Patch Notes

0.24.0 - (9/7/24)

Art

Cosmetics

Flame Cannon

Bugs




0.23.0 - (8/24/24)

Wrecking Ball

Cosmetics

Arena Mode

UX/UI

Bugs




0.22.1 - (8/7/24)

A few minor balance tweaks as a followup to the 0.22.0 patch.

Balance

Chakram

Pincers




0.22.0 - (8/3/24)

This patch aims to increase game speed and pacing by increasing aerial mobility, increasing attack speed, and reducing knockback scaling on many attacks to make them more usable as setup tools for combos and knockouts.

General Gameplay

UX/UI:

Gear Pieces

Quad Staff
Flame Cannon
Chakram
Pincers
Warp mine:
Parasol
Jet boots
Suits
Secondaries



0.21.1 - (7/27/24)

UI/UX

Matchmaker

Bugs




0.21.0 - (7/25/24)

Controls

UI/UX

Gameplay

These changes should make tap jump much more usable. It should now be much easier to perform upward light, strong, aerial, and special (gadget) attacks without accidentally jumping.

Tutorial

Bugs

I'm aware of a bug that sometimes causes replays of online matches to desync. Still looking into this.




0.20.5 - (7/19/24)

Story Missions

Bugs




0.20.4 - (7/16/24)




0.20.3 - (7/15/24)

UI/UX

The previous UI didn't stand out enough so some players didn't notice the non-classic modes at all.

Matchmaking

Bugs




0.20.2 - (7/14/24)

Tutorial




0.20.1 - (7/12/24)

Bugs




0.20.0 - (7/12/24)

Steam Early Access

Story Missions

Dash Attacks

UI/UX

General Gameplay

Balance

Televisioin

Space Suit

Skelebob

Oleg

Warp mine

Chakram

Cannon

Pincers

Quad Staff

Performance

Arena Upgrades

Bugs

I planned to have a new gear piece and new cosmetics ready for this patch, but unfortunately adding the new single player mode took much longer than anticipated. I'll work on this next! And now that the structure's in place, future missions will be easier to add. Thanks for you patience.




0.19.4 - (6/10/24)

UX/UI

Controllers




0.19.3 - (6/7/24)

UX/UI

Tutorial

Gear Pack




0.19.2 - (6/4/24)

Account Linking

If it wasn't clear to anyone, Steam demo progress (and web progress, if you link your accounts) will carry over to the Early Access launch.




0.19.1 - (6/1/24)

Release Date Announcement

Steam Demo

Bananas

Note that on Early Access launch, the price of the Gear Pack will likely increase to 600 bananas ($6 USD). I'll be adding more value to the pack, and while I want it to be cheap, $3 felt a little too cheap.




0.19.0 - (5/27/24)

Steam Demo

Balance

Parasol
Skelebob
Umbral Cloak
Oleg

Note: Web users may be forced to re-login after loading this patch, due to changes in the backend to support Steam authentication.




0.18.8 - (5/4/24)

UI/UX

Parasol & Jet Boots

(This patch also includes an experimental patch with some balance tweaks)




0.18.7 - (3/29/24)

Bugs




0.18.6 - (3/27/24)

General

Bugs




0.18.5 - (3/25/24)

General

Bugs




0.18.4 - (3/17/24)

General




0.18.3 - (2/26/24)

General




0.18.2 - (2/25/24)

General

This new model should hopefully be more straightforward for new players as it's more in line with similar free-to-play titles. It also enables dedicated free players to eventually save up from weekly tasks to purchase the Gear Pack. It does however mean that paid players who do wish to purchase the Gear Pack will be down an extra 300 bananas (sorry).
(If you have a name idea that's better than Gear Pack please let me know...)

UI/UX

Bugs




0.18.1 - (2/23/24)

Tutorial




0.18.0 - (2/21/23)

General

The goal with the new tutorial is to replace the existing beginner tutorials, which are too dull according to some player feedback. Please give it a shot and let me know what you think, and if you run into any performance issues (currently it's expected to be laggier than regular gameplay, but I'd like to know by how much).




0.17.3 - (2/7/24)

Bugs




0.17.2 - (1/22/24)

Parasol




0.17.1 - (1/20/24)

Bugs




0.17.0 - (1/19/24)

New Content

General

For context, the average player earns ~50 peanuts/hr from quickplay alone. With daily + weekly tasks included, non-paid accounts should be able to unlock a new gear piece every few hours of gameplay. Note that these prices are subject to change based on player feedback, so please leave a message via the in-game feedback form or drop by the Discord if you have any thoughts to share.

