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Character Customization Development Update

What's up, fighters?


[h3]Extending Development[/h3]
It's been a while since you've last heard of us. With the previous announcement we posted we shared some info on the character customization system we were building, which as you most likely know is the focus of the next content update coming to RUMBLE.

Development on this feature is ongoing, and we'll be extending the development period with another few months to ensure we can release this content and be confident everything functions, looks, and sounds the way it should. This does mean you'll again have to wait a little longer than we anticipated, for which we are very sorry. However, we'll try our best to make the wait feel shorter by sharing more images and details about this update as we progress towards its deployment in Q2 of this year.

Art style updates!

We've updated the visual style of the RUMBLE fighters to both accomodate for the customization system, and to make sure that our characters are compatible with mobile hardware. As some of you undoubtedly know, with every update we release for the game, we bring it one step closer to devices like the Quest II being able to comfortably run it.

We've pretty much finalised the art style now, and are quite excited to show you what we got.

Here's what the RUMBLE fighters will look like moving forward!

All of these characters are fully built with the character customization system, expressions included!

This also marks the very first time we've ever shared an image that shows a female RUMBLE fighter, how exciting! RUMBLE girl is real, I can't believe it...

The option to play as a female fighter has been frequently requested since even before launch, and we're quite happy to finally be able to give this to you when this update drops. We know some of you have been particularly excited for this, we hope it lives up to your expectations.

[h2]Sale![/h2]
On a different note, RUMBLE is currently on sale! If you don't own the game yet, now's your chance to grab it at a 25% percent discount.


That's all we have for you today. More info coming soon, and until then, thank you so much for playing!

RUMBLE version 0.4 Holiday Blog

Greetings, honourable RUMBLE fighters!

[h3]Finally, RUMBLE news[/h3]
We've prepared this blog post for you to give you a better idea of what to expect from RUMBLE's next big update. We've been working on it for a long time, and we're very excited for everyone to get their hands on it. As some of you may know, we intended to have it all wrapped up and released before the end of 2023, but as you can tell we've been unable to get this done. Instead, we are now looking at a release within the first few months of 2024.

Before we get into the details of the upcoming update, we'd first like to welcome all of the new people who've joined the community in the past few months. We're aware a good chunk of you have gotten into RUMBLE only recently, and it's lovely to see all of your reactions to getting to learn how to fight. We hope you'll get lots more enjoyment out of the game in the future!

[hr][/hr]
RUMBLE version 0.4

The upcoming update really revolves around one thing, and that's giving you the ability to customise the appearance of your RUMBLE fighter. We've also taken the opportunity to attach character customisation to a new progression system, which gives you more goals to play towards.

[h2]The Dressing Room[/h2]
The Dressing Room is where you go to customise your RUMBLE fighter. We've prepared a very large amount of individual parts for you to customize. Instead of full-body skins, you'll be able to pick all kinds of different parts to build your own character with.

Ever since we started production on character development, we knew this was the way to go. A lot of you have developed your own unique play styles and techniques with the tools provided to you. We figured that the character creation system should function similarly to combat, with a lot of individual parts that you can stitch together yourself to create something unique to you.

All of these options are purely cosmetic though, your fighter's "stats" such as movement speed and health remain completely unchanged regardless of whether you choose to wear the thickest suit of armor you can find, or to run into combat bare-chested.

[h3]Character Parts[/h3]
Up next is a list of every single part you will be able to customize on your fighter.

GEAR OPTIONS
Gear can be summed up as combat armor and clothing. The classic RUMBLE fighter as you know him has a rather distinctive set of armor, one we've used as a baseline for all armor options.
[expand]
  • Torso
    Gear worn tightly over the chest and abdomen.

  • Chestpiece
    Thick, protective gear layered over the torso, also affects one's belt.

  • Left Arm
    Gear worn on the left arm, from the shoulder down to the elbow.

  • Left Gauntlet
    Protection-centric gear that's worn over the lower left arm and hand.

  • Right Arm
    Gear worn on the right shoulder, down to the elbow.

  • Right Gauntlet
    Heavy, protective gear worn on the lower right arm and hand.

  • Legs
    Gear worn from the waist down to the knees.

  • Left Boot
    Left side shin guard and footwear.

  • Right Boot
    Protective gear worn over the right shin and foot.

[/expand]

APPEARANCE OPTIONS
These options mainly affect the look of your character's head and face. Like with the gear, we've chosen to retain many of the existing RUMBLE fighters' flair.
[expand]
  • Top Hair
    Styling of the hair on the top of your fighter's head.

