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Patch v1.0-2385

[h3]Hello Heroes![/h3][p]We’ve just rolled out another patch for Steam! [/p][p]There was a major progression bug that we solved in this update. So if you experienced a case where you finished a run but did not receive rewards, completing the run again should now give you those rewards properly. [/p][p][/p][p]Additionally, Secret Stash was not working for many players. This should now be fixed and you can all finally enjoy pulling an entire table out of your pocket! [/p][p]More detailed patch notes below![/p][p][/p][p]Make sure your game is updated to v1.0-2385![/p][p][/p][p]Techniques/Trinkets [/p]
  • [p]Spark: Replaced Talgun's laugh sound by Onya's laugh sound[/p]
  • [p]Levitation: Fixed input text for Spanish[/p]
  • [p]Crab Guard: Rarity changed from Common to Dual[/p]
  • [p]Fortune Dash & Fortune Block: Added a cap to the gold gained to avoid issue with invincibility and some other weird interactions[/p]
  • [p]Squabble: No longer bypasses armor[/p]
  • [p]Fruits of Labor: Fixed an issue where defeating a surprised enemy did not give you a banana[/p]
  • [p]Dreamcatcher: Is no longer triggered if Ashes of Life is procing[/p]
  • [p]Max Health Techniques: Techniques which reduce your max health now heal you when you lose them.[/p]
    • [p]Impacted Techniques: Crescent Formation, Scorched Earth, Cold Exposure, Alchemy[/p]
  • [p]Secret Stash: Changed to use a safer method of getting the random weapon[/p]
  • [p]Levitation+: Heal can no longer proc in Inns[/p]
  • [p]Longevity: The barrel hits on enemies no trigger the technique[/p]
  • [p]Yellow Phoenix: Should now proc at every boss wave[/p]
  • [p]Trinkets Scroll: Can no longer gives Elevation and Starter techniques.[/p]
    • [p]Impacted Trinkets: Cold Eye Scroll, Leaf Scroll, Monkey Scroll, Mystery Scroll, Scroll Voucher, Storm Scroll, Tiger Scroll[/p]
  • [p]Ki and Block Lamp: Various fixes on the lamps to fix various issues where they would not proc + Change so Lamps no longer proc in the Inn[/p]
  • [p]Cold Eye fights: Rework Region 1 Cold Eye challenge to be more in-tune with Region 1 difficulty[/p]
[p]Characters [/p]
  • [p]Deserter: Now has a long recovery after their attack to allow punishing when their guard is down.[/p]
  • [p]Ogai: Can no longer catch first phase Ogai with a heavy right after he dodges[/p]
  • [p]Dash Wall Flip: Will now properly proc with Radiant Dash[/p]
  • [p]Admiral: During Phase 2 and 3 charges, the Admiral will now deflect projectiles[/p]
  • [p]Scholar: Fixed various issues related to the new armor gain[/p]
  • [p]Enemy Clones: Clones dying by themselves no longer count as defeated enemies (This stops some chaos from techniques procing way too much)[/p]
[p]General Fixes/Changes [/p]
  • [p]Progression: Fixed an issue where progression was not counted correctly in some cases which resulted in missing out on some narrative and some rewards[/p]
[p] Gameplay [/p]
  • [p]No Heavy Kill Subobjective: Fixed an issue where your heavy attack was counted as a kill despite not killing[/p]
  • [p]Dialogue UI: Fixed bug where Illustrations would sometimes not show up during dialogue[/p]
  • [p]Dialogue UI: Fixed bug where Speaker Portraits were sometimes not showing up after skipping cutscenes[/p]
  • [p]Map Music: Music will now fade instead of stopping abruptly when entering encounters[/p]
  • [p]Floor Shadows: Fixed Floor Shadow Sorting Layer values causing the Drop shadow to sometimes not be visible.[/p]
    • [p]Affected locations: Gate, Bath house, Hundred Screen Corridor[/p]
[p]If you'd like to provide anymore feedback or bug reports the best place is to join us over on the Discord as we are very active over there!

