1. Beastieball
  2. News

Beastieball News

MILESTONE UPDATE: Starter Animations, Features, Music & More! (*Update 06/14)

* = Changed in update on 06/14
This is the first Milestone Update out of 10 planned.
πŸ–ΌοΈ Beastie Art Updates

    For the first milestone update, we fully focused on animation for the starter Beasties. These are ones that are relevant to every single player, so it made sense to get these ones wrapped up first.

  • Bongus: Animation COMPLETE!
  • Surgus: Animation COMPLETE! (Marked as complete without making any changes)
  • Illugus: Animation COMPLETE!
  • Ostrisigh: Animation COMPLETE!
  • Kassaleet: Animation COMPLETE!
  • Hopra: Animation COMPLETE! *Added a minor idle anim variation
  • Handicoot: Animation COMPLETE!
  • Bandicraft: Animation COMPLETE!
  • Shloom: Animation COMPLETE!


    The number of Beasties marked as complete has gone from 18 to 27.
✨New Stuff
  • WAY MORE unlockable Team Titles!
    • The number of Title words in the game have expanded from 200 to 440. Yes, we have more than doubled the number of Titles available in the game now!
    • There a few ways to unlock new Team Titles now:
      • Defeating a boss in Super Tower Tourney (every 10 rounds)
      • Clearing a 5-round streak in the Draft Challenge
      • Reaching Flag 9 in the Mountain Expedition

        And, most notably...
      • Defeating another team using an unlockable title, typically via an Away Team or during a Bigmoon Bash!
    • Players who have previous records in post-game challenges will be gifted a bundle of new Team Titles upon loading the game. The number of Titles you unlock will be based on your existing records.
    • Titles have also been retroactively added for clearing a certain story encounter. Players who have already passed this story encounter will unlock the new Titles upon loading the game.
  • New treats for your Beasties!
    • You can now find Ice Cream stands in certain game areas! Buy a stack of ice cream cones and throw them at your Beasties to give them a sweet little treat.
    • Daredillo Energy Vending Machines are now found in every populous area of the game. Check these out for some overpriced and unsatisfying drinks for your Beasties!
  • Environmental improvements
    • Additional environmental details have been added to Jasper and Beryl
    • The moon now appears in the sky during Bigmoon Bashes
  • New SFX
    • Added a few sounds which were missing for field effects like Rally, Dread, Trap, and Build
  • New Languages!
    • The game is now fully playable in Simplified Chinese and Russian.
    • More translations are still on the way! We prioritized these ones during Early Access for the largest potential expansion of our audience.
  • New music: SPORTS MATCH AGAINST GOD (Spoiler warning!)
    • This track was added for a certain lategame story encounter
    • Players who have already passed this point in the story will have the new song available in Music Setup.
    • The new track has also been added to the OST on Bandcamp!


πŸ“° Other News


πŸ”§ Balance Changes

    [h3]πŸ„ Traits[/h3]
    • (NEW!) Confident: Gets +1 Body POW and +1 Body DEF boost when TAGGING IN

      • πŸ”„ Given to Supilero in place of Fearless
    • (NEW!) Forager: Restores 50 STAMINA when TAGGING OUT

      • πŸ”Ό Given to Supilero in place of Scavenger
    • (NEW!) Thrasher: POW x1.3 when any Beastie on the opponent team is WIPED

      • πŸ”„ Given to Maraptor instead of Echo
        Echo made sense on Maraptor before the introduction of Quake, when instead it spread damage to both opponents. In general, we try to give Beasties a more offense-oriented trait and a more support-oriented trait; however, with splash damage changed to Quake, Echo became more like a support Trait, and one which was notably inferior to Clamor, so Maraptor was lacking in interesting build variety. The intention of Thrasher is to give Maraptor more of an effective aggressive role option again. This Trait is less tested than other changes in this patch and may require more testing and feedback to solidify.
    • Slippery:
      • πŸ”» New effect: This Beastie's damage is reduced 25%. Adjacent allies receive attacks in their place.
        This reduces ALL damage dealt, including via Nettle. Gremlur has strong offensive potential which they can invest in heavily since Slippery makes their defense stats irrelevant. Slippery also guarantees the option to double-use high value support plays. This trait adjustment means Gremlur gets less free value from this easy utility, but still can function as an annoying and sustainable field presence as intended.
    • (NEW!) Adaptation: Copies their ally's Trait when they TAG IN