Bugs




0.16.5 - (1/12/23)

Gameplay




0.16.4 - (1/4/23)

General

Bugs




0.16.3 - (12/12/23)

Netcode




0.16.2 - (12/12/23)

General




0.16.1 - (12/11/23)

General

Cosmetics




0.16.0 (12/10/23)

This patch is focused on making gear pieces more straightforward and fun to use.

UI/UX

Gear pieces

Jet Boots

Recovering with jet boots should be more straightforward, and players won't be punished for using up special too early. Inputting up special will now always allow players to recover (until you run out of fuel). Players should also have more freedom to use the boost and spin abilities to combo and spike their opponents.

Warp Mine

Recovery without having a mine onstage is now less punishing. Inputting up special will now always allow you to recover. The diminishing knockback on self-detonate was added to prevent annoying looped self-detonate recoveries and also reduce mine's effectiveness at recovering during drawn-out edgeguards.

Parasol

This should significantly increase the usefulness of neutral special as a tool to control space and extend combos.

Chakram

Down air and forward air should feel more consistently useful. Balanced this by reining in some of chakram's stronger moves.

Quad Staff:

Neutral air was tuned down as it was too strong in too many situations. Down tilt should be more useful now, the hilt hitbox as a setup tool and the tipper hitbox for pushing/keeping opponents off stage.

Space Suit
Television

This should make teleport easier to use, especially offensively.

Oleg
Skelebob

Bugs




0.15.3 - (12/5/23)

Matchmaking

Distance-based matchmaking is more accurate than the previous region-based matchmaking, and simpler for users (no need to select a region when first queueing quickplay or switch regions when traveling).

Gear Pieces

Warp Mine

(This patch also includes an update to the current experimental patch)




0.15.2 - (11/21/23)

Bugs

(This patch also includes an experimental patch that tweaks some gear pieces.)




0.15.1 - (11/15/23)

UI/UX

Bugs




0.15.0 - (11/14/23)

New Game Modes: "Arena" and "Hybrid"

New Stages and Stage Hazards

General Gameplay

UI/UX

Cosmetics

Huge thanks to the folks on experimental who've helped test these new modes over the past several weeks.




0.14.9 - (11/9/23)

UI/UX

Bugs




0.14.8 - (11/7/23)

General Gameplay

(This version also contains an update to the ongoing experimental branch).




0.14.7 - (10/20/23)

Bugs

(This version also contains a significant update to the current experimental branch.)




0.14.6 - (10/11/23)

Balance

Parasol



0.14.5 - (10/9/23)

Bugs




0.14.4 - (10/6/23)

(This version contains an experimental patch that includes a prototype of a new game mode).

UX/UI




0.14.3 - (10/3/23)

UI/UX

General Gameplay

Balance

Jet Boots
Parasol



0.14.2 - (9/20/23)

General Gameplay

UX/UI

Bugs




0.14.1 - (9/14/23)

Balance

Flame Cannon

Cannon's previously-uniform hitboxes made its combo game too consistent and promoted one-dimensional followups. Adding hitbox variety should improve this while also promoting good spacing (in this case landing attacks close to the cannon's mouth). While the reduced consistency acts as a nerf (cannon is considered the strongest weapon by many players), the overall impact is not intended to be large - some of the weak hitboxes won't feel that different from their strong counterparts, and they only come into play at the outer edge of attacks' ranges. Also, some of the new hitboxes (down air and neutral air in particular) have potential as situational DI mixups.

Pincers

Similarly to cannon, pincer's combo game sometimes felt one-dimensional. Unlike cannon, pincers is seen as undertuned balance-wise, and in particular can struggle with setting up kills at higher percents. So, while these new hitboxes are intended to promote better spacing and improve combo variety (as with cannon's new hitboxes), due to their knockback angle and their positioning (close to the player) they're also intended to assist in creatively extending combos and setting up kills. They're also accompanied by some straight buffs.

Umbral Cloak:

This is intended as a roughly power-neutral change that makes counter more punishable in exchange for easier followups when landing it at mid-high percents (due to lower knockback scaling).




0.14.0 - (9/11/23)

This patch adds additional abilities to existing gadgets, increasing their offensive utility.

Balance

Parasol
Jet Boots
Warp Mine
Chakram

Bugs

(This patch also includes a new experimental patch with added hitboxes for flame cannon and pincer attacks. Experimental patch notes are posted in the Discord.)




0.13.5 - (9/8/23)

Bugs




0.13.4 - (9/5/23)

Bugs




0.13.3 - (9/3/23)

General Gameplay

Balance

Plunger

The previous nerf to active frames made grabbing enemies out of the air too inconsistent.

