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Hey! How are you all doing lately?
I bring you all INCREDIBLE updates today! Alongside a nice 10% discount!
While I was preparing the game for GAMESCOM COLOGNE, that takes place this week, I was working super hard to bring you tons of new quality-of-life features such as:

In-Game Control Mapping

I know this is one of those features long dues, but it is finally here! Now you can change all the inputs of the game: keyboard and controllers. This will probably fix also all the problems with unconventional controllers. Please let me know if you have any problems with it! Since it is a new feature and there are so many different controllers, we might face some. This can be accessed by the Options menu.


In-Game Pause added

Initially, my idea was not to allow the players to pause the game because of how fast the matches were and that it could lead to some players annoying others with this feature. But after some consideration, I decided to go back on my decision to allow it and leave it to the players to decide not to use it. And the implementation of a pause menu was very important to our next big feature:

Training Mode

Now it's finally possible to go to the dojo to practice and uncover all your favorite character secrets. Now you can pause in the training scenario and choose the behavior you want from the AI. For now, I added 3 different behaviors and planning to add more! Defense, Weak Attack, and Strong Attack. This way you can train how to overcome defenses, how long the attacks take, and get that perfect perfect parry.

The idea is to add more and more behaviors, let me know the favorite ones you want to have in the comments!

Two New Difficulties

Today the game receives two brand new difficulties, a Level 0 and the Level 4.
I noticed that a lot of players were still struggling in the level 1, so I decided to create a less "blockly" AI for them.
Level 4 promises to be the best difficulty so far. The idea behind it is to use better the feint mechanic to take advantadge of turtle players waiting for perfect parries. Also, we new behaviors that I created after this last couple of months of watching a lot of great gameplay videos sent by the community, so for that, thank you very much.

Buffs and Nerfs of the Month!


Yasuke

I am still unsure of the final stats for Yasuke in the current version, that's why I'm buffing him for the second straight month. The idea here is to give him a boost in mobility within his dashes, so he has more chances of using his unique technique: the defense breaker.
Also, his weak feint is also bigger now, to draw more defenses.

Bugs Fixes

Again, a lot of bug fixes, to be honest I was hoping I could tackle more but the events are getting in the way. Here are the bug fixes of the month:

  • Fixed the AI behavior repeating the last action it was doing before being perfect parried or duel clashed.
  • Fixed Discord link, that for some reason I cannot imagine it was expired... I was sure I got one that never did... but well.
  • Fixed Hozoin behavior that wouldn't punish players after some obvious mistakes
  • Fixed also some AI behaviors that were not stopping after reaching their best range for attacking, creating a weird gameplay.



Windows English Two Strikes Content Depot 1586751
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