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Your Only Move Is HUSTLE News

a thank you from my heart to all hustlers

i posted this on reddit and discord so im gonna post it here too. thank you to all the new players for buying and playing Your Only Move Is HUSTLE over the winter sale. I never thought this game I made for my friends and I to goof off in would be going so strong this long after release with over 700 freaking modded characters on the steam workshop and tons of people playing it all the time. it's very surreal and I am thankful.

for anyone wondering about new content, I don't have any exciting news. YOMIH was never meant to be a long term project, and the more I work on the game, the more haggard and sick it makes me (both mentally and, apparently, physically now too). long term projects like this are just difficult for me. it's also not really in my blood to milk it like a business or to build a brand around it. this is why there is no paid dlc, customization is fully free to everyone, and I almost put out the game itself for free until people begged me to sell it, so I picked the highest price for which I could stomach peddling my little stickman software. I still feel weird about that decision.

but I want to show my appreciation, and offer some assurance that I'm still alive and committed to fixing any major issues when they come up like the lobby crashing thing. game is not abandoned by any means, just coasting along for now. there's an update on the unstable branch I still need to eventually finish up, and a final 6th character I've been planning for a long time if I can hold my nose and dive back into the code once more. before anyone asks, mobile and Mac ports are probably not happening any time soon unless I find a really awesome publisher who takes care of absolutely everything for me.

for those who don't know, I've been making loads of free games since the release of YOMIH—mostly small scope jam games but you might find them fun. peep those at https://ivysly.itch.io/ . this is where most of my dev energy has been going lately. I have been thinking about worthy successors to YOMIH, and if there ever is one, it will be a lateral shift and not a direct sequel; I don't have it in me to design and balance another fighting game. but I've had some ideas about what to do with the main cast 🙂

anyway I love you guys. it feels good to be proud of not just my own game but the awesome community
who has turned it into something bigger. keep it real -ivy sly ːorganiccucumberː

PS if anyone is interested in hearing me talk about myself more and occasionally post project updates you can follow me on blue sky as i have largely abandoned twitter.

temporary solution for lobby crashes

YES i am aware of the crash! unfortunately, it is not something i caused this time...

there is a software unrelated to YOMIH going around that scrambles network packets to avoid ISP blocks/censorship which also happens to have the unintended effect of crashing lobbies. until i figure out how to fix it, i have added a safeguard that is triggered when this software is detected and prevents users of this software to connect to multiplayer lobbies. credit to Leftie, Script, and Adamiya for the find. hopefully this is an easy fix but i will have to do some testing.

sorry i'm late! the last patch was over a month ago and seemed to be working fine so i took a couple weeks off not expecting people to nuke lobbies with sketchy scripts.

i have also added a safeguard from the current unstable build that might help with crashes.

hotfix 1.9.20

turns out last patch broke hard knockdowns and a few other moves, as well as some new character select screen bugs. these should be all or mostly fixed.

new version number because this is *technically* a gameplay change, but nearly all 1.9.19 replays should work.

mod mismatch fix

no gameplay changes yet.

modded players should see a new loading screen when the game starts. i've also made it so the game only needs to load modded characters once, instead of after every match. please let me know if this relieves the "mod mismatch" error.

additionally, cloud saving has been enabled.

small security fix update

nothing special. thank you to emi.pet and sodium fluoride for finding and alerting me to a particular vulnerability involving remote code execution - scary!

update 2024-08-03, in response to some comments:

>nothing special
>fixed RCE

...what?


why not explain what the vulnerability was? im curious, this is scary. i dont want to play a game without transparency within the code construction and the potential vulnerabilities, especially since im a cybersec freak. would love to hear from you about this


maybe i should not have had such a casual tone about this patch, as it fixed a rather severe exploit, but the actual change was something like 10 new lines of code, and yomih has never had issues with hackers or cheaters, so i see this as a preventative measure and peace of mind. i should clarify this exploit had been in the game for a long time, but i've never heard any reports of anyone actually using it.

basically, networking in Godot works like this: rpc calls allow your game to call functions on the other player's computer. previously, YOMIH allowed one client to rpc call *any function on the Network object*, including base Node methods. i hesitate to offer excruciating detail, but that had all sorts of wide-reaching implications, and RCE was the worst of them. this update only allows the client to call script functions, not built-in Godot methods. so you can no longer do the bad thing.

on that note, this does NOT prevent mods from doing whatever the hell they want. this has been and always will be the case, as the modloader is pretty laissez-faire (and probably can't be restricted much more on this old version of Godot). workshop mods of questionable ethics are always removed and the modders banned, and mods are open-source by necessity so mods are unlikely to contain anything like that, but it can technically happen, so use mods and old versions online at your own peril.