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Genre: Fighting

Bleeding Edge

The Azrael Update

NEW THIS PATCH



New Fighter: Azrael





Born in Beirut Lebanon, Azrael has made his way to New York and joined Bleeding Edge as their newest Melee Support fighter. Having risen through the ranks of the most extreme thrill-seeker sports on offer, Azrael is looking for a new way to get his adrenaline pumping. His base jumping wings allow him to glide safely across the battlefield, but become brutal weapons in melee combat. His unique Soul Eater passive requires him to build damage stacks on enemies to feed his healing abilities. The re-locator portals he designed to reach cliff ledges provide Azrael and his team exciting new engage and traversal opportunities.

Visit Azrael’s Fighter Page to learn more about his unique kit, or check out the Azrael Guide Video courtesy of our friends at Arekkz Gaming.

Customisations

Azrael comes fully equipped for a battle, complete with mods, emotes and 9 skins.



New Map: Facility 665



Having sabotaged a nefarious H.A. research facility, the Bleeding Edge crew have repurposed it to their own ends.  Set in a dark, remote, undisclosed location, the brand-new arena “Facility 665” is battle ready. Be careful though, there’s a good reason this facility has been abandoned…







Leaderboards



Competitive ranking as been one of our most hotly requested features, so we’re happy to finally release Leaderboards where you’ll be able to fight for worldwide rank and weekly top spots across 3 categories.

Overall Rank Leaderboards

Contains Leaderboards for all-time worldwide ranks.

• Your Rank – Shows your current world-wide rank.

• Worldwide Leaderboard - Shows the top ranked 100 players worldwide.

• Friend Leaderboard - Shows a ranked board of you and your friends.

Weekly Top Leaderboards

Displays Leaderboards for best performance in different areas. You can toggle between current week and last week views.

• Win Rate – Shows top 5 players by win-rate this week.

• Killing Blows – Shows top 5 KBs in a single match this week.

• Top Damage – Shows top 5 damage dealt in a single match this week.

• Top Healing – Shows top 5 healing done in a single match this week.

• Best in Class – Shows the top performance for each Fighter in a single match this week. This score is calculated based on…

Your Stats (damage, healing, damage taken) where more weighting is given to the stat matching your class type (e.g. damage for Daemon, healing for Miko).

• Objective Score.

• Kill Blows and Assists

• Deaths

• Match Achievements (e.g. best damage, best healing, etc)

Weekly Totals Leaderboards

Totals Leaderboards calculate the sum total for different stats and scores across all games played that week. You can toggle between current week and last week views.

• Total Wins – Shows the 5 players who won the most matches this week.

• Total Killing Blows – Shows the 5 players who accumulated the most killing blows all week, across all games and fighters.

• Total Damage – Shows the 5 players who accumulated the most damage this week, across all games and fighters.

• Total Healing – Shows the 5 players who accumulated the most healing this week, across all games and fighters.

• Total Class Score – Shows player who accumulated the most points for each Fighter over the whole week.

Calculated using the same stats as “best in class” table above, except that Fighter win-rate is also taken into account.

Dev Notes - We know that having a competitive mode is something many players have been thirsting for, so thanks for your patience while we’ve been working through this new feature! Can’t wait to see who rises to the top!

Custom Queue



• Custom Queue allows any number of players to join a private matchmaking queue with others who’ve entered matching passwords.

• Custom Queue ignores Matchmaking Skill but will respect pre-made parties, so you can group up before searching Custom Queue if you want to arrange specific teams.

• Since Custom Queue also ignores ping, please be aware that network performance may be affected, but the system will do its best to choose the most appropriate server based on all players’ locations.

• While playing in Custom Queue, you cannot earn rewards or complete quests, and stats do not contribute toward Leaderboards or player profile stats.

Dev Notes - We were so inspired watching players setting up and running their own tournaments, and we wanted to do more to support organising events and playing prearranged games with friends or rivals! This is where the idea for Custom Queue came from. We wanted to get something into your hands as quickly as possible, but also give you the flexibility to create anything from a 4v4 prearranged match to a 48-player solo-Q fight night! We’re looking forward to seeing more great games and tournaments being played and streamed

Map Mods



At the start of each match, there is a chance for a Map Modifier to be applied at random. Map Modifiers do not change the fundamental win conditions of the match, but augment some of the rules or introduce new mechanics.