      • πŸ”Ό Given to Gremlur as a recessive Trait
        Since Slippery now reduces Gremlur's damage output, and has basically always obsoleted their defensive stat spread, we wanted to give them an alternative mode which allows them to actually leverage their stats and offensive potential.
    • Rumpus:
      • πŸ”Ό Now triggers after every offense and defense turn, not just after offense.
    • Agile:
      • πŸ”» No longer confers a bonus for play effects with the "if ball is hittable" condition, ie. Juggle and Set.
    • Flee:
      • πŸ”Ό Triggers starting on 50 STAMINA rather than 49
    • Precise:
      • πŸ”Ό Given to Conjarr as a recessive Trait

      [h3]πŸƒ Plays[/h3]
      • (NEW!) Exert - Spirit attack, 65 POW. User feels 2TOUGH. -30 STAMINA.

        • Via level up

          • πŸ”Ό Daredillo, Opposur

        • Via friendship

          • πŸ”Ό Supilero, Grazada, Skiffrig, Squimage, Xiphosaur, Yamyth

          This attack combines well with other spirit options and gives spirit-focused offense teams a unique serving option that fits their unique strengths.
      • (NEW!) Echo Strike - Mind attack, 70 POW. Sets target's Trait to user's Trait.

        • Via level up

          • πŸ”Ό Plumask

        • Via friendship

          • πŸ”Ό Platypulse, Mistic, Trat, Magpike, Bindiva

      • Finisher:
        • πŸ”„ Updated text to reflect damage bonus starting on 50 STAMINA
      • Demolish
        • πŸ”Ό 80 POW (from 70)
        • πŸ”» No longer gets a POW bonus when it clears field effects
      • Rocket
        • πŸ”Ό Now always goes where it is targeted
      • Cook
        • πŸ”» 55 POW (from 60)
      • Grit
        • πŸ”» 60 POW (from 65)
      • Scream
        • πŸ”» 90 POW (from 95)
      • Contest
        • πŸ”» Can now only be used at the net
      • Thriller
        • πŸ”Ό 65 POW (from 60)
      • Relentless
        • πŸ”Ό 70 POW (from 50)
        • πŸ”Ό Can now use when WIPED
      • Challenge
        • πŸ”Ό 95 POW (from 85)
        • πŸ”» No longer makes the target ANGRY
          Our experimental change to Challenge to make the target ANGRY was effective at giving Spirit offense better disruption options, but at too great a cost. Challenge offered too much value and interaction potential and became a very centralizing play that bolstered the effectiveness of Rally teams. In the past, players have voiced that they felt Spirit and Rally offense was lacking in strong disruption options. This experiment has showed us that Spirit probably doesn't need to have the best disruption options in addition to its offensive potential.
      • Doze
        • πŸ”„ New name: Exhaust
        • πŸ”„ New effect: Feel 4 WIPED
      • Torch Pass
        • πŸ”» Lowers the user's Max STAMINA by 10
      • Team Chant
        • πŸ”„ New name: Chant
        • πŸ”Ό Now only cures negative feelings, not positive ones
        • πŸ”» Targets a single allied Beastie (self, ally, or benched ally)
      • Shield
        • πŸ”Ό Applies 2 TOUGH (from 1) + 2 ANGRY

      [h3]πŸ‘Ή Beasties[/h3]
      • Collarva/Wormask/Plumask
        • πŸ”» Plays Removed: Challenge, Supercommit, Sneak Attack, Call Out, Teleport
          Plumask is a Beastie that has been with us for a very long time, and from very early on in development was given new plays frequently as we added them. They were long overdue for a re-examination for what was actually uniquely relevant to them.
      • Shooga/Supassum/Supilero

        • πŸ”Ό Plays Added: Demolish, Thunder
        • πŸ”» Plays Removed: Energized
      • Platenna/Platypulse/etc

