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Update notes via Steam Community

Alpha 1.18 - Controller support

Developer commentary:

We're currently in the middle of revamping story mode, so it's disabled for now. To be honest, I don't think it was ever that good anyway and I now believe that alpha 1.10 was a mistake. However, I decided it was about time to add controller support. I've always thought the game could work great with the twin stick style controls, and I was right!

-Dan

-Controller support!

-PSA: the code for keybinds has been modified. If you are having issues from this update with the "rebind keybinds" page, reset your keybinds and relaunching the game. If that does not work, reset your game save.

-You must select "Controller" in the settings menu in order to actually use your controller.

-Combat Controls:

-Punch: Right Shoulder

-Kick: Right Triger

-Block: Left Trigger

-Dash: Left Shoulder

-Move body: Left Stick

-Turn around: Left Stick (press)

-Move head: Right Stick

-Jump: South button

-Equip/Unequip weapon: West button (tap)

-Pick up weapon: West button (hold)

-Select next item: Dpad Down

-Use item: Dpad Up

-UI Navigation:

-Left Stick/dPad to navigate buttons

-Start button to pause

-South Button to select

-Right Stick to move world map

-Left/Right Shoulder to Zoom In/Out

-Gameplay

-New mechanic: rolling (with a punch)

-All attacks have a direction, and must hit a body part in order for it to deal damage

-Depending on the body part's current global velocity, it will affect the final damage

-Roll: A hit body part moving away from an attack will have its damage taken be reduced down to 0.75x

-Antiroll: A hit body part moving into the attack will take up to 1.25x extra damage

-The goal is to make slipping into a strike more dangerous, and slipping out less so, but you also have a higher damage potential against enemies that are charging at you.

-Head hit multiplier reduced from 2x -> 1.5x. Head hits were just too lethal. Rolling also increased damage potential by a lot, which stacked with head hits. They are still far more lethal than body shots.

-Push multiplier is now also a balance damage multiplier

-Story mode temporarily disabled as it is currently being revamped

-Added keybind for mouse/keyboard turning around with just one button press (default: Left Alt)

-Naturally spawning enemies now all have a slight randomization on their stat block (from 0.9x to 1.1x)

-Added a button to take no reward in case the player ever wants to do so

-Arcade mode now gives a free upgrade at the very start

-Smoothened ragdoll from airborne

-Enemies more smoothly transition from getting up into attacking

-QOL

-Style select screen now only shows available moves instead of highlighting available moves. It also now shows all available moves, and clicking on an arm/leg move will swap the map to the arm/leg mapping

-Aesthetic

-Modified knife stance

-Enemies now fade away on death instead of popping out of existence

-General UI updates

-Bugfixes

-Knockdown revenge description fixed

-Knife slash no longer knockbacks the wrong direction

-Saving controls should now work across play sessions

-Fixed Muay Thai not having access to hook

-Fixed an issue with the high kick lagging a split second before applying damage

-Fixed enemy getting knocked over simultaneously when you get knocked over

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