  • Side Hair
    Styling of the often shaved hair on the sides of the head.

  • Eyebrows
    The shape and style of the eyebrows.

  • Eyelashes
    The shape and length of the eyelashes.

  • Moustache
    Length and style of the hair on your fighter's upper lip.

  • Beard
    Styling of the hair along the jaw.

  • Eye Shape
    The shape of the iris and pupil.

  • Eye Highlight
    The shape of the glint in your fighters' eyes.

  • Expression Set
    Set your fighters' personality by changing their facial expressions

  • Fighter Title
    Choose a title to be displayed under your name.

[/expand]

BODY OPTIONS
These options pertain mainly to the size and shapes of your fighter's overall body.
[expand]
  • Body Type
    Choose whether you want your fighter to have a feminine or a masculine body type.

  • Head size
    Adjust the size of your fighter's head.

  • Chest Size
    Change the size of your fighter's upper torso.

  • Arm Size
    Set the thickness of your character's arms.

  • Waist Size
    Adjust the width of your character's waist.

  • Leg Size
    Change the thickness of your fighters' legs.

[/expand]

MARKINGS
Markings are additional details you can add to your character's skin. They range from make-up options to moles or freckles, to tattoos, or even scars.

You can choose a total of 10 different markings, 5 of which are reserved for application to your fighter's head, and the other 5 are reserved for application to the rest of the body.


COLOR OPTIONS
The way you change the color of your fighter's body and battle suit may differ from what you're used to from other games. We've gone for a material-based system, where you choose a color for a specific material, and any part that features that material will be colored accordingly.
[expand]
  • Hard Leather Color
    The color of the thick leather plating that serves as the main protective layer of most gear options.

  • Soft Leather Color
    The color of the softer leather straps that help keep all of the armor in place.

  • Metal Type
    The type of metal that's used for the rivets and metal plates to protect particularly vulnerable areas.

  • Gambeson Color
    The color of the thick, padded clothing worn underneath the leather armor plates.

  • Bodysuit Color
    The color of the skin-tight bodysuit that is worn underneath all of the protective gear.

  • Belt Color
    The color of the band in your fighter's belt.

  • Skin Color
    The color of your fighter's skin.

  • Hair Color
    Your fighter's hair color.

  • Eye Color
    The color of your fighter's eyes.

  • Markings x10
    10 different color options, each tied to a specific marking. All markings also have an opacity slider.

[/expand]

All of these options together make for a total of 64 different aspects of your fighter you can freely customise. We do hope you look forward to building your own RUMBLE OC, we're trying our best to make sure you can make your fighter as uniquely you as possible.

To give you a very rough idea of what to expect, we've prepared a few example images of characters we built with this system.

Please keep in mind that all of these are built out of prototype placeholder assets and that not all options that will be available to you have been fully taken advantage of.


[hr][/hr]
[h2]The Gear Market[/h2]
The Gear Market is a new machine you'll be able to find in the Gym. It's a new interactable device that functions as a dispenser for any and all unlockable items, including the Totems which unlock new moves, previously obtainable through the Mail Tube.

There are several ways through which items listed in the Gear Market can be unlocked.

[h3]Battle Points[/h3]
In essence, Battle Points remain unchanged. It's just that now they also function as a threshold for certain items listed in the Gear Market, meaning that you will have to earn a specific amount of them before an item can be claimed. If an item requires you to have earned 100 Battle Points, you can come back to the Gear Market to freely claim that item once you have reached that number.

This means that even beyond the final rank of mountain, there may still be additional unlocks for you to claim based on how many Battle Points you have earned playing RUMBLE. If your current Battle Point count is already high, you'll find these items will become available to you right away when the update goes live.

As a side note, your total amount of battle points will also be displayed on your nameplate, which is of course visible during the opening and ending phases of a match. This way you can gauge just how experienced your opponent truly is before the match even starts.

We updated the whole nameplate to accommodate this change, here's what it will look like!
The color will change along with the color you've selected for your belt, and you can also see the new title feature on display.


[h3]Gear Coins[/h3]
Gear Coins are a new form of spendable currency, earned simply by completing matchmade fights. Gear Coins are used primarily for purchasing new character customization items, especially when the 0.4 update first goes live. However, later on, they might also be used for purchasing other types of items, such as Shift Stones for example, or even entirely new moves.

The combined additions of both Gear Coins and the character customization system should give you more things to look forward to while playing the game. You will gradually earn Gear Coins, which you can spend on cool, shiny new armor for your fighter.