        • πŸ”» Plays Removed: Prepared Attack
      • Noizard

        • πŸ”» Plays Removed: Forward Pass
          Noizard has continued to dominate usage since we reduced its defensive capabilities. Although this play isn't their flashiest option, it has enabled Noizard to serve a critical function as a support for hyper offensive partners. Removing this passing option pigeon-holes them more into their intended disruption role. We're curious to step back and assess their power level after this change, along with the various nerfs made to spirit offense that tends to pair with them. Further nerfs may be made if this hasn't pushed them far enough.
      • Gastic/Wisper/Mistic

        • πŸ”» Plays Removed: Prepared Attack
      • Armantis

        • πŸ”Ό Plays Added: Sneak Attack (As a level-up play)
      • Grazada

        • πŸ”Ό Plays Added: Challenge
        • πŸ”» Plays Removed: Supercommit
      • Hydrolm

        • πŸ”Ό 85 BPOW (from 75)
        • πŸ”Ό Plays Added: Rocket
      • Heliath
        • πŸ”Ό Plays Added: Thriller
        • πŸ”» Plays Removed: Challenge
      • Maraptor

        • πŸ”Ό 89 BPOW (from 87)
        • πŸ”Ό 87 MPOW (from 85)
        • πŸ”» 81 BDEF (from 83)
        • πŸ”» 86 MDEF (from 88)


🚧Other Fixes and Changes
  • Significantly optimized the map menu, particularly when zoomed out
    • From experimental: Fixed an issue preventing the map cursor from selecting icons near the world edges
  • Re-increased the text size for the "MATCH SCHEDULED" UI event
  • Fixed collision on large trees in Mythwood
  • Fixed an issue where editing a saved team would list their equipped plays twice in the list of available plays
  • Made Conjarr "Cryptic" trait pop up less often in reaction to certain attacks which didn't have relevant side effects
  • Fixed a crash that occured when two Adaptation Gremlurs were fielded against two Mimicry Squimage
  • Fixed some potential softlock issues around cutscene triggers for encounters against Jack
  • Fixed an issue with loading Visual Studies in the Beastiepedia on MacOS
  • Updated playbooks for post-game challenge Beasties to make use of new balance patch features. Also improved automated team building logic around Dreadful Mist.
  • *Corrected some issue with displaying text in Chinese
  • *Improved flow for starting up Tower Tourney - custom team selection is preserved between runs, and all startup settings are available in one menu before beginning play.
  • *Improved flow for a returning Away Team - you can now edit the team before sending it back out, and your in-game party is healed automatically after you're finished responding to Away Team updates.

Join the next Open Bigmoon Bash!

Another BIGMOON BASH is beginning soon in Beastieball! During Bigmoon Bashes, coaches can challenge each other in open matchmaking for a limited time.

When: June 21, 2025 00:00 UTC to June 23, 2025 00:00 UTC (equivalent to Friday, June 20 @ 4PM PST to Sunday, June 22 @ 4PM PST) Theme: NONE! All Beasties are allowed!

During the event you'll have a Bash Rank, which will improve based on your performance. After it's over, you'll receive in-game rewards based on your participation, such as Social Battery and Sports Points.

Players of all skill level are invited! All you need to do to participate is to play the game on that day and join the Bash on SportNet! SportNet is typically unlocked within the first 2 hours of your adventure, after beating your first Ranked boss. And if you aren't confident in your own Beastie team, you can use a randomly generated one instead - just go to Team Setup and set "Random Team" as your current team.

[h3]Official Game Rules:[/h3]
First to 2 Points wins
Standard time limit on move selection
No Undos allowed
No duplicate Beastie species allowed
Relationship Combos are disabled
All Beasties are set to Level 50

[h3]Note: Incoming Balance Changes![/h3]
This Bash will be played on a upcoming balance update which is currently live in Experimental. It will become part of the main game branch tomorrow, on June 12 as part of our first milestone update.

June Experimental Balance Changes! (Updated 06/09)

* = Added or changed in an update on 06/05 - PC ONLY ^ = Added or changed in an update on 06/09 - PC ONLY

We've got a hefty one for you! Following this past weekend's Bigmoon Bash, we've got a slew of new changes coming in.