Thank you again! [/p]

How Forestrike Was Made 🔥

[p]First of all, a huge thank you to each and everyone of you who has bought, played and taken the time to leave a review for Forestrike! As a small team of 4, we really appreciate that you've given our game a chance![/p][p][/p][p]Today we're excited to bring you behind the blade to take a closer look at how Forestrike was created. From the inspirations behind the designs of our martial arts combat system, to the pixel art style.[/p][p][/p][p]We hope you enjoy![/p][previewyoutube][/previewyoutube][p][/p]

Patch v1.0-2377

[h3]Hello Heroes![/h3][p]We have received even more valuable feedback and bug reports from you all! Thank you for your patience as we address all your reports and feedback. We are currently a small team of 4, so we do have limited firepower, but we do see all your feedback and really value your efforts to help us refine Forestrike! [/p][p][/p][p]We’ve begun implementing the first round of improvements to the Tiger style based on your feedback. This update focuses on reworking Pounce (its basic special attack) and giving players more control over Flying Claw. Additional adjustments are planned in future patches, as we aim to make Flying Claw as engaging as the other two starters - while preserving Tiger’s identity as an expert style with its own unique difficulty curve. More detailed patch notes below! [/p][p][/p][p]Make sure your game is updated to v1.0-2377![/p]
Patch notes:
[p]Tiger School Improvements [/p]
  • [p]Flying Claw: You can now do a normal air attack after using Flying Claw (allowing you to reposition yourself and then do an attack).[/p]
  • [p]Flying Claw: The Technique can now be directionally oriented (Technique UI video has also been updated).[/p]
  • [p]Flying Claw +: The projection has been reworked to be more usable and collide more easily with other enemies.[/p]
  • [p]Tiger Kick: When you deflect a weapon with the attack, the weapon now goes in a bell curve capable of hitting enemies.[/p]
  • [p]Tiger Kick: Fixed Deflect direction and added +1 damage to weapons deflected with the kick.[/p]
  • [p]Pounce: Has a new animation.[/p]
  • [p]Pounce: Is now a proper forward motion which closes gaps. Helpful to reach an enemy or a wall when in a pinch.[/p]
  • [p]Pounce: Can now break enemies' attack tracking under the right circumstances.[/p]
  • [p]Pounce: Should now be much more reliable against charging armed enemies[/p]
[p]Techniques/Trinkets[/p]
  • [p]Blood Pact: Added safeguard to avoid multiple triggers.[/p]
  • [p]Flying Fortress: Fixed an issue where it was triggering at the beginning of the next fight.[/p]
  • [p]Peacekeeper: Removed useless tips.[/p]
  • [p]Armor of Vanity: Added a block tip.[/p]
  • [p]Piercing Weapons: No longer procs on heavy attacks when you are holding a weapon.[/p]
  • [p]Gold Attacks: can now be used without using gold in shops.[/p]
    • [p]Techniques affected: Gold Palm, Sparrow Form, Throw Gold.[/p]
  • [p]Subluxation: Fixed to proc after other techniques that use "On Miss" as a trigger so as to properly apply the stun.[/p]
  • [p]Levitation: Fixed the issue where you could use Levitation multiple times in the air.[/p]
  • [p]Levitation: Changed air time duration for base version and upgrade:[/p]
    • [p]Base version: You stay in the air until hitting a wall.[/p]
    • [p]Upgraded version: You stay in the air for a shorter time.[/p]
  • [p]Tiger Kick: Fix tips displayed.[/p]
  • [p]Banana Split: No longer gives indolent.[/p]
  • [p]Foe Surprised Techniques: "When a foe gets surprised" no longer procs on the player character.[/p]
    • [p]Techniques affected: Hands Up, Cardiac Damage, Heist, Surprise Tribute.[/p]
