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Mega Knockdown News

Version 0.968 Update

  • Replays are now enabled for arcade mode!
  • Fixed an issue where replays would sometimes not correctly show the players' chosen art style if they were using Jerma skins
  • Some additional pt-BR translations have been added (thanks Stealph)
  • You can now switch languages in game from the main menu or Options instead of editing the game's launch options. Currently only EN and pt-BR are supported, and some parts of the game are still being set up for localization.
  • The game will now auto-detect your system locale and switch you to portuguese by default if your system uses it.
  • Added a new Marv animation (marv's anti air A special)
  • Fixed Jayne's color palette support in some Marv animations

Version 0.967 Update

  • More animations have been added for Marv, primarily reactions to getting hit/grabbed. These new animations are in black and white for now--the color shader will be turned on in a later update.
  • Marv has a new animation following his A attack, though it functions the same as before.
  • Nils, in the final fight of Nick's arcade ladder, has a new animation for his Natural Light special move.
  • Fixed a bug where Noel's air throw animation would sometimes not play properly on Player 2 side.


The in-development character Nils will be playable in a special edition of our monthly online league, which starts this Friday. Sign up here! If you want to help test out Nils, join our Discord.

Version 0.966 Update

This is a small patch with changes to the in-development character Nils. If you want to help test this upcoming character, join our Discord. Otherwise these changes will only affect Nick's last Arcade mode fight.

Balance Changes
  • Fixed a bug preventing Nils' throw from causing push. It now pushes 1 square as intended.
  • Nils Nautral Light now has extra range vs late moving attacks (like Billy's Shiko Slam).
  • Nils Advance Base is now -20 on block when spaced (was punishable)


Nils will also be playable in a special edition of our monthly online league. Sign up here!

Year in Review & 2025 Dev Goals

Just like last year, we've put a lot of time and effort into improving the game during the Early Access period. The combined patch notes alone from 2024 are over 20 pages long. We probably can't touch on everything, but we'll recap some highlights, then share some of our plans for 2025.

2024 Recap


In 2024 we took the game's visuals to the next level. Paul, Billy, Nick, Lewis and now Noel are in full color with finished quality sprites. There are now 10 swappable (and moddable!) palettes for each character, and that number is likely to go up in the future.

Online got a very important feature: players can now queue up for a match while playing other modes! This is becoming standard for most modern fighting games, and we think it will make it a little easier to organically find matches.

in terms of single player content, a power-up system was added to Survival mode to make the mode more fun and dynamic, and new leaderboards were added (viewable in the Community Hub for now) so that you can compare high scores with other players. We've also added unlockable colors for meeting certain milestones in Arcade and Survival, though tournament organizers and impatient players can skip this process in the options menu.

Our last update brought the first new character into the game since alpha: Nils! Nils is a charge zoner like Street Fighter's Guile, and I think we did a good job translating charge mechanics realistically into a turn based format. He's still in early development using draft sprites like most characters had last year. Nils is currently only playable by entering a code you can get on our Discord, but you can also fight him at the end of Nick's arcade mode..

The menus and HUD improved quite a bit during this time. We revamped the Character Select, the Rebinding menu, the Tutorial and some other menus, and added a VS splash screen before the beginning of fights. The tutorial and hints system has a new mascot charcter: Sensei Bob, who previously appeared on a poster in Paul's stage. There's a new Strategic View you can turn on in-game to see a combat log that includes frame data. More menus have been rigged up for localization, putting us closer to support for a workable set of full translations. There are also some slick new status icons for frame advantage/punish states, which replace the old programmer art that used to appear in their place.
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Menus now have a glyph system to more clearly show in-game actions and hotkeys at a glance, which really helps the look of various parts of the tutorial, rebinding menus and the in game input display.

Replays got better: you can now optionally step through them turn by turn instead of full speed, if you want to analyze your matches. They also remember the colors and stages players picked out. You can now record replays in single player by playing "One on One" mode as well.

We also added a new stage for Noel, the Greenhouse, although it's still in the draft stages. Owners of the free Green Screen Jeremy DLC got a new stage too: Chroma, the green screen stage, which we think has some creative potential.



In terms of balance changes, we made some dominant neutral tools like B attacks and fireballs a little easier to deal with, and midscreen throw loops have been toned down through the addition of push. Nick got a little better with the change to his A combo, Billy got better with a new mobility tool. jC is now a more useful air button for all chracters. A lot of other small tweaks happened as well to most of the cast. Overall the balance of the game is in a pretty good place right now.