(This patch also includes an experimental patch with changes to gadgets. Experimental patch notes are posted in the discord.)




0.13.2 - (8/26/23)

Bugs




0.13.1 - (8/25/23)

UI/UX

Bugs




0.13.0 - (8/24/23)

General

This transition doesn't change much practically speaking, but it does signal to a wider audience that they should expect a relatively more stable experience than they would from an alpha. It also means that you can expect a renewed focus on content (gear pieces) in the coming weeks and months now that many of the core gameplay and cosmetic systems have been ironed out.

Cosmetics

UI/UX

General Gameplay

Balance

Oleg
Pincers
Chakram
Cannon
Plunger
Harpoon

Harpoon's inner grab range is still not as good as plunger's or spiked fist's, but it's significantly better than it was before.

Bugs




0.12.0 - (8/14/23)

Thanks to everyone who helped test out these changes on the experimental branch!

Balance

Plunger
Spiked Fist
Jet Boots
Warp Mine
Umbral Cloak
Television
Flame Cannon

Some of flame cannon's attacks were too low-commital for how strong and disjointed they were, particularly forward tilt and forward strong. The addition of hitlag on certain aerials partially reins in the huge frame advantage that flame cannon gets on hit.

Chakram

Bugs




0.11.5 - (8/11/23)

Bugs

(This patch also includes an experimental patch with balance changes. Experimental patch notes are posted in the discord.)




0.11.4 - (8/10/23)

Bugs




0.11.3 - (8/9/23)

General Gameplay

This is largely a quality-of-life change to reduce accidental deaths among newer players, but it also makes recovering to ledge more straightforward in general. Dying because you were facing the wrong way and couldn't grab ledge never felt good, and this became more common with the recently-added ability to wall jump (which causes you to face away from the stage). The short range of backwards ledge grabs should make unintentional ledge grabs rare.

Previously, dropping through platforms by pressing down was slower than using the platform drop input or shielding and then shield dropping. Now all three methods of dropping through platforms are equally fast, from idle.

Previously there were only 6 frames of vulnerability at the end of air dodges, which made them difficult to punish at most levels of play. Now punishing an airdodge should be easier if you know one is coming, and landing reversals from airdodges should require more precise timing.

Television

These nerfs are meant to correspond to the air dodge nerfs (which Television is unaffected by). The 5 frame delay tightens the timing for reversals and provides more time for opponents to punish predictable teleports, without providing more time to react to the actual teleport destination.




0.11.2 - (8/8/23)

General Gameplay

Bugs




0.11.1 - (8/7/23)

Umbral Cloak

Bugs




0.11.0 - (8/4/23)

This is the full release of the recent 0.10.X.Y experimental patch. Thanks to everyone who helped test out these changes! Feel free to reach out if you'd like to be included in future experimental patches!

General Gameplay

Balance

Chakram
Cannon
Quad Staff
Pincers
Plunger
Oleg



0.10.3 - (8/4/23)

Umbral Cloak
Parasol

Bugs




0.10.2 - (8/3/23)

(This patch includes some additional changes to the current experimental branch. Experimental patch notes are visible in the Discord).

General Gameplay

Balance

Chakram
Umbral Cloak
Television
Warp Mine

These changes are largely for QoL, but they also strengthen the counterplay against teleports. Previously, players could correctly read a teleport attempt and throw out a hitbox at the target destination, but still occasionally fail to connect due to the invulnerability. This felt unfair, especially given the relative difficulty of predicting/reacting to teleports.




0.10.1 - (8/2/23)

General

Access to experimental patches may be limited in the future. For now, just reach out in the Discord if you'd like access.

General Gameplay




0.10.0 - (7/27/23)

Cosmetics & Progression

The new paint system should hopefully feel fun and engaging, while also increasing the usefulness of bananas. The belief is that loot drops - random rewards for playing the game (think boss drops in MMOs) - are mostly fun. But they can also be frustrating when you're repeatedly unlucky in getting an item you want. The ability to purchase specific paints using bananas should hopefully alleviate this, especially now that players will have a chance to earn some bananas from the weekly quest.
Daily/weekly quests were a requested feature, and are a fun way to reward quick play usage and experimentation with new gear pieces. To avoid the FOMO/burnout that daily/weekly quests can sometimes cause, note that (1) there are no additional rewards for streaks, (2) rewards are not outsized compared to the rewards from normal quickplay, (3) quest objectives (landing KOs) are straightforward and naturally achieved from simply playing the game, and (4) quests are designed to be completed in a reasonable amount of time (~20 minutes for dailies and ~2 hours for weeklies).
The primary goal of all of these changes is to promote quick play activity so that players will actually be able to find matches once there's a sufficient playerbase. In the meantime, note that queueing quickplay with the intention of matching with a specific friend is totally ok (even encouraged), so long as you do so in good faith - use your correct region and don't quit out of the game if you happen to match with someone else.

