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Update notes via Steam Community

The wait is over, Update 1: Fresh Meat is HERE

Greetings, Colossal League fans! We've got a ton of goodies to share with you for what's in store for our first major update. Fresh Meat focuses on monster rebalancing, QOL improvements, improved tutorials, and increased customization. Let's dive in to all the changes:

New Control Scheme

We heard the feedback loud and clear, our default control scheme was not very intuitive for most players. Let us take a moment in remembrance of our dear friend, the "Flick to Kick (AKA Slingshot)" control scheme... ok, that was long enough. Introducing the new scheme, "Point and Shoot!" Simply press in the right trigger, aim where you want to kick with the right stick, and release the trigger!

Improved Tutorial

Another big point of feedback we were getting was that it was difficult to learn how to play the game. The old control scheme didn't help, but our slideshow tutorial wasn't an effective teaching tool either. Now you can load into a designated tutorial mode that will walk you through the ins and outs of playing the game. It's very quick, so if you have a new player, going through the tutorial with them should be a painless process!

Player Profiles + More Customization

Players can now go into the options menu and create custom profiles. Within these profiles, you can set a favorite jersey color and, drum roll please, a SKIN TONE! You can also change between your preferred kicking style (for all of those who liked the old slingshot style, it's still an option!) and set a controller deadzone. These profiles can be selected on the character select screen.

Monster Taunts + SFX

Our monster mains out there may have been annoyed that their puny opponents could taunt but they couldn't. Good news: the monsters are now able to taunt as well! Each monster has unique lines fitting their personality. Try it out in your next match by pressing the DPAD.

Other Improvements

Here's a list of some other improvements we've made:

  • Improved performance of the settings screen on the main menu

  • Added a "Join Discord" button on the main menu

  • Increased effectiveness of the Call for Pass button and made it less buggy

  • Made the warrior super meter flash when full

We hope you enjoy all of these new features! Continue reading for the character balance log.


Balance Log

Now that the game has been out for a while, we've noticed a couple of areas where things needed some tuning. We've made a second pass over each monster to better fit them into their designated roles and power/complexity levels.

Warriors

Notes: Warriors could sometimes be a little too annoying with how fast they respawned. We've adjusted this delay slightly. Additionally, to stop camping at the goal line to build super meter, the super kick will decay after a number of seconds.

General:

  • Respawn time increased to 2.5 seconds (was 2)

  • Super kick now has an 8 second window to be used

  • Increased visibility when behind monsters

Minotaur

Notes: The Minotaur appears to be in a good spot. We've kept it untouched, except for adding in a new visual indicator for the wall.

Labyrinth Wall:

  • Added visuals for the spawn locations

Akhlut

Notes: The Akhlut was seemingly a bit too strong for high level players and too weak for low level players. It's blistering speed via Dive was more consistent than we liked to see. Winter's Wrath has been reworked into Bloodsense. We still wanted the Akhlut to have its trademark speed but in a way that's a little bit more interesting then "I can be anywhere on the field at any time." To this end, the Akhlut's ice crystals can now be shattered to create damaging waves that synergize with how the Bloodsense passive works.

General

  • Reduced speed from 3.2 m/s to 3.1 m/s

Winter's Wrath -> Bloodsense:

  • Added new feature. When the akhlut is moving towards damaged ("bloody") warriors, it gains a speed boost (+0.2 m/s). This increase is larger when the passive is active (+0.75 m/s).

Dive:

  • Initial speed increased from 6.5 m/s to 9 m/s

  • Speed boost decays much quicker (over 0.8 seconds from 2)

  • Cooldown increased from 3 seconds to 5

Howl:

  • Howl now shatters ice crysals, creating a damaging ice wave that boomerangs towards the Akhlut.

Gashadokuro

Notes: The Gashadokuro was too chaotic. Playing against him can feel very oppressive and it can be hard to keep track of the ball. We've toned down some of his abilities both functionally and visually, mainly focusing on reducing the presence of soul orbs on the pitch. As a consolation, his base movement speed and slam attack consistency have been improved. This is a pretty wide range of changes, so we'll keep an eye on how well this new version is received.

General:

  • Hand hitbox has been slimmed down

  • Hand ball hit force reduced from 350 to 275

  • Speed increased from 2.75 m/s to 2.8 m/s

Soul Orbs:

  • Soul orbs are now destroyed when they hit an invincible warrior (rather than swapping teams)

  • Soul orb lifetime reduced from 20 seconds to 15 seconds

  • Soul orb size reduction over time increased

  • Soul orb starting size increased

  • There is now a max cap of 10 soul orbs allowed on the pitch

Slam:

  • Enhanced version spawns only 2 soul orbs (down from 3)

  • Warrior stun effect lasts only .5 sec (down from 1 sec)

  • Ball hit force reduced from 10 to 7.5

  • Radius increased from .7 m to .75 m

  • Cooldown improved from 2 sec to 1.5 sec

Fire Breath:

  • Ball push force reduced from 8 m/s to 5 m/s

  • Enhanced version spawns only 2 soul orbs (down from 3)

  • Flames visual reduced in size

Summon Shrine / Summon Gate:

  • Can now be used while dribbling

Gate:

  • Orb launch speed reduced from 10 m/s to 5 m/s

  • Duration reduced from 25 sec to 20

Quetzalcoatl

Notes: The Quetz was in a bit of a weird spot. It wasn't necessarilly bad, but it wasn't entirely fitting into its archetype as a set-up character. We've placed more emphasis on using storm mines to create combos by allowing them to push the ball when detonated. Additionally, we've tweaked the meter management aspect and many values of Thunderheart. We'll monitor this new version of the Quetz closely.

Thunderheart:

  • Passive now ticks down once every 2.5 seconds (down from 5)

  • Effect of speed per point reduced to 0.1 m/s (down from 0.18 m/s)

  • Effect of slam range boost per point reduced to 0.1 m (down from 0.18 m)

  • Meter now maxes at 15 points (up from 10)

  • Now correctly gains passive from eating warriors

  • If the passive is maxed, it will stay maxed for the rest of the round

  • Now correctly gives starting additionaly segment bonus after being maxed

  • Max number of clouds allowed on screen reduced from 20 to 6

  • Cloud spawn time improved from 1 every 10 seconds to 1 every 6 seconds

Storm mines:

  • Now will push the ball when detonated

  • Blast radius increased from .6 to .7

  • Radius center point was fixed (was incorrectly set too high resulting in inconsistent usage)

  • Shadow added to show radius

  • New particle effect

  • Cooldown increased from 1 second to 5 seconds

Lightning Lash:

  • Can no longer push ball

  • Charging increases the length more than before (growth rate increased from .75 to .85)

  • No longer incorrectly gains thunderheart charge from exploding bombs

  • Fixed some collider issues

Fly:

  • Cooldown increased to 5 seconds (was 4)

Sphinx

Notes: We're planning a more significant rework for the Sphinx in the future to help it fit into its commander archetype. For now, we've increased curse visibility, slightly toned down the number of mummies allowed on the field, tweaked Sandstorm's values, and most importantly, you can control when mummies kick the ball.

General:

  • Max mummies reduced from 6 to 5

  • Mummy respawn time increased to 5 seconds (was 2)

  • The Sphinx can command a mummy to kick the ball by inputting a kick while a mummy has the ball

Sandstorm:

  • Max stacks increased to 4

  • Stacks now decay after 3 seconds (was 5)

  • Size per stack reduced to x1.05 (was x1.2)

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