4 now works anywhere ☼ Tutorial menu added, showing through plain text and images how the game works (no interactive one yet) ☼ Player 2 (right) will get an altern…
- Hand2Hand Pre-alpha 0.1.0.6 - 7 November 2023
Greetings bored mortals. I am happy to share with you today an improved version in the back end. The menu can now manage controllers for a smoother transition from keyboard only. However, combat might feel different than previously, notably because of the several changes in physics and feedback signs. I can say Hand2Hand finished its copper age and entered a bronze age. The base is still crude but all of the polishing is starting to pay off ! UI and UX ☼ Screenshots can be taken in battle with Shift+F, they cannot be taken elsewhere that way yet. ☼ Deleted old loading remnants, especially from unloading screens. ☼ Game version in battle gets a darker color if on top of a bright HUD. ☼ Inputs are no longer detected if the window is not active. ☼ Game ready to start text glows like in other menus. ☼ Controls last only one frame instead of several. ☼ Return and Escape are no longer availab…
- Hand2Hand Pre-alpha 0.1.0.5b - 21 October 2023
Greetings borded mortals. Let's continue with more fixes and small improvements, shall we ? Animation A frame can allow the player to move without having to wait for the end of the attack if it hit successfuly. This means a player can abord a combo by moving instead of continuing to attack, making them more mobile. By default all animations and all frames don't have it. Interface The background orange border gradation thickness is now dependant on the screen size. The default one you know is when the game screen size is the same as your game window. Game time Now displayed in game, starting at 0 and ending at 99:99. Only cosmetic for now. Reacts to screen shakes. Loading Second loading animation added. Class name are no longer displayed. The loading bar of all loaded classes are fused together. There's no loading animation switch between class loading (this was never seen before since t…
- Hand2Hand Pre-alpha 0.1.0.5a patch - 1 October 2023
Greetings bored mortals, I am back sooner than expected with a small patch. I just bumped into very harsh bugs in combos so I had to fix it quickly. I also improved AI a lot, making them more spammy dangerous. They aren't high level yet but every bit helps. The last 48h were quite tough to deal with the AI logic, mostly reworked from scratch. Artificial Intelligence The objective is to make them smarter at hard mode without having long term strategies. ☼ Medium mode can now select random combos, but less frequently than hard mode ☼ Hard mode gains additional experimental behaviors ► Stuns more often an attacking player ► May pick more often an attack moving the AI away if the player is attacking ► If agile enough will jump to dodge non-aerial player attacks ☼ Each class and stances may gain special behaviors in the future, putting more character to each combination Chopstick ☼ No longer…
- Hand2Hand Pre-alpha 0.1.0.5 patch - 29 September 2023
Greetings bored mortals. I promised more content and here we are ! Behold the mighty Hexkey as the 5th playable class ! It is not much a surprise since you were teased at the class list. While it is not complete yet it can at least fight everyone. Performance ☼ Performance option has now only two modes : ► Load on demand (high CPU, high disk usage) ► Load everything (high GPU usage but smooth fights) Interface ☼ All background are now the same by default ☼ Starting counter is more animated Loading screen ☼ Loading animation added ; other loading animation are randomly selected but only one exist for now. ☼ The loading screen shows a progress bar with a fixed size for all classes ☼ Instead of loading one animation with all of its children, frames are loaded by batch at each frames so the framerate isn't stuck ☼ Loading time increased for fast loader, but negligible for slow computers Sou…
- Hand2Hand Pre-alpha 0.1.0.4c patch - 15 July 2023
Greetings bored mortals, last one before commencing the 0.1.1 ! The internship is going to end soon, so more and more time will be spend on H2H. Next patch will be focusing on hex key and animation reworks. It's been a while since I haven't done new ones ! Combo display ☼ A combo icon starts small & transparent ☼ When hit, the icon shakes, shines and gets temporarily bigger ☼ A combo end is bigger and shakes more ☼ When a combo restart, previous icons persist and fades away instead of instantly disappearing ☼ Combo list has now the correct hand orientation relative to the displayed animation gadget ☼ Centered the big combo icons, as well as the countdown, so the hand doesn't instantly move sideways from another Interface ☼ The current selected menu element slowly shines ☼ Selecting a menu element & going back have new sounds (moving sound is unchanged) Solo versus Bot ☼ It is now possib…
- Hand2Hand Pre-alpha 0.1.0.4b patch - 8 July 2023
Greetings bored mortals, this is a major update concerning the engine ! I know there's no more content yet, but I wanted to have a better structure to handle later elements ! I promise the next updates will focus on frame rework, bot selection and the Hex key. Engine We gain here much more performance concerning the CPU and the RAM. When 2 hands are fully loaded, the game eats 8x less RAM ! Frame per second ☼ Game set to 100 FPS by default ☼ Can be displayed in game, toggled in the option menu (by default disabled) ☼ The game no longer spam frames as much a possible, it will stick instead to the intended FPS value ☼ Even if the display lags behind the game is somewhat at the same speed ☼ Menu framerate is now coherent with the rest of the game ☼ The FPS can be set in options to ► 50 ► 60 ► 70 ► 80 ► 90 ► 100 (default) ► 120 ► 144 ► 200 ► 240 Fluid mode ☼ By default enabled ☼ The previou…