We made lots of little adjustments to animations and timings to improve game feel and minimize "weird looking stuff" that breaks immersion. Characters do bespoke back throw animations now, too. We did some more optimization on textures--the hard disk footprint is smaller than last year, despite adding a LOT of new sprites. We have also fixed several dozen bugs, some of them which have been hanging around for a long time.

We also added our first DLC, Supporter Colors, which is just a cosmetic perk you can buy to support development of the game: https://store.steampowered.com/app/3067270/Mega_Knockdown__Supporter_Colors/

In league play, Steaph continued her reign of dominance, winning 8 of the 11 leagues we ran this year. ItsJustChrisNow, Missingno and hypergrav also won one league each. Think you can step up to the challenge and join the Hall of Fame? Join our Discord!

2025 Goals

We hope to be out of early access by the end of 2025. In no particular order, here are some of the goals we're going to work on:

Finished quality sprites for Marv and Jayne, who still has draft art:


Fully add Nils to the game, at least for multiplayer modes:


Add proper idle animations, win poses, and victory screens:


Add/finish more stage backgrounds:


Improve menus with additional touches like key art portraits in the character select:


Finish and implement our new ending animatics:


Expand localization (thanks to Stealph for her translation help so far):


As a disclaimer, we have a very small team with one programmer, one artist and no publisher money, so we may or may not make as much progress as we'd like toward these goals. If you want to support our continued work on the game, one great way to do that is to join our Patreon.

If you want to see last year's Year In Review, check it out here:
https://steamcommunity.com/games/1492750/announcements/detail/3888359911119183912?l=german

Thanks for your continued support!

Noel Update

Full color Noel sprites!
  • This patch marks our 5th character with finished-quality art: Noel!
  • Noel was partially done in the last patch, but now (almost) all of her animations are in. The one missing piece is the devouring animation on her ground throw, which will get finished up later.
  • Noel's air throw animation has been redesiged, and as a result we have reduced the push it causes to 1 square (from 2).
  • Marv will be the next to get finished sprites, which may take about 2 months because of how complex his animations are. A few of his 'being hit' animations are in this build, but we haven't turned on his color shader yet.


New Opponent Character: Nils
  • At the end of Nick's arcade mode, you may remember a fight with a character named Wooly, named after Nilson "Wooly" Seegmiller, a character from my previous game 'Nick Beard: The Fedora of Destiny' and the short lived Nick Beard comic.
  • Wooly, now calling himself Nils, is now his own character. His move set is modeled after "charge" based zoners like Guile. His art is currently in an early draft state (similar to what other characters were looking like last year) while we flesh out his gameplay.
  • You can fight Nils at the end of Nick's arcade mode, but we are also testing him out as a playable character. Join our Discord if you're interested in helping out with the testing process.


Improved Replay System
  • To help you analyze your matches, the replays viewer now has controls to pause or resume playback, or step through the replay a turn at a time. These controls are attached to the mouse driven 'Strategic View' interface which can be toggled on or off.
  • You can now record replays in single player if you finish matches in the "One on One" (versus CPU) mode.
  • There is now a slight delay at the beginning of a replay before the action starts. Previously the characters would jump the gun a little bit.


New Color Choices and Unlocks
  • The number of color palettes per character has been increased from 6 to 10.
  • A few existing palettes have been reorganized to different slots.
  • Most of these new colors are unlocks that you can earn by playing the game, effectively adding a some mini-achievements for each character.
  • Color 7 is unlocked when you beat Arcade mode on Normal or higher difficulty.
  • Color 8 is unlocked when you beat Arcade mode on Hard difficulty. Colors 7 and 8 will require a fresh Arcade run because of how Arcade progress was tracked in the past.
  • Color 9 requires a score of 5+ in Survival mode to unlock. This may already be unlocked for some of your characters.
  • You can actually skip doing the unlock process for the above colors by toggling on "Unlock Everything" in the options. This will not affect your saved progress, it just bypasses the requirements while this option is turned on.
  • Color 10 is unlocked with purchase of the Supporter Colors DLC. (The old Color 6 palettes were moved to this slot).

https://store.steampowered.com/app/3067270/Mega_Knockdown__Supporter_Colors/

Gameplay and System Changes
  • Now if someone blocks an attack which is minus, the blocking player appears to stay in blockstun for less time. This is a cosmetic change to help the flow of the game--the actual frame advantage of moves is not affected.


Bug Fixes
  • Fixed an uncommon issue where the game wouldn't know when to hand off a controller to Player 1 in some gamepad related situations, causing problems with navgating menus.
  • Thanks to King9999 for helping hunt down this bug. To report a bug or send feedback, you can always press F8 in game.