Full list of Map Mods active in the new patch:

Glass Cannon: Damage powerups grant 50% extra damage and the duration is doubled, but damage taken is also increased by 30%.

Super Charged: Super abilities charge twice as fast.

Kill Streaks: Gain 4% damage bonus on killing blows. This effect can stack up to 10 times. All bonuses are lost on death.

Dying Gift: Fighters drop a bomb when killed.

Hot Potato: Each Power Cell held increases damage done by 1.5%, but also increases damage taken by 3%.

Open Season: All Objectives are always active.

Cell Mates: Cages spawn periodically around Objectives, trapping Fighters inside for a short time.

Zones of Power: Power Zones appear intermittently, granting Fighters standing inside a 25% damage bonus.

King of the Hill: Only one Objective is activated each round.

Slime-O-Rama: The water is now toxic slime that damages anyone standing in it (only appears on Aqueducts and Hydrocore)

Speed Phreak: Pads appear around the map that grant a temporary speed boost.

VIP: Fighters take turns to be randomly selected as VIP. The VIP does 25% extra damage, but also takes 25 % extra damage. The VIP is worth {points} points when killed.

Dev Notes - We received a lot of requests for more variety in game modes, and the team got really excited about the potential of Map Mods for addressing this. Not only do the map mods mix up existing strategies in terms of game mode and team comps… they also introduce some new and novel tactical opportunities. In testing, we saw teams that had previously dominated matches being thrown by scrappy new tactical choices, such as stacking cells or killstreaks along with specific mod builds and team comps to facilitate a hard carry. We hope you enjoy the fresh twist that Map Mods brings to matches!

New Customisations



Boards:

New boards include the Zeta, Enforcer & Swamp Runner, each with a variety of paint jobs!



Emotes

• Buttercup - Bye Bye Sugar
• Daemon - Say Hi To My Blade
• El Bastardo - My Pleasure
• Kulev - Healing Over Here
• Maeve – Pensioner’s Wrath
• Makutu - Show Me The Love
• Mekko - Majestic Bow
• Miko - Glory
• Níðhöggr - Strum
• ZeroCool - Laterz

Skins

New skin for every Fighter!



Full list includes:

• Buttercup – Retro
• Cass - Caique
• Daemon - Nightwalker
• El Bastardo - El Magico
• Gizmo - Construction
• Kulev - Pinstripes
• Maeve – Tangerine
• Makutu - Golden Boy
• Mekko - Gizzo
• Miko - Sleek
• Níðhöggr - Casual
• Zero Cool - Hot Stuff

New Lighting Scenarios

Most locations now feature different times of day.



Major Reworks



Makutu



Dev Notes- A while back we asked you for your feedback on Makutu. While many players were really digging him as a character, he wasn’t viable in competitive matches and we wanted to address that. Overwhelmingly, your feedback was that you saw Makutu filling a survivable/support tank role - able to hold objectives and bully enemies off your squishier teammates. This really gelled with our own goals for Makutu, so we went about this rework with the aim of enhancing that style of play and plugging some of the holes that made him a tough sell in competitive team comps. We hope you enjoy the new and improved Makutu!

General

• Makutu now moves at the same base speed as other Fighters. This means that in Ora Stance, he can keep up with other players

• Removed Stance - Pepeke

• Pepeke Stance has been removed and is replaced by Huaki Stance

• New Stance - Huaki

• Huaki Stance is a new offensive stance

• Increases all outgoing damage by 20% (+10% with new default mod “Killa”)

• Increases movement speed by 10%

Combo

• Damage increased by 11%

• Combo chain is slightly faster to execute

• Makutu slides further towards his target when attacking, helping him stick to targets

• Makutu can break out of combo attacks into movement earlier

• The launching uppercut (executed by holding the button down on the final combo hit) now launches tanks and shielded enemies if used in Huaki Stance

• In both stances, the launching uppercut can also be used to parry Charging attacks (E.g. Mekko’s Surge, Buttercup’s Launch, etc)

• Information about Makutu’s held basic attack functionality (called Quick Fists) has been added to his ability info page

Dev Notes - One of Makutu’s biggest issues was his inability to “stick” to enemy fighters, and the subsequent ineffectual damage he was dealing. Increases to his move speed, combo damage, stance damage, combo speed and step distance make Makutu a real threat at close range.