Unlike with Battle Points, everyone will have to start from 0 when the update goes live, as Gear Coins are a completely separate resource.

CoolGearCoin.gif

[h3]Challenges[/h3]
Besides Battle Point thresholds and Gear Coin costs, there are also items that require you to perform specific feats before you can unlock them. This is just an example, but there could be an item that would only become available for you to claim once you've hit opponents with discs a thousand times.

Again, just an example, but you get the idea. This way there can be certain items that really are only available to players who've earned them by doing something truly extraordinary. Beware the fighters wearing the armor that's most difficult to obtain.

[hr][/hr]
[h2]That's all, folks[/h2]
That's all of the info we have for you today. We hope you're as excited as we are about this new content coming to the game. Know that after the 0.4 update goes live, we will continue to work on RUMBLE to further improve everyone's experiences.

We'll now be taking a little over a week off for the holidays to spend some quality time with our friends and families (playing video games), and we wish you all the same.

Speaking of the holidays and playing video games though, the Steam Winter Sale has come to town! RUMBLE will be available at a 25% discount for the full duration of this event. So, if you or a loved one have yet to break out in sweat at the threat of a massive boulder flying straight for your head, this would be the perfect time to make a purchase you won't regret.

Thank you for your enthusiasm, the love, and for being a part of our quaint little community.

Happy Holidays everyone, and a happy new year!

Happy 1 year Anniversary!

Happy anniversary, fighters!


As of today, RUMBLE has been available as an Early Access title for a whole year! We'd like to thank everyone who has been part of this incredible experience, whether you've been a part of this amazing community for long or have only recently joined.

To mark the occasion, RUMBLE will be available at a 20% discount for a whole week!

Working on RUMBLE, reading and hearing about how much you have enjoyed your time with it has been truly life-changing, and we can't thank you enough. We thought it would be fun to take a look back at where it all started. Some of you may recognise this footage, but we suspect a good chunk of you have no knowledge of this.

Before RUMBLE was even called RUMBLE, we developed a prototype. We released this prototype to gauge whether or not there would even be any interested in a game such as this, and whether or not you would like the unique control scheme. This was all the way back in 2018, and you can find the first time we ever shared anything about it on this Imgur post of ours.

As you can see it looks quite janky, the game sure has come a long way since then, and it's all thanks to you. The fun part is that the journey is still far from over, as there are many more updates to come, bringing all sorts of new content!

Most of you already know what's next, but for those who don't, we're currently working on implementing character customization. While we're not yet ready to share any footage, progress is coming along nicely and it won't be too long before it will all go live.

Thanks again, everyone! Let's see what the game will look like in another year, huh?

Hotfix 0.3.5.1 has gone live.

[h2]Hey fighters[/h2]
Got another game update for you today, in the form of a hotfix. We're aware the previous game update, being version 0.3.5, introduced some new issues. While today's hotfix probably won't rid the game of every single on of them, several of the more prevalent ones will be gone now.

Thanks everyone for continuing to report game issues to us so diligently, we could not have released this hotfix as quickly as we have without your help!


[h3]RUMBLE Hotfix 0.3.5.1 Patch Notes[/h3]

FIXES
  • Fixed a bug that would prevent health from resetting back to full after matches.
  • Fixed an issue that prevented health values from being synced between clients after a player was reset.
  • Corrected an error that allowed players to perform movement options while in knockback states with the Stubborn Stone equipped, which when done would lead to more serious errors.
  • Fixed a bug that would cause Stubborn Stone related effects to go off out of seemingly nowhere.
  • Fixed an issue that would lead to players accidentally hitting themselves using the Guard Stone.
  • Fixed a synchronisation error that could lead to Guard Stone effects coming into effect on remote clients even though there was no successful guard.
  • Fixed a bug that would cause Howard's structures to sink back into the ground during specific scenarios.

The Shiftstone rework is here! + IMPORTANT survey! / RUMBLE version 0.3.5

Greeting honourable RUMBLE fighters!


We're finally back with another game update. After a few weeks of encountering strange and unexpected issues, we have finally managed to stabilize the new set of changes.


[h2]Shiftstones[/h2]
Taking the feedback we received from you guys on our Shiftstone Feedback Form, we went ahead and reworked the least liked Shiftstones.