General Gameplay

Balance

Umbral Cloak

This change is not intended as a buff or nerf, but is more of a fix. The previous jump heights were unintended.

UI/UX

Bugs




0.9.1 - (6/26/23)

Bugs




0.9.0 - (6/23/23)

General Gameplay

Balance

Jet boots
Flame Cannon

These changes are intended to broaden flame cannon's aerial gameplay. Its up air juggle and kill potential is tuned down, while its ability to combo horizontally (with forward air, the late hit of neutral air, and up air on certain DIs) and kill off the side (with back air) are increased.

Misc




0.8.3 - (6/20/23)

Netcode

Input delay will be set at the start of the match and will change mid-match conservatively, only if the connection quality has changed substantially.




0.8.2 - (6/13/23)

General Gameplay

Cosmetics

Misc




0.8.1 - (6/11/23)

General Gameplay

These tweaks should make grounded movement feel smoother and more responsive.




0.8.0 - (6/9/23)

New Content

Umbral Cloak is tied with Television as the fastest suit, and has moderate fall speed and knockback resistance. It cannot shield, but instead has a quick counter that can initiate combos at most percents.

General Gameplay

Landing powerful or well-spaced attacks on your opponent's shield previously didn't feel rewarding enough, and shielding overall felt like too strong of an option. The low invincibility granted from ledge hop and ledge roll made it too easy to trap your opponent at the ledge.

Balance

Warp Mine
Flame Cannon

UI/UX




0.7.2 - (6/3/23)

UI/UX

Bugs




0.7.1 - (5/30/23)

UI/UX

General gameplay

Balance

Plunger

Bugs




0.7.0 - (5/28/23)

General

Please report any replay or browser-related bugs through the Discord or the in-game contact form.

General Gameplay

Balance

Skelebob
Oleg
Television
Warp mine
Chakram
Pincers
Spiked fist
Plunger

Bugs




0.6.1 - (5/17/23)




0.6.0 - (5/16/23)

General Gameplay

Balance

Warp bomb

This is an experimental rework intended to make warp bomb more interactive, both for the user and their opponent. Previously, recovery with a bomb onstage was a little too good (with little counterplay available), and recovery without a bomb was a little too poor. Usage revolved around simply placing a bomb, and then teleporting to it when needed. These changes should add more counterplay while also making warp bomb users less reliant on having a bomb out. Because these changes promote more usage of the "bomb" part of the gadget, its sizable explosion radius was slightly reduced.

Chakram

Early uptilt still won't combo into itself (unless it catches poor DI), but should now feel less bad to land. Down air's recovery time is still very quick for a spike. Using it offstage, especially as a double-spike edgeguard, will now require a little more commitment.

Flame cannon

The down air nerf is to make the move a little less spammable as a vertical stall.

Pincers

Pincers' neutral game was too centered around neutral air, which dominated significant horizontal space and was difficult to punish. Pincers' finishing tools outside of forward air felt lacking, and overall they didn't pack enough of a punch damage-wise.

UI/UX

Bugs




0.5.3 - (5/13/23)

UI/UX




0.5.2 - (5/13/23)

Gameplay

UI/UX

Bugs




0.5.1 - (5/9/23)

Bugs




0.5.0 - (5/8/23)

New Content

Besides being the (current) slowest and strongest weapon in the game, the pincers also have some grappler-like capabilities. Though they don't have true command grabs, they deal heavy shield damage when spaced correctly and have some "tossing" hitboxes that can serve as interesting DI mixups.

General Gameplay

Balance

Chakram

In the right hands, chakram was too oppressive in neutral and its combo and finishing potential was too consistent. The projectile change should make forward air less spammable while maintaining its use in closing mid-range gaps. With the new weak hitboxes, chakram's combos and finishers are still very potent but require more precise spacing and timing to pull off.

Quad staff
Harpoon

The range decrease is by the length of 1 chain link. The reduced vertical hitbox size better matches the visuals, and makes jumping over the harpoon more consistent. Harpooning falling enemies to extend combos will require slightly more precision.

Jet boots

Bugs




For patch notes prior to 0.5.0 please see the #patch-notes channel in the Discord.