We're testing these balance changes in anticipation of a major milestone update releasing on June 12! These changes will come into effect in the base game on that day, so we'll be excited to get all the feedback an testing we can from the community before then. I encourage dedicated coaches to join us in our Discord community to discuss the changes live with other players.

πŸ”§ Balance Changes

    [h3]πŸ„ Traits[/h3]
    • (NEW!) Confident: Gets +1 Body POW and +1 Body DEF boost when TAGGING IN

      • πŸ”„ Given to Supilero in place of Fearless
    • (NEW!) Forager: Restores 50 STAMINA when TAGGING OUT

      • πŸ”Ό Given to Supilero in place of Scavenger
    • (NEW!) Thrasher: POW x1.3* when any Beastie on the opponent team is WIPED

      • πŸ”„ Given to Maraptor instead of Echo
        Echo made sense on Maraptor before the introduction of Quake, when instead it spread damage to both opponents. In general, we try to give Beasties a more offense-oriented trait and a more support-oriented trait; however, with splash damage changed to Quake, Echo became more like a support Trait, and one which was notably inferior to Clamor, so Maraptor was lacking in interesting build variety. The intention of Thrasher is to give Maraptor more of an effective aggressive role option again. This Trait is less tested than other changes in this patch and may require more testing and feedback to solidify.
    • Slippery:
      • πŸ”» New effect: This Beastie's damage is reduced 25%. Adjacent allies receive attacks in their place.
        This reduces ALL damage dealt, including via Nettle. Gremlur has strong offensive potential which they can invest in heavily since Slippery makes their defense stats irrelevant. Slippery also guarantees the option to double-use high value support plays. This trait adjustment means Gremlur gets less free value from this easy utility, but still can function as an annoying and sustainable field presence as intended.
    • (NEW!) Adaptation: Copies their ally's Trait when they TAG IN

      • πŸ”Ό Given to Gremlur as a recessive Trait
        Since Slippery now reduces Gremlur's damage output, and has basically always obsoleted their defensive stat spread, we wanted to give them an alternative mode which allows them to actually leverage their stats and offensive potential.
    • Rumpus:
      • πŸ”Ό Now triggers after every offense and defense turn, not just after offense.
      Launcher*:
      • πŸ”Ό "Always targets straight ahead" effect has been adjusted to prioritize over all sources of redirection.*
    • Agile:
      • πŸ”» No longer confers a bonus for play effects with the "if ball is hittable" condition, ie. Juggle and Set.
    • Flee:
      • πŸ”Ό Triggers starting on 50 STAMINA rather than 49
      Flow*:
      • πŸ”Ό New effect: When on the field with RHYTHM, opponents can't give their allies any bad feelings*
    • Precise:
      • πŸ”Ό Given to Conjarr as a recessive Trait

      [h3]πŸƒ Plays[/h3]
      • (NEW!) Exert - Spirit attack, 65 POW. User feels 2* TOUGH + 2 SWEATY^. -30 STAMINA^.

        • Via level up

          • πŸ”Ό Daredillo, Opposur

        • Via friendship

          • πŸ”Ό Supilero, Grazada, Skiffrig, Squimage, Xiphosaur, Yamyth

          This attack combines well with other spirit options and gives spirit-focused offense teams a unique serving option that fits their unique strengths.
      • (NEW!) Echo Strike - Mind attack, 70 POW. Sets target's Trait to user's Trait.

