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Mega Knockdown News

Mega Knockdown will be a featured indie game at EVO 2025!

[p]The Evolution Championship Series (EVO) is the world's biggest fighting game event. This year's EVO Las Vegas will be August 1-3, and Mega Knockdown has secured a spot in the Indie Dev Area, a dedicated space showcasing the next generation of fighters from independent creators around the world.

Come with your friends and play the latest build of the game, chat with the dev and check out all the other great indie games at the event! We plan to hold a little tournament during the event as well for a lore accurate $100 prize.

New Challengers Preview (Beta)

[p]We've released a special preview of our upcoming Major Update as a public beta branch. This will be a massive update including the addition of two new characters! Why not try it out and give us some feedback? We've been updating this beta over the past few weeks as we continue to tune things up and add new features. [/p]
  • [p] This patch adds 2 new characters: Maria & Nils
    [/p]
  • [p] Both these characters have new Arcade Mode stories and can be used in all modes. In single player modes, you can unlock Nils and Maria by beating Nick and Noel's arcade mdoes, respectively, or by selecting "Unlock Everything" in the options. Because Maria is a newer character, some of her animations are not final. [/p]
  • [p] For full beta patch notes, see here: https://pastebin.com/DgDgV6sf
    [/p]
[p]
To access the public beta branch:
Right-click Mega Knockdown in your library and click Properties
Navigate to the Betas tab. Select the Maria Beta.
Launch the game. You are now playing the beta!

If you have comments or encounter any issues, please press F8 to notify the dev. Your feedback will ensure that this patch will launch as smoothly as possible. You can also hop on the discord (https://discord.com/invite/bGVftKK ) to find matches and discuss the new update.[/p]

May Update

New Languages Added: Japanese and Spanish
  • Mega Knockdown may now be played in Japanese (translation by Warlocs) or LATAM Spanish (translation by LeapyLad). There is a language selection button in the lower right corner of the main menu, and another one in the Options menu.
  • There are a few lingering text strings still in english, such as Online log messages, but the game should be fully playable in these languages now, in addition to English and Brazillian Portuguese as before. If you notice an issue with the translation, you can press F8 to report it.


New Animations
  • Finished quality sprites have been added for Marv's B attacks (the wood pillars) and Noel's throw (the chomp).


Balance Changes
  • Nils' Void Cutter no longer deals self damage.
  • At an early stage Void Cutter did a lot more damage at the cost of self damage, but this was dialed back to the same as Paulcano--but the self damage stayed. So it doesn't make a lot of sense to add a drawback to a worse Paulcano.
  • "A attack" damage has been adjusted for some characters.
  • Nils A attack (first hit) now deals a flat 125 damage, instead of 150 for the crouching version or 100 for the walking version of the move. Nils B attack (first hit) increased to 125 damage (from 100).
  • This is intended to make his uncharged A and B a little less useless, while keeping charged A/B damage above average.
  • Marv A attack (first hit) now deals 50 damage (down from 100)
  • Universal 6A is, in general, a really strong tool, and Marv could basically play rushdown with it just as well as anyone else. We're going to try reducing 1st hit damage to give him a little disadvantage here, but the reward is still decent on a clean hit.
  • Paul A attack (first hit) now deals 75 damage (down from 100)
  • Paul has not been taking his training very seriously so his jab has lost a little bit of power. He won't trade hits as effectively, but his full A combos are still quite strong.


Online Improvements
  • The game now offers more explanation of what happens when you are sent back to the lobby view, or back to the lobby browser.
  • When someone goes back to room during a match, or disconnects during a match, an explanatory message will show in the Player Room's log window
  • If you lose connection with a lobby and get kicked out to the Online menu, an explanatory message will show in the Online menu.


User Interface Improvements
  • The clickable mouse controls now use the same glyphs and color scheme as used elsewhere for attack/block/throw.
  • Fixed some alignment/layout issues with a few menus when the game is in 16:10 aspect ratio.
  • Increased the "fade in" speed of some scenes to make menus easier to navigate.
  • New fonts are being used in several places. For instance, Arial Black has been mostly replaced with Montserrat.


Tutorial Improvements
  • In Lesson 16 (Different Types of Throws), the player's HP has been reduced significantly. If players fail the third part by getting hit, they will now be KO'd, allowing them to retry instead of getting stuck in a confusing situation where the opponent is no longer easily throwable.
  • In Arcade mode, Sensei Bob now offers additional Sensei's Tips telling the player about the "Next Move" hint in single player, and explaining how to bring up the Combat Log.


Bug Fixes
  • Fixed an issue where your first click in the Main Menu screen would sometimes do nothing.
  • In the Demo, fixed an issue where achievements were not unlocking correctly.
  • Fixed an issue where the Green Screen Jeremy DLC was not being registered correctly on Linux.
  • Fixed the alignment of some "alerts" that appear in the Main Menu (such as when a lobby is open for joining).
  • Fixed an issue where a deactivated Animator object was being given instructions during the Credits, causing a log warning.

Marv & Jayne Update

For much of the early access period we have been overhauling the in-game character sprites with hand drawn art. This patch marks an important milestone, as we have now upgraded almost all sketch-quality character sprites to finished quality, and we can shift our efforts to elements like backgrounds, endings, and final polish.

New Sprites for Marv, Jayne & Nils!
  • Marv and Jayne's animations are now in full color. A few animations are likely to get improvements, such as his air throw.
  • Nils, an in-development charge character, now has finished quality sprites as well. You can fight him at the end of Nick's arcade mode, or if you want to help test out Nils, join the Mega Knockdown discord for details: https://discord.gg/WDPduQM8Eh


Expanded Steam Timeline support
  • The game now uses the Steam Timeline API to mark up your Steam Game Recordings (such as the one that appears in your Post-Game Summary). A label now indicates the start of each match so that you can more easily clip out highlights and share them with your friends.
  • Facepunch.Steamworks has been updated to the newest release version (2.4.1) to interface with this new Steam feature.


Bug fixes
  • Paulcano now has the same hitstop on P1/P2 side. Nils Void Cutter now has the same hitstop as Paulcano, including the combo version.
  • Fixed an issue where the wrong "delay" sprite would sometimes appear after whiffing an air throw that moves forward 1 space vs a blocking character


MacOS support now in testing
  • Mega Knockdown is now playable on Mac, but more testing is needed before we can say it is officially supported.
  • If you want to join the Mac test, join the Mega Knockdown discord for details: https://discord.gg/WDPduQM8Eh

Version 0.9701 Update

  • Fixed an bug where Jayne would briefly disappear when Marv has frame disadvantage.
  • Fixed an bug where Marv's with B attack animation had the wrong timings.
  • Toned down Marv's reactions to Jayne's attacks.
  • Adjusted the timing and positioning of some of Marv's animations
  • Added a WIP version of Marv's updated sweep animation.