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Speed Brawl News

Cross-Play Update

  • Added cross-play between PC and console platforms.
  • Added translation for Simplified Chinese
  • Fixed bugs in the UI - missing icons in the codex and issues with Japanese glyphs
  • Fixed bug with full completion achievement not triggering.

Speed Brawl's upcoming competitive versus mode will be playable at PAX East 2019!

We're finally heading to PAX East and we're doing so with Indie Mega Booth! It's our first time in Boston, and also our first time in the IMB and we can't wait.

ANd, what are we bringing with us?

1. Versus Mode




We've finally got our versus mode licked. It comes in a few flavours and we're excited to see what everyone thinks.

Drop by the booth so we can beat you at OUR own game ;)

2. New Costumes




Fan-favourites Ebba, Bia and Cassie are all receiving new outfits and a plethora of colour options for each.

3. Platinum, S-Rank and +Rank Trophies




That fast, huh? Yes, we've added a further tier of trophy for each and every stage in the game.

On top of that, we've added S-Rank commendations for completing runs in a single uninterrupted combo (Yes, it's very doable)

And, we've also added +Rank commendations for never getting hit. Perfect, eh?

And finally, come meet us!




Me, Lee the game's Creative Director and Writer, and Vince, our lead programmer and combat designer, will be on hand to demo the game and all its new features.

Whether your new to the game, or a seasoned brawler there'll be something worth checking out at the Indie Mega Booth on booth number 13087.

More info here: http://indiemegabooth.com/event/pax-east-2019/

A December road map update - Part III

Hi everyone, Dan here again, back with part 3 of our weekly teases of forthcoming content for the game!



Items & Equipment


We have heard from multiple members of the community that we might lack variety in our items.

We've also heard that the give/take design of many of the charms is not much fun.

We will be revisiting the design of many items in the game, but also plan to add even more! Many of these are being themed as black market items, we are not ready to reveal them all just yet, but they are in the works. Rest assured what they bring to the game is going to be... interesting.




Heroes




Many of the comments we receive are about the hero balancing and skills. We really welcome these comments. We’ve already started to buff the slower characters in the last update and we plan to continue this work as we get feedback on the new changes. In the long term, we are planning to revise the skill trees, especially for Bia, Johnson, and Automatom:

  • We are not happy with Bia’s sweet-spot ability and will be replacing it, potentially with a critical hit ability.
  • Johnson’s ground attack bonuses don’t seem to be appreciated and will be replaced with other skills. We are looking for suggestions here.
  • Automatom’s charge attack is hard to use and we are working on a revision where he can charge and move at the same time.


We will also be adding new skins for some of the fan-favourite heroes!

Balance changes for the heavy characters will be ongoing, and likely release in incremental patches over the coming months.

We’d love some feedback on these new features coming to Speed Brawl. If there is anything you think we forgot, please drop us a comment below or reach out on our Discord channel.

A December road map update - Part II

Hi everyone, Dan here again, back with part II of our tease of the next big Speed Brawl update!



Competitive Mode

PvP mode has to be our top-requested feature, and we are working on it.

We will be framing this mode as a race where players take turns to fight battles as quickly as possible and try to beat the other player’s time.

There will also be a simultaneous race mode where players try to do as much damage as possible before reaching the finish line.

Both of these modes make use of the existing combat system and we hope to launch them in the new year.



Enemy Revamping

Enemies and bosses have been a recurring source of frustration for some of our players. We’re taking a few steps to polish them.

One recurring complaint has been enemies which block your punches and force you to attack from a certain angle. We’ve been playing with softening this mechanic a little bit and our next patch will see a number of distinct improvements:

  • A counter will always work for blocking enemies and will now knock enemies down (even big ones).
  • Enemies lose their armour when knocked-down, opening them up to a flurry of counter-attacks and making the dodge-counter more valuable.
  • Hitboxes on all enemies which use the blocking mechanic has been tweaked to be less punishing.
  • Smaller enemies which used to block no longer do to remove confusion.
  • The reaction time of blocking enemies has been reduced so they don’t follow you as aggressively.




We’ve also noticed that players can get overwhelmed easily with the complexity of certain enemies and how dangerous they are.

This is especially a problem in the Crown and Guinea leagues. We have taken a few immediate steps to rectify this in recent patches (reducing enemy counts and removing some attack patterns), but we have a long-term plan to continue working in this area.

Our plan is to take complex enemies with difficult attack patterns and transition them into the role of a mini-boss. We will then introduce variants of existing low-level enemies but with increased stats. This should make late-game battles more predictable and less crazy while giving each of those cool attack patterns more space to flourish in a mini-boss battle.

These revisions to reduce overwhelm will probably not be in the next patch but should be coming in the next few months.



As always, we’d love some feedback on these new features coming to Speed Brawl.

If there is anything we forgot, please drop us a comment below or reach out on our Discord channel.

A December roadmap update with a little tease from our first major update!

Hey everyone,

I’m Dan, the producer on Speed Brawl. Since launch, we have received a ton of feedback, both good and bad, about Speed Brawl. I sincerely thank everyone who has taken the time to write to us or make videos with your comments. We are very much committed to improving and building on Speed Brawl’s unique combat system and I wanted to take this opportunity to share with you our roadmap for the next few months.



Our Approach

Before delving into specific features and improvements we are building, I want to explain our approach to Speed Brawl.

Since launch, we have focused on quality of life improvements that aim to reduce frustration for new players. In line with those objectives, we have made timers an optional setting, reduced the number of enemies in some battles that were overwhelming and made certain enemies easier or more intuitive to fight. Along with that, we’ve been working on bug fixes, performance improvements, and providing support as needed via our official Discord Channel.

Our priorities are:
  • Ensure the game is stable and optimized.
  • Improve playability and get more people into Speed Brawl.
  • Provide additional content and challenges for those already enjoying the game.


Additional content? Over the coming weeks we’d like to tease some elements of what we are working on next... here's the first!

Platinum Content

A few players have mentioned to us that Gold trophies are very easy to get once you get a hang of the game, especially in co-op. In our upcoming patch, we’ll be adding Platinum Trophies, and Plus-rank & S-rank badges to give those that want to perfect their combat skills more to strive for.



Platinum Trophies will be new times available for all the levels which are based on players with late-game gear and high-skill. These times will be much faster than Gold and we are looking at the leaderboards for each level to set these appropriately.

Plus-rank is a special badge you will earn for each level in the game for completing the level without losing any health. This will encourage people to work on their dodge-game.

S-rank is a special badge you will earn for completing each level in the game in a single fluid combo. As long as you have your speed trail behind you, your combo never expires, so you can actually do this. We’ve challenged ourselves at the office to beat levels in this mode and it is a lot of fun. Playing to maintain your combo is the pinnacle of what we built Speed Brawl to be all about.

With all these new rankings and badges, players will be able to reach 160% completion.



We’d love some feedback on these new features coming to Speed Brawl. If there is anything we forgot, please drop us a comment below or reach out on our official Discord channel.