- Gameplay Updates! - 4 April 2019
It's been a while since we've updated the build (and even longer since we posted an announcement!) but I've rolled up all the latest changes and feel like everything's gotten a lot smoother. Windows and Mac builds are updated, and here's a rough list of some of the changes: Knockdown changes Previously there was a single cooldown time for knockdowns, which protected you from too many in a row but was clunky. Now you can get more knockdowns within combos, or follow up a knockdown with a slide attack and not feel restricted. Less walking through knocked down opponents Throw cooldown shorter, and can press directions while throwing to change arc of opponent (press away for a farther throw, or up to throw straight up and attack while they're in the air) Some special attack changes (example, lightning attack is linear and stuns you strongly) Previously grab could interrupt supposedly uninter…
- Early Spring 2017 Update! - 19 March 2017
It's been some time since we put an update out, but we've been rolling this one around for a while. We've streamlined the controls, added slide attacks, and did a bunch of other smaller things. Overall it should be a smoother experience now! Here's a rough list of what's changed: Revamped the controls! Converted the "pose" button into a block button. Adjusted posed attacks to work naturally from directional buttons. Added "hard" attacks, so the A/B/X/Y buttons are all for attacks, moving powerups to R-shoulder. Slightly nicer controls menu. Corresponding change in special combos, particularly ones that required "holding" direction, since a ton of people had problems with them. Slide attack! While running, press down to slide tackle. That's pretty much how that works! Knock 'em down! Misc. fixes! Added gameplay options for rounds, powerups, match time. Throwing near edge of screen throws…
- Early Spring 2017 Update! - 19 March 2017
It's been some time since we put an update out, but we've been rolling this one around for a while. We've streamlined the controls, added slide attacks, and did a bunch of other smaller things. Overall it should be a smoother experience now! Here's a rough list of what's changed: Revamped the controls! Converted the "pose" button into a block button. Adjusted posed attacks to work naturally from directional buttons. Added "hard" attacks, so the A/B/X/Y buttons are all for attacks, moving powerups to R-shoulder. Slightly nicer controls menu. Corresponding change in special combos, particularly ones that required "holding" direction, since a ton of people had problems with them. Slide attack! While running, press down to slide tackle. That's pretty much how that works! Knock 'em down! Misc. fixes! Added gameplay options for rounds, powerups, match time. Throwing near edge of screen throws…
- Quick Winter Update - 26 December 2016
We've added a fairly basic training mode that lets you practice moves and powerups against an optional AI, with the ability to toggle infinite health/power/powerups. We've also done some tweaking to the hit timing of a lot of the attacks. One character that got a lot of work was McRainbows, as their attacks were happening just a little later in the anim than they should have been, contributing to their overall sluggishness. There's still a lot more we've got in our pipeline, but these were some quick enhancements before the end of the year.
- Quick Winter Update - 26 December 2016
We've added a fairly basic training mode that lets you practice moves and powerups against an optional AI, with the ability to toggle infinite health/power/powerups. We've also done some tweaking to the hit timing of a lot of the attacks. One character that got a lot of work was McRainbows, as their attacks were happening just a little later in the anim than they should have been, contributing to their overall sluggishness. There's still a lot more we've got in our pipeline, but these were some quick enhancements before the end of the year.
- Demo is Back! - 8 December 2016
The free demo has been updated and its main link re-added to the main page. We took it down temporarily after launch because it was crusty and old and terrible, but we wanted to make sure anyone can try this out for free so we've ripped out all the old demo stuff and re-implemented the short single player campaign using our existing map framework. You'll have access to Faceless and Monster Girl, and can play as Krumble Jack once you beat him. So if you're on the fence about making a purchase or unsure of compatibility, give the demo a try first!
- Demo is Back! - 8 December 2016
The free demo has been updated and its main link re-added to the main page. We took it down temporarily after launch because it was crusty and old and terrible, but we wanted to make sure anyone can try this out for free so we've ripped out all the old demo stuff and re-implemented the short single player campaign using our existing map framework. You'll have access to Faceless and Monster Girl, and can play as Krumble Jack once you beat him. So if you're on the fence about making a purchase or unsure of compatibility, give the demo a try first!
- First Update! - 3 December 2016
We've been kind of quiet since we released a few weeks ago, but we've been collecting feedback, fixing bugs, and balancing gameplay. There's a new update available now, and a few of the major things we've fixed are: Fixed some major problems with key binding. Fixed some hit collision problems, especially with low attacks and jump attacks. A ton of gameplay and balance tweaks (improving projectiles, reworking stuns, balancing some attacks, speeding up some things, etc.). I'll provide a more detailed list at the end of this update. In the meantime, I also wanted to share our overall plan for the future of this game. Short Term We've got a pretty decent list of minor fixes and features we want to add, so we're prioritizing and looking into implementing the ones that would have the most impact. Two things I'll be working on next are adding a training mode and making an updated demo version…
- First Update! - 3 December 2016
We've been kind of quiet since we released a few weeks ago, but we've been collecting feedback, fixing bugs, and balancing gameplay. There's a new update available now, and a few of the major things we've fixed are: Fixed some major problems with key binding. Fixed some hit collision problems, especially with low attacks and jump attacks. A ton of gameplay and balance tweaks (improving projectiles, reworking stuns, balancing some attacks, speeding up some things, etc.). I'll provide a more detailed list at the end of this update. In the meantime, I also wanted to share our overall plan for the future of this game. Short Term We've got a pretty decent list of minor fixes and features we want to add, so we're prioritizing and looking into implementing the ones that would have the most impact. Two things I'll be working on next are adding a training mode and making an updated demo version…
- FrightShow Fighter set to Release on Nov 14th - 8 November 2016
It's been years in the making, but FrightShow Fighter is set to release on Nov 14th. We've been focusing on gameplay these last few weeks and things are playing really smoothly. The AI is responsive and poses quite a challenge in harder difficulties. This initial release is super awesome, and we'll still constantly be working to add updates and make it even better! This current build of FrightShow Fighter has 1-player Story Mode and 2-player Local Multiplayer Mode. Unlike the demo you'll get all 10 characters to choose from and get to play with the not-yet-seen PowerUps! Future updates will allow Online Multiplayer with a ranking system, and a Store to get more PowerUp packs and new skins.
- FrightShow Fighter set to Release on Nov 14th - 8 November 2016
It's been years in the making, but FrightShow Fighter is set to release on Nov 14th. We've been focusing on gameplay these last few weeks and things are playing really smoothly. The AI is responsive and poses quite a challenge in harder difficulties. This initial release is super awesome, and we'll still constantly be working to add updates and make it even better! This current build of FrightShow Fighter has 1-player Story Mode and 2-player Local Multiplayer Mode. Unlike the demo you'll get all 10 characters to choose from and get to play with the not-yet-seen PowerUps! Future updates will allow Online Multiplayer with a ranking system, and a Store to get more PowerUp packs and new skins.