  • [p]Vital Strike +: The upgrade is no longer dependent on the base version procing.[/p]
  • [p]Air Control: Fixed some cases where the player would not go out of invincibility.[/p]
  • [p]Roll+: Added a slight delay to match the surprise with the character standing up and fixed some cases where the surprise was not applied.[/p]
  • [p]Exposed: Removed text displayed multiple times or when the technique was not procing.[/p]
  • [p]Sweet Cake: Now costs 15 and only requires 2 Sub Objectives to complete.[/p]
  • [p]Ashen Fan: Reduced price from 25 to 15.[/p]
  • [p]Rainbow Fan: Reduced price from 25 to 15.[/p]
  • [p]Tropical Storm: Now only procs with a light attack.[/p]
  • [p]Tropical Storm +: Fixed some instances where no foes were shaken.[/p]
  • [p]Lightning Strike: Fixed various techniques where status was conflicting with Lightning Strike and not procing: Shaken, Substitution, Scheming, Piercing Weapons, Bully, Precision.[/p]
  • [p]Sudden 1 Max HP Bug: Fixed an issue where certain techniques could incorrectly set HP to 1.[/p]
    • [p]Impacted Techniques & Trinkets: Blood Pact, Alchemy, Fasting tea, Lizard Scale, Sweet Cake, Alembic, Blood Petal.[/p]
  • [p]Warp Strike: Fixed an issue where Warp Strike was not considered a special attack.[/p]
  • [p]Gunfire (Technique given by Nodai at the end of Region 3): Is now considered a Special Attack.[/p]
  • [p]Deflection Expert: Fixed an issue where Deflection Expert was not triggered.[/p]
  • [p]Mighty Tiger: Reworked various techniques to work with Mighty Tiger including: Hand of Lundaima, Mindblast, Fart and Throw Gold.[/p]
  • [p]Wild Cat: Now works with all Special Attacks.[/p]
  • [p]Bathless Vow: Fixed an issue where the player was targeted by the Surprise + Added a delay before the surprise to increase its usability.[/p]
  • [p]Mercurial Cure: Now heals you by 1HP when you upgrade it.[/p]
  • [p]Ki Lamp and Block Lamp: Now works in Boss fights.[/p]
  • [p]Chain Bolt+: No longer procs when hitting the barrel.[/p]
  • [p]Peacekeeper+: Changed the timing to fix bad interaction with techniques checking damage on the character.[/p]
  • [p]Whirlwind: Fixed an issue where the player was targeted by the damage.[/p]
  • [p]Gem Harvest: No longer shows the text when you gain 0 gold.[/p]
  • [p]Battle Remnants: Fixed an issue where you wouldn't get the weapon after a foresight.[/p]
  • [p]Rising Throw: Fixed an issue where rising throw could throw some grounded or airborne enemies in the wrong direction.[/p]
  • [p]Scavenging: Fixed an issue where Scavenging was not procing.[/p]
  • [p]Voltaic Shift: Now only reduces the damage on Light Attacks.[/p]
  • [p]Fortune Tree: Fixed an issue where Fortune Tree could only be used once per run.[/p]
  • [p]Guardbreak: Fixed an issue where Guardbreak would trigger with enemies that didn't have a block.[/p]
  • [p]Surprise Tribute: Reworked to take into account damage modifiers + To not proc on enemies with invincibility/armor.[/p]
[p]Characters [/p]
  • [p]Swordmaster: Can no longer catch weapons in the air so as to avoid weird interactions with disarming.[/p]
  • [p]SwordMaster: Added a short delay before the retreat action to increase consistency at the beginning of the fight.[/p]
  • [p]Botun: When running into a hole, Botun will now turn back and charge again instead of being stuck.[/p]
  • [p]Talgun: Fixed Talgun's awkward walking in his Master Encounter.[/p]
  • [p]Elite Officer: Removed from the Leaf challenge pool to avoid a bug with invincibility/substitution and not very interesting play patterns.[/p]
  • [p]Scholar: Now gains their block at the start of the 3rd foresight instead of the beginning of the 3rd restart.[/p]
