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Beta Update - January 14

Note: For those looking to try out the beta, you can do so by right clicking the game in Steam, going to "Properties", clicking the "Betas" tab, and choosing the "beta" option from the dropdown.

Hello, everyone! I've got a new beta update headed out now.

First off, a quick warning: I changed the way menu scrolling works to function more like a big mobile phone. You now poke and drag the menu opposite of the direction you want to scroll. The old method required you to grab the scrollbar handle and drag in the direction you want to scroll, so now you have to move your hand the opposite way. This may take some getting used to, but it's as hard to use as the old system was.

The big change is that the difficulty level unlock system has been reworked to encourage players to start on Normal and work their way up. Instead of beating the previous opponent on a difficulty level to unlock that difficulty on the next opponent, you will now need to beat lower difficulty levels to unlock higher difficulty levels on the current opponent. Progress indicators have been added so you can see which difficulty levels you have already defeated and which are remaining. You still need to defeat an opponent to unlock the next one, but Easy and Normal difficulties will always be available for all unlocked opponents. The old Challenger and Champion modes have been renamed to Endurance and Extreme, but still function the same as they did previously.

If you had previously skipped Easy and Normal and played through the game on Challenger or Champion then you will have all of the same opponents unlocked, but you won't see the new Endurance or Extreme options until you beat the earlier difficulties. Once you unlock one of the higher difficulties you had already defeated, you should see that the progress indicator is already filled in.

I have added in a camera shake effect when you land a high force hit that scales with how hard your hit landed. I'm undecided if I like this effect, so please let me know how you feel about it. Removed on Jan 15

Please read through the full list of changes below and let me know your thoughts in the feedback thread here or by emailing me at [email protected].

If you run into a game breaking issue, please report it to me and then switch over to the rollback branch to go to the previous beta update.

Thanks!


Update Notes:
  • The method for unlocking difficulty levels has been reworked. Instead of defeating the previous opponent at a certain difficulty to unlock the next at that difficulty, you now unlock the next difficulty by beating the current opponent on an easier difficulty. This requires you to beat an opponent on Normal to be able to choose Endurance mode, for example. Existing players may see some weird results if they had skipped difficulty levels.
  • Renamed "Challenger" difficulty to "Endurance" and "Champion" difficulty to "Extreme" to better convey what to expect from those difficulty levels.
  • Menu scrolling now works like a touch screen would instead of by trying to drag a scroll bar handle. This may take some getting used to if you're accustomed to the old method.
  • Players will get a camera shake effect when they land a hard hit, depending on how hard their hit was. I'm undecided if I like this or not, so please let me know how you feel about this. Removed on Jan 15
  • Further improvements to the crowd visuals. Female audience members are back!
  • Removed the damage reduction applied to body shots and reduced the damage from the body weak points to compensate.
  • Maximum mass bonus reduced to 5%.
  • Fixed a bug that was causing the Zombie to always be defeated in one punch.
  • Added customization slider to set max knockdowns allowed per round.
  • Added a customization slider to choose the opponent's tendency to throw head or body punches.
  • Made some changes that will hopefully reduce the chance that your glove gets stuck between the opponent's head and body.
  • Opponents are now more willing to throw uppercuts, but they suck at hitting your head and will probably hit your body instead.
  • Reduced and repositioned the player's body hurtboxes to remove some situations where the opponent was able to hit you even though you were guarding your body.
  • Slightly improved the AI's ability to tell if a target they want to swing at is blocked.
  • Removed some extra shoulder blockboxes that I didn't mean to leave in from the last patch. This may make blocking your head slightly harder as compared to the last patch.
  • The info panel to the right of the main menu now shows you your current play area size, compared to the required size. It also shows you what multiplier the auto-adjustment system currently has you set to.
  • Fixed a bug where the play space rectangle would draw on top of the menu from certain viewing angles.