        • Via level up

          • πŸ”Ό Plumask

        • Via friendship

          • πŸ”Ό Platypulse, Mistic, Trat, Magpike, Bindiva

      • Finisher:
        • πŸ”„ Updated text to reflect damage bonus starting on 50 STAMINA
      • Demolish
        • πŸ”Ό 80 POW (from 70)
        • πŸ”» No longer gets a POW bonus when it clears field effects
      • Rocket
        • πŸ”Ό Now always goes where it is targeted
      • Cook
        • πŸ”» 55 POW (from 60)
      • Grit
        • πŸ”» 60 POW (from 65)
      • Scream
        • πŸ”» 90 POW (from 95)
      • Contest
        • πŸ”» Can now only be used at the net
      • Thriller
        • πŸ”Ό 65 POW (from 60)
      • Relentless
        • πŸ”Ό 70 POW (from 50)
        • πŸ”Ό Can now use when WIPED
      • Challenge
        • πŸ”Ό 95 POW (from 85)
        • πŸ”» No longer makes the target ANGRY
          Our experimental change to Challenge to make the target ANGRY was effective at giving Spirit offense better disruption options, but at too great a cost. Challenge offered too much value and interaction potential and became a very centralizing play that bolstered the effectiveness of Rally teams. In the past, players have voiced that they felt Spirit and Rally offense was lacking in strong disruption options. This experiment has showed us that Spirit probably doesn't need to have the best disruption options in addition to its offensive potential.
      • Doze
        • πŸ”„ New name*: Exhaust
        • πŸ”„ New effect: Feel 4* WIPED
      • Torch Pass
        • πŸ”» Lowers the user's Max STAMINA by 10
      • Team Chant*
        • πŸ”„ New name: Chant
        • πŸ”Ό Now only cures negative feelings, not positive ones
        • πŸ”» Targets a single allied Beastie (self, ally, or benched ally)
      • Shield*
        • πŸ”Ό Applies 2 TOUGH + 2 ANGRY (from 1)

      [h3]πŸ‘Ή Beasties[/h3]
      • Collarva/Wormask/Plumask
        • πŸ”» Plays Removed^: Challenge, Supercommit, Sneak Attack, Call Out, Teleport, Doze^
          Plumask is a Beastie that has been with us for a very long time, and from very early on in development was given new plays frequently as we added them. They were long overdue for a re-examination for what was actually uniquely relevant to them.
      • Shooga/Supassum/Supilero*

        • πŸ”Ό Plays Added: Demolish*, Thunder^
        • πŸ”» Plays Removed: Energized*
      • Platenna/Platypulse/etc

        • πŸ”» Plays Removed: Prepared Attack
      • Noizard

        • πŸ”» Plays Removed: Forward Pass
          Noizard has continued to dominate usage since we reduced its defensive capabilities. Although this play isn't their flashiest option, it has enabled Noizard to serve a critical function as a support for hyper offensive partners. Removing this passing option pigeon-holes them more into their intended disruption role. We're curious to step back and assess their power level after this change, along with the various nerfs made to spirit offense that tends to pair with them. Further nerfs may be made if this hasn't pushed them far enough.
      • Gastic/Wisper/Mistic

        • πŸ”» Plays Removed: Prepared Attack
      • Armantis

        • πŸ”Ό Plays Added: Sneak Attack (As a level-up play)
      • Grazada

        • πŸ”Ό Plays Added: Challenge
        • πŸ”» Plays Removed: Supercommit
      • Hydrolm

        • πŸ”Ό 85 BPOW (from 75)
        • πŸ”Ό Plays Added: Rocket
      • Heliath
        • πŸ”Ό Plays Added: Thriller
        • πŸ”» Plays Removed: Challenge
      • Maraptor

        • πŸ”Ό 89 BPOW (from 87)
        • πŸ”Ό 87 MPOW (from 85)
        • πŸ”» 81 BDEF (from 83)
        • πŸ”» 86 MDEF (from 88)



🚧Other Fixes and Changes
  • Significantly optimized the map menu, particularly when zoomed out
  • Re-increased the text size for the "MATCH SCHEDULED" UI event
  • Fixed collision on large trees in Mythwood
  • Fixed an issue where editing a saved team would list their equipped plays twice in the list of available plays
  • Made Conjarr "Cryptic" trait pop up less often in reaction to certain attacks which didn't have relevant side effects*
  • Fixed a crash that occured when two Adaptation Gremlurs were fielded against two Mimicry Squimage^
  • Fixed some potential softlock issues around cutscene triggers for encounters against Jack
  • Fixed a bug wherein the Unflappable trait reduced damage from Quake to 0 instead of 5^


*There might be some other insignificant new things floating around, since this is a stripped-down version of next week's update. Full patch notes on new features will be revealed when the update is ready!

Cheer Squad Bash - Final Results and Stats!