Barge

• Improved steering

• Hit box size increased slightly

Dev Notes - This was one of Makutu’s favoured abilities, so we didn’t change much. The increased steering and hit box make it slightly easier to land

Leg It

• Makutu gets a more substantial speed boost when using Leg-It

• As well as applying a cleanse, allies and Makutu now also become immune to movement impairing effects for a short time

Dev Notes - Given the quick pace of Bleeding Edge, it was hard to use Leg-it effectively to cleanse CC. With the post-use cleanse and the extra move speed, Makutu can do much more to get his allies out of trouble. It also provides Makutu a more reliable escape, given he lacks evade and parry.

Repellent

• Now only available in Ora Stance (changes to Attractive in Huaki Stance)
• Increased range.
• Enemies are pushed back further.
• Enemies are now slowed for a short time after being pushed.
• Reworked vfx and animation to make Repellent feel more satisfying to use.
• New Ability - Attractive
• Replaces Repellent while in Huaki Stance.
• Sucks in surrounding enemies and slows them for a short time.

Dev Notes - In many ways the initial Repellent felt at odds with the rest of Makutu’s kit, because it pushed enemies away rather than bringing them into fighting range. However, many players also appreciated the utility of being able to peel for their allies or push enemies off ledges. Having both a push a pull move was an idea floated by many players during Makutu discussions, and we think this works well for him. It provides an offensive option when he wants to be aggressive in attack, and a defensive option when trying to escape or peel for his allies.

Katamāori !!!

• Increased hitbox size
• Speed increased
• Damage increased
• Enemies are knocked back further.
• Cooldown reduced

Dev Notes - Katamāori !!! got an all-round buff since its pick-rate was very low compared with Can’t Touch Us.

Mods

Dev Notes - Changes to Makutu's mods were made mainly in response to changes in the rest of his kit

• REMOVED: The Little Engine That Could (players who owned this mod will receive Killa instead)

• REMOVED: Bad Influence (players who owned this mod will receive Step Off instead)

• ADDED: Killa - Huaki Stance receives a further 7.5% to its damage bonus. This is a new default mod.

• ADDED: Step Off - Repellent pushes enemies back 50% further.

• ADJUSTED: Chill Out - now increases the slow amount for both Repellent and Attractive. This is now a default mod.

• ADJUSTED: Lickety Split - now reduces cooldown of both Repellent and Attractive.

• ADJUSTED: Big Hurt - enemies hit by Attractive now take 5% more damage from all sources for the next 5 seconds.

• ADJUSTED: In The Zone - Fixed an unintended behaviour allowing every slap of Quick Fists to trigger cooldown reductions. Impacts from held inputs now yield a smaller cooldown, commensurate with their attack speed. The mod description has been updated to reflect this change.

New Default Mod Build:

• Meat Shield (unchanged)
• Killa (replaces The Little Engine That Could)
• Chill Out (replaces Big Hurt)

Bug Fixes

• Fixed issue where Makutu’s aerial kick could KO Tanks who are standing on the floor, leading to unrecoverable knockdown loops.

• Fixed issue allowing Makutu to break his mount up cast animation 1 frame before it was complete.

Balancing and Bug Fixes

Fighters



General

“Charge” head-to-heads

It has previously felt a bit arbitrary which Fighter will win where two charge attacks go head-to-head (e.g. Makutu Barging into Mekko’s Surge.) We’ve made some changes so that head-to-head charges result in both Fighters taking damage and bouncing off each other.

These moves include:

• Buttercup - Launch

• Buttercup - Slide

• Cass - Swoop

• Makutu - Barge

• Makutu - Katamāori (note that a head-to-head will not completely cancel Katamāori, but will bounce Makutu backwards)

• Mekko - Surge

• Níðhöggr - Powerslide

Bug Fixes

• Fixed an exploit allowing many heroes to chain cancels from melee attack → special ability → mount → melee attack to lock the target into an infinitely irredeemable hit-stun.

Buttercup



Burnout
• Takes 10% longer to charge up.

Cass



Swoop
• Increased distance travelled by 20%

Rake
• Increased damage by 25%

Dagger Spray
• Decreased damage by 4%

Mods

• Rush: Reduced extra Swoop distance from 30% to 20% (though the overall distance travelled is greater than before, due to the increase in base travel distance this patch)

Bug Fixes

• Fixed issue where Cass's Feathered Darts could slide along floors and over ledges, hitting enemies she did not have line of sight to.

• Fixed bug where Cass could use Dive Bomb to enter spawn point whilst holding power cells

Daemon



Combo
• Damage increased by 4%

Stealth
• Bonus damage after leaving stealth reduced from 55% to 30% but active buff will last for 2 seconds rather than ending after 1 hit.

Dev Notes - Daemon has always been a Bleeding Edge favourite, but we found at higher levels he just didn’t have enough burst to be effective, especially against double healer comps. With this change, Daemon becomes much more viable in stalking and eliminating back line healers and squishy dps.

Bug Fixes
• Fixed bug causing Shadow Strike to be unaffected by power-ups and other damage modifiers.

Gizmo



Bug Fixes

• Fixed issue where burning caused by Mini Mech’s flame thrower could prevent delivering Power Cells.

Kulev



Acid Spit
• Damage reduced by 9%

Dev Notes - We’ve taken the edge off quite a few of our healers’ damage, so there’s more of a team-wide damage sacrifice when running multi-healer comps.

Bug Fixes

• Fixed issue where Kulev could cast shield while in a reaction if he instigated the press before the reaction started.

• VFX improvements to Lucky Charm Aura.

Mekko

Lifeline

• All players can now cancel Mekko's lifeline by pushing “Cancel Ability” (DPAD UP by default.) If you’re in the process of aiming an ability (e.g. Gizmo’s Vortex) then the first DPAD UP press will cancel your ability, and the second will cancel Mekko’s Lifeline.

Safety Zone

• Damage mitigation reduced to 25% (was 50%).

Bug Fixes

• Enemies inside Exclusion Bubble can no longer collect Power Cells or contest Objectives.
• Fixed issue allowing Sonic Barrage to hit enemies behind walls.
• Fixed bug preventing Mekko from handing in Power Cells while Bubble Block shield was broken.
• Fixed bug causing incoming projectile impact VFX to spawn at the wrong position on Mekko.

Miko



Combo
• Combo damage reduced by 10%

Chain Heal
• Decreased main target heal by 5%
• When self-casting Chain Heal, Miko receives the smaller heal value (equal to that of the bounce heal)

Dev Notes - We’ve always aimed for Miko to be a self-sustaining support, but we felt her self-healing was so strong she could become tedious to fight against. By reducing the effectiveness of self-heal, we make her a little less tanky without impacting her viability as a solo healer. Meanwhile Miko remains a strong dualist with her Regenerator on-hit heal and Stasis CC. Overall, we feel these changes make Miko more fun to play against, and a little more tactical to play with, since Miko players will now need to think more about positioning to get the best value from her heals.

Bug Fixes

Fixed issue where player could infinitely combo cancel with an out-of-range Life Force cast, allowing them to trap an enemy into an unrecoverable hit-stun loop.

Níðhöggr



Bug Fixes
• Fixed issue allowing Shredder to hit enemies that Níðhöggr did not have line of sight to.
• Fixed an exploit allowing players to cancel their combo with Shredder using a timing that granted infinite hit-stun against their enemy. Shredder can still be used to combo cancel, but timings have been adjusted so that target players have escape opportunities via specials & evade.

Zero Cool



Arcade Gun
• Basic attack damage reduced by 7%

Recharge
• Minimum healing reduced by 21%

Bot
• Bot damage reduced by 10%

Dev Notes - As with other healers, we’ve nudged down Zero Cool’s damage so there’s more of a damage sacrifice when picking multiple healers on a team. The reduction to Zero Cool’s minimum healing will allow more options when approaching team fights against a strong or well protected ZC - rather than take him out directly, forcing a long fight will reduce ZCs ability to sustain healing, eventually allowing you to out-damage him.

Leaver penalty

• Fixed an issue where players would disconnect during end game screen and receive leaver penalty, players will now earn rewards correctly at the end of matches and will not receive leaver status if disconnected during this phase.

• Players leaving matches by exiting the application or pulling network cables will now have the leaver penalty applied.

General fixes

• Fixed rare bug causing crashes during a Death Replay.
• Improved server connection management, resulting in fewer disconnects.
• Fixed several collision issues in Boneyard and Skygarden.
• Edits to Skygarden minimap for readability.
• Fixed the “reset to default positions” button in the Dojo.