[p]Hats [/p]
  • [p]Bucket Hat: Equipping Pakun's Bucket will unlock it in the Hat Menu immediately.[/p]
  • [p]Bucket Hat: Equipping Pakun's Bucket counts as equipping a bucket and means it can be brought to the run.[/p]
  • [p]Tattered Baskets: May now drop Tattered baskets on spiky puppets to reduce their rarity.[/p]
[p]General Fixes/Changes[/p]
  • [p]Technique UI: Replace Tip and Mechanic Tips are now hidden in non relevant menus such as when unlocking from Master's Teachings.[/p]
  • [p]Total Play Time Stat: Fixed bug so that time exceeding 24 hours is now displayed correctly.[/p]
  • [p]Airborne Hits: Fixed an issue where enemies' attacks were considered airborne hits for no reasons.[/p]
  • [p]Banana: Fixed an issue with checking if a weapon was a banana. Solved issues in: Fruit of Labor, Banana Split, Banehaneha, Jungle Snack.[/p]
  • [p]Nodai Subobjectives: Jump Over, Use Focus and Kill with Resources Left subobjectives will no longer appear in Nodai Master Encounters.[/p]
  • [p]Falling Weapons: Fixed a bug where falling weapons, initially thrown by enemies then clashed, would not hit the initial thrower enemy.[/p]
  • [p]Achievements: Added localization for all supported languages.[/p]
  • [p]Rewrite Table: Fixed issue where it could not be used again after closing it once without rewriting.[/p]
  • [p]Codex: Fixed a bug where hats & illustrations were counted towards the unseen codex entries resulting in a permanent yellow dot indicating unseen entries.[/p]
  • [p]Codex: Removed Elite scholar and Elite Lancer (unused enemies) from the codex.[/p]
  • [p]Assist Options Submenu: Exiting the submenu will not close the whole pause menu anymore.[/p]
  • [p]Sound Volumes: Individual sound volumes refined here and there.[/p]
  • [p]Hat Positions: Fixed weird hat points when hero wakes up after a run.[/p]
  • [p]Weapon Positions: Fixed weird weapon points when hero lands after a jump.[/p]
  • [p]Throw: Fixed Throwing actions to not trigger multiple times if you equipped a weapon during the recovery.[/p]
  • [p]Tutorial: Polished Talgun animation and behaviour during the tutorial encounters.[/p]
  • [p]Tutorial: Polished Yu and enemies positions in the tutorial forest to avoid ugly bark overlap.[/p]
  • [p]Narrative: Minor polish to back from first run dialogue display.[/p]
  • [p]Narrative: Pakun’s banner talk conditions refined to occur a little later.[/p]
  • [p]Narrative: Onya and Nodai study talk refined to occur after a Cold Eye run.[/p]
  • [p]Narrative: Monkey finale cutscenes’ end music won't loop anymore.[/p]
  • [p]Narrative: Removed an illustration lingering on in Admiral reality win dialogue.[/p]
  • [p]Volume Settings: Master volume is now applied to splash screen audio.[/p]
  • [p]Miss Attack Sub Objective: has been re-added after fixing miss issues.[/p]
  • [p]End Run Progression Menu: Changed the end progression sequences to be able to be skipped with Cancel as well (Previously only confirm would skip the sequences).[/p]
  • [p]Barks: Fixed barks drifting across the screen when triggered from off-screen sources.[/p]
  • [p]Map Screen: Fixed an issue where spamming confirm could cause map traversal to happen multiple times.[/p]
  • [p]Random Technique Gains: Added a seed to prevent rerolling via exiting to the title screen.[/p]
  • [p]Win with Remaining Resources (Sub Objective): No longer appears if you have a technique that removes your starting resources.[/p]
  • [p]Steam Keyboard: When playing on Steam Deck or with a controller in Steam Big Picture Mode, you can now enter share fight codes with a popup keyboard.[/p]