This past weekend the CHEER SQUAD BASH invaded the world of Beastieball! Noizard, Diggum and Cherrily decided to duke it out and determine which Beastie was the ultimate cheerleader.
[h2]πŸ† Final Results![/h2]
Diggum is the winner of the Cheer Squad Bash, scoring highest in both popularity AND winrate! Congratulations to Diggum and to all the coaches who fought hard to get them to the top!



Hey, speaking of. Let's take a look at the coaches who scored highest this time around!
[h2]πŸ‘‘ Top-Scoring Players[/h2]
  1. Satoros (The Diamond Ducks) | Bash Score: 3132
  2. Kyyg (The Wacky Worms) | Bash Score: 3100
  3. MochaTeehee (The Hello Fishes) | Bash Score: 3028
  4. Theta (The Nefarious Ballers) | Bash Score: 3012
  5. Reverie (The Nervous Folks) | Bash Score: 2968
  6. Arc Tech (The Arcane Machines) | Bash Score: 2868
    • Rosery (The Roaring Knights) | Bash Score: 2828
    • Kesephim (The Dazzling Lovers) | Bash Score: 2828
  7. N/A
  8. Melanie (The Eternal Moons) | Bash Score: 2816
  9. Astra (The Tiny Girls) | Bash Score: 2784

We've got a mix of returning champions and new names on the list this time. Congrats to the players above, and everybody else who jumped in on the fun during this event! For players curious beyond this list who are curious about where they stand; the median Bash Score this time around was 1940.

In general, you can expect the median score to be around 2000, since that's the value that players generally start at, with some variance. Coaches who haven't finished the story will start lower; coaches who have done a lot of post-game challenges or have placed high in previous events will start higher. The reason for variance like this is to help seed the matchmaking a bit so that players match into opponents that are closer to their skill level.

[h2]πŸ“Š Beastie Usage Stats![/h2]
As has become tradition, we've collected a ton of data on Beastie usage during this event and we're happy to share that data with you for further investigation!
[h3]> Check out the STATS here![/h3]

[h2]🚨 Big updates coming soon![/h2]
We're well underway on a balance update which we plan to release to Experimental players within the next couple days. Changes are coming based on usage stats and other data we have, as well as community feedback. We're excited to get your thoughts on how the PvP scene is evolving!

These experimental balance changes will be rolled into the base game when we release Milestone Update #1 of 10 on June 12. This update will have a pretty good chunk of stuff, enough that I think every player is gonna have something to enjoy in it. We're excited to share more on that... very soon!

Join the CHEER SQUAD BASH on May 30!

Shhh... hold on a second. Do you hear that sound?

That rumbling from the forest?

Beasties are converging from all directions. And the ones leading the charge... Cherrily, Diggum, and Noizard?

Oh, great and terrible Shloom! There's so many of them. It... It must be...

πŸŽ‰The Cheer Squad Bash!


⏰ When: May 31, 2025 00:00 UTC to June 2, 2025 00:00 UTC (equivalent to May 30, 4PM PST to June 1, 4PM PST) 🀼 Theme: Cherrily VS Diggum VS Noizard (Note: any Beastie related to these Beasties will also be treated as playing for their team)

Another BIGMOON BASH is beginning soon in Beastieball! During Bigmoon Bashes, coaches can challenge each other in open matchmaking for a limited time.

This bash is a contest between 3 guilds: Cherrily, Diggum and Noizard! Your wins and losses will count towards the global score of the Beastie you bring. When the Bash is over, only one of the theme Beasties will be declared the Bash Champion! Choose your favorite and fight to bring them to the top! But if you don't have a team with one of these Beasties ready, not to worry! The game can automatically generate you a random legal team to use, too.

During the event you'll have a Bash Rank, which will improve based on your performance. After it's over, you'll receive in-game rewards based on your participation, such as Social Battery and Sports Points.

Players of all skill level are invited! All you need to do to participate is to play the game on that day and join the Bash on SportNet! SportNet is typically unlocked within the first 2 hours of your adventure, after beating your first Ranked boss.

[h2]πŸ“œ Official Game Rules:[/h2]
  • First to 2 Points wins
  • Standard time limit on move selection
  • No Undos allowed
  • No duplicate Beastie species allowed
  • Relationship Combos are disabled
  • All Beasties are set to Level 50