New Update: Quests




Daily Quests


  • Generates 3 missions every 24 hours. When all 3 are completed the player is rewarded with a large sum of Credits.
  • If any of the 3 missions within a Daily Quest have been completed, the quest will not refresh for 3 days. This will give the player a chance to complete the remaining missions and earn their Daily Quest rewards.


Bug Fixes & Improvements


Fighters


Buttercup:

  • Fixed bug with her mount trail being visible to enemies.
  • Fixed minor texture issues for some Fighter skins.
  • Fighter XP requirements between levels 20 and 30 have been reduced.


UI


  • Fixed a bug where text on the player stats screen would overlap.


Maps


HydroCore:

  • Corrected spectator camera positions for points A & C.


Landslide:

  • Adjusted powerup positions to fix bug with large characters in constant fall.


Accessibility & Options


  • Fixed a bug where text on the player stats screen would overlap.
  • Fixed a bug where the death replay camera would spin at high speed.


Tutorials


  • Fixed melee dummy being invisible in basic tutorial

New Map: HydroCore & New Fighter Skins



New This Build

New Map: HydroCore

Max Fighter Level : Increased max fighter level to 30

New Skins are now available for purchase with credits via the workshop:

ButterCup :

· Blue Light Disco

· Funky Disco

· Disco Pop

· Trooper Buttercop

· City Beat Buttercop

· Patrol Buttercop

Cass :

· Cherry Glam

· Flamingo Glam

· Golden Glam

· Camo C-Bot

· Chrome C-Bot

· IC-Bot

Daemon :

· Shifty Imp

· Crafty Imp

· Firey Imp

· Funky Lee

· Killer Lee

· Daemon Lee

El Bastardo :

· Desert Military

· Urban Military

· Jungle Military

· Master Butcher

· Local butcher

· Speciality Butcher

Gizmo :

· Military Desert

· Military Urban

· Military Jungle

· Peachy Fox

· Icy Fox

· Cheeky Fox

Kulev :

· Colonial Captain

· Colonial Lieutenant

· Colonial Commander

· Emerald Death

· Jade Death

· Red Death

Maeve :

· Gold Leprechaun

· Copper Pot Leprechaun

· Maeve “BlackBird” Murphy

· Maeve “Spitfire” Murphy

· Maeve “The Baron” Murphy

Makutu :

· Striped Rugby

· White Rugby

· Black Rugby

· Jungin Sumo

· Dragon Sumo

· Cloud Sumo

Mekko :

· Black Rustbucket

· Corrosive Rustbucket

· Orange Rustbucket

· Yellow Mecha

· Black Mecha

· White Mecha

Miko :

· Celestial Cybergoth

· Bubblegum Cybergoth

· Harlequin Cybergoth

· Wood Spirit

· Earth Spirit

· Air Spirt

Nidhoggr :

· Zombie Skull

· Acid Skull

· Ghost Skull

· Hreinn Viking

· Vargr Viking

· Bjorn Viking

Zero Cool :

· Acid Burn

· Crash Override

· Phantom Phreak

· British Racing Green

· German Racing Silver

· Italian Racing Red

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Bug Fixes & Improvements

Fighters

All Fighters Fixed issue allowing Tanks to gain a "super jump" if jumping while being hit with final attack of a combo.

Gizmo Fixed issue allowing Gizmo to move around after transforming out of MiniMech while still inside Mekko's Exclusion Bubble.

Maeve Fixed bug causing players hit with "Cage" by a Maeve using "Starved" mod would have the effect incorrectly linger until death or changing characters.

Kulev Fixed camera glitch caused by ward pin colliding with camera

Maps

Jersey Sink Fixed several issues with camera collision in spectator mode

Skygardens Spawn point islands have been moved back to prevent exploit allowing some Fighters to access the battle zone prior to match starting.

Boneyard Fixed collision issues causing players to become stuck.

Matchmaking & Connection

Backfilling Fixed a bug occasionally preventing all slots being back filled after multiple players left a match.

Connection Fixed game being stuck on the loading screen if player has been kicked due to bad connection with the server

UI

Final Play Ensured an environmental kill icon is displayed for a winning kill by the plasma gates.

Final Play Fixed bug where train wasn't shown in final play if train was the instigator of the winning kill

Fighter Select Fixed rare bug where end game flow would be interrupted if player closes the fighter select screen