Patch v1.0-2330

[p]First of all, thank you so much for playing Forestrike! Your bug reports and feedback have been instrumental in continuously improving the game to greater heights! They have all been read, and we have been hard at work addressing your reports and feedback. [/p][p][/p][p]Notably, we have seen reports of truly impossible and unfair fights. Whilst there are some fights that seem impossible, but can be solved with a bit of patience and creative thinking, there are some that are truly unfair and this is something that we find very important to address. Two recurrent patterns have been identified and addressed with some small mechanic adjustments and balancing. [/p][p][/p][p]Another important change we would like to highlight is that we now allow randomly gained techniques and special attack reward selections to be skipped. Since special attacks replace a technique, they can essentially remove a technique pivotal to your build. Now it is a choice, you should no longer need to worry about breaking your build accidentally. [/p][p][/p][p]Finally, we now allow Shared Fights to be loaded from the title screen. This means you no longer have to abandon your ongoing run to join in solving someone else's fight. [/p][p]Make sure your game is updated to v1.0-2330![/p][p][/p]
Patch notes:
[p]Balancing[/p]
  • [p]Tiger School: When you play a Tiger run, the gunners now take slightly more time before shooting.[/p]
  • [p]Cold Eye School: Invincible enemies can now be thrown by Rising Throw. They will not take damage.[/p]
[p]Technique Fixes[/p]
  • [p]LookUp: The technique no longer affects Smuggler.[/p]
  • [p]Mirage: When the hit is a body slam, you now teleport behind the instigator instead of the source, to avoid being sandwiched between the projected and attacking character.[/p]
  • [p]Flying Fortress: Fixed some issues with grounded detection.[/p]
  • [p]Seed of hope: Fixed issues when equipping the weapon immediately when only one enemy was remaining, notably for throw.[/p]
  • [p]Last Resort Snack: Fixed in the same way as Seed of Hope.[/p]
  • [p]Sun Stance: Fixed wrong video.[/p]
  • [p]Self Mockery: Fixed to make sure it only happens once per fight.[/p]
  • [p]Golden Blood: Removed the double text display of the upgrade.[/p]
  • [p]BackStab Echo: No longer procs on the Barrel.[/p]
  • [p]First Blood: No longer procs on the Smuggler + No longer procs on a target already affected by Shaken.[/p]
  • [p]Monkey face: No longer targets the Smuggler.[/p]
  • [p]Alchemy+: Changed the order of the description to make it more clear that you only get Max Health when learning the technique (English text Only).[/p]
[p]Character Fixes[/p]
  • [p]Red Drunk: Fixed inconsistent hurtbox on idle combat action.[/p]
  • [p]Swordmaster: Fixed movement when affected by trinket before a fight (Mostly caused by firecracker).[/p]
  • [p]Striking Slave: Can now only trigger his first action on brawl start if he is actually alive.[/p]
  • [p]Region 4 Mini Bosses: Are now considered Bosses.[/p]
  • [p]Impostor: The jump indication effect should no longer linger around.[/p]
[p]Sub Objectives[/p]
  • [p]Wall hit: Can now be passed by enemies charging into the wall.[/p]
[p]General Fixes/Changes[/p]
  • [p]Shared Fights: Can now be loaded from the Title Screen without losing your current run.[/p]
  • [p]Special Attack Brawl Rewards: Now have a choice to not take them.[/p]
  • [p]Random Techniques: Now have a choice to not take them (From trinkets or other techniques).[/p]
  • [p]Onya Intro Cutscene: Onya will no longer be missing when beating Nodai and unlocking her at the same time.[/p]
  • [p]Invincibility: Changed health bar color to be golden rather than gray to differentiate between block and armor.[/p]
  • [p]Hitstop Setting: No longer gets reset when relaunching the game.[/p]
  • [p]Miss Attack Check: Deflect and Shield surf now count as a miss.[/p]
  • [p]Replay Archive: Fixed a bug where after 50 entries the most recent archive entry would not show up correctly.[/p]
  • [p]Region Enter Menu: Can now be progressed by pressing Cancel (Originally only Confirm was supported).[/p]
  • [p]Master Selection Menu: Selection sequence can now be skipped by pressing Confirm or Cancel.[/p]
  • [p]Font Sizes: Small text such as in the Codex and technique tips are now a bit bigger.[/p]
[p]Master Trials[/p]
  • [p]When beaten: Masters will disappear in a puff of smoke.[/p]
  • [p]Dialogs: Will no longer occur in Reality runs.[/p]
  • [p]Enemy Monkey: Landing animation has a slightly bigger hurtbox to avoid strange dodges.[/p]
  • [p]Master Color: Masters now have a small tint to highlight the fact that they are illusions.[/p]
  • [p]Onya's Clones: Charging run animation toned down to look less silly. [/p]

Forestrike is a martial arts roguelite like no other where you see the future

Using the power of Foresight, in the 2D martial arts roguelite Forestrike you can see how each fight will go down, and it's really damn good.

Read the full article here: https://www.gamingonlinux.com/2025/11/forestrike-is-a-martial-arts-roguelite-like-no-other-where-you-see-the-future/