VIGOR STONE
The Vigor Stone no longer passively heals you. It still has healing properties, but now in order to heal you will need to play an active role in combat. Every time you hit your opponent, you will have
6 seconds worth of time to hit them again. If you can get up to a total of 5 points of damage dealt before that timer ever reaches 0, you will regenerate 2 points of health. If the timer does reach 0 before you can land a hit again, you lose all of your built up damage and have to restart from scratch. And yes, hitting your opponent with a grounded wall, which deals 5 points worth of damage on it's own will instantly proc the heal.

STUBBORN STONE
The Stubborn Stone's passive knockback reduction is gone. Now it provides roughly half a second of complete knockback negation after performing a Dash or a Jump. During this time you will also take a single point of damage less than you would've normally.

SURGE STONE / ADAMANT STONE
The Surge and Adamant stones used to activate under a certain health threshold, this is no longer the case. Their respective buffs now activate for a variable amount of time whenever you land a hit on your opponent. The stronger the hit, the longer the buff remains active. So hitting someone with a wall structure will give you a much longer window of opportunity to take advantage of your +1 damage dealt or -1 damage taken than hitting someone with a ball structure would.


A small change was also made to the Guard Stone, where blocked structures no longer break, allowing you to quickly retaliate or use it as a shield. We hope these changes are to your liking, and we can't wait to see the creative ways you'll come up with to take full advantage of these stones.


[h2]RUMBLE Playtime Survey[/h2]
We are well aware of the low amount of players that are online at certain times. While we suspect this issue may never fully be resolved as the majority of multiplayer VR-only titles suffers from this, we are actively looking into ways to make it less of a problem.

While gathering a larger amount of players is of course an obvious solution, one we are always working towards, we believe another way to get more online activity is making the game more attractive to play for people who already own it.

We'd very much like your thoughts on what you believe would make the game more appealing for you, regardless of how much or little you play currently. So we've prepared a new Google Form, it's very short, and can be found here: The RUMBLE Playtime Survey

We'd very much appreciate anyone who can spare a few minutes of their time to fill out the form, as it can help shape the future of the game for the better. Thank you.

That's all for today, thank you so much for playing, we hope you enjoy today's update!



[h3]RUMBLE Version 0.3.5 Patch Notes[/h3]

CHANGES
  • Modifier-type moves can now be performed while in a knockback state.
  • The pose requirements for the "Rockslide" move, or dash have been made slightly more strict.
  • The pose requirements for second pose of "Spawn Ball" have been made slightly more strict.
  • The Guard Stone has been adjusted. Its knockback reducing property has been increased, and structures no longer break when they are blocked. It also forms an actual circular shield in front of the user now.
  • The Stubborn Stone was reworked. Passive knockback reduction has been removed. Now for a brief moment after Jumping/Dashing, all knockback is negated upon getting hit and damage taken is lessened by 1 point.
  • The Surge stone was reworked. Its previous damage increasing property now activates when you land a hit on your opponent instead of when you're below a certain HP threshold. The duration of this effect depends on the amount of damage dealt, the stronger the hit, the longer the effect is active.
  • The Adamant Stone was reworked. Like the Surge Stone, the Adamant Stone's damage reducing effects now activate when you land a hit on your opponent, with the duration of the effect being dependant on the amount of damage dealt.
  • The Vigor Stone was reworked. Instead of passive health regeneration, Vigor Stone users now need to deal 5 points worth of damage within a certain amount of time. When done successfully, 2 HP is regenerated.
  • The force multiplying property of the Charge Stone has been slightly reduced.
  • The Health Bar was updated to have unique visuals for when health is regained in the middle of a fight.
  • The backend of the health system was entirely reworked, a new active health synchronising system has been put in place to ensure accurate health values across all game clients.
  • All Shiftstone-related Visual Effects were updated to feel more gem-like.
  • Howard is now automatically disabled after beating him during the tutorial sequence.
  • Updated the on-monitor error message that appears when and undesired runtime is set to be more helpful.
  • To prevent desynchronization issues during fight, Shiftstones can no longer be swapped while matchmaking is active.
  • Added help text and an on-monitor help button in the game startup environment for players experiencing trouble starting the game.
FIXES
  • An issue with the auto-kill timer was fixed to no longer trigger right after prolonged flight ends.
  • An issue that prevented players with the same names across different platforms opening a park session at the same time has been resolved.
  • Fixed a bug that would cause a structure to no longer be affected by gravity after performing a certain sequence of modifiers on it.
  • Fixed a bug that caused structures to become unresponsive after being kicked while in hitstop.
  • Solved an issue that would dampen audio during snap turns.
  • Fixed a bug for Quest-users that disabled voice-chat inputs after receiving certain hardware notifications.