New UI and New Input System Update!
First of all, I'd like to thank the patience for the lack of updates in January, but I promise, it was worth it.
I am happy to announce that we moved away from the old clunky UI to a brand new and beautiful one. With controller or keyboard input indications, for Xbox and PS controllers on all pages.
This UI is not just an aesthetic change, it is laying grounds for all the content that is missing in the game, like extras, achievements, story more lore, and even the ability to listen to the OST of the game in the menus. I am excited about the things to come.
The change also includes all menus, in-game included with a very clear way of communicating the information.
[h3]I already added a couple of nice things with this new UI:[/h3]
1. Credits Screen. Here you can see who has already participated in the game creation and the responsible for all the areas of the game.
2. Default Controller Screen. Here you can see the default inputs for Xbox and PS5 controllers.
3. Options to inactivate the dash with double tapping for each player separately.
4. A more interesting and cohesive key binding screen.
5. The duel settings are not part of the flow anymore. You can set the number of duels or difficulty once and not have to setup every time you choose to play a game mode.
6. New quick guide screen. Here you can access each game tip, instead of having to go through them.
7. News section. Here you will be able to access the latest release notes and any other important Two Strikes news in the future.
In other news, I also had to change the game input system from Rewired to Unity's New Input System. The new UI wasn't compatible with Rewired and as per the request of the publisher, thinking ahead for the porting of the game to all platforms, also suggested I move to the New Input System. This New Input System should simplify detecting fighting sticks and even leverless controllers a lot better and without conflicts with XInput with Steam.
A lot of testing was done to find most of the bugs, but I believe that some of them might have escaped us, so I please asking for your help to find them, so we can squash them as fast as possible.
[h3]Balance Changes[/h3]
We are getting very close to finishing all the art assets of the game. Including ending illustrations. While I can't show the ending illustrations, I can show you the story mode portraits that were just finished. Miyo, the swordsmith!

I am happy to announce that we moved away from the old clunky UI to a brand new and beautiful one. With controller or keyboard input indications, for Xbox and PS controllers on all pages.
This UI is not just an aesthetic change, it is laying grounds for all the content that is missing in the game, like extras, achievements, story more lore, and even the ability to listen to the OST of the game in the menus. I am excited about the things to come.
The change also includes all menus, in-game included with a very clear way of communicating the information.
[h3]I already added a couple of nice things with this new UI:[/h3]
1. Credits Screen. Here you can see who has already participated in the game creation and the responsible for all the areas of the game.
2. Default Controller Screen. Here you can see the default inputs for Xbox and PS5 controllers.
3. Options to inactivate the dash with double tapping for each player separately.
4. A more interesting and cohesive key binding screen.
5. The duel settings are not part of the flow anymore. You can set the number of duels or difficulty once and not have to setup every time you choose to play a game mode.
6. New quick guide screen. Here you can access each game tip, instead of having to go through them.
7. News section. Here you will be able to access the latest release notes and any other important Two Strikes news in the future.
In other news, I also had to change the game input system from Rewired to Unity's New Input System. The new UI wasn't compatible with Rewired and as per the request of the publisher, thinking ahead for the porting of the game to all platforms, also suggested I move to the New Input System. This New Input System should simplify detecting fighting sticks and even leverless controllers a lot better and without conflicts with XInput with Steam.
A lot of testing was done to find most of the bugs, but I believe that some of them might have escaped us, so I please asking for your help to find them, so we can squash them as fast as possible.
[h3]Balance Changes[/h3]
- Ayai recovery after being defended from her weak attack is getting 20% longer since some characters were not able to counter even with a weak attack, which was very unfair considering how fast and long-ranged her attack is.
- Yasuke's dash back range is being reduced by 50% and the duration is being decreased by 20%. Consider this a buff, since it makes Yasuke more dynamic and in a better spot after canceling his attacks.
We are getting very close to finishing all the art assets of the game. Including ending illustrations. While I can't show the ending illustrations, I can show you the story mode portraits that were just finished. Miyo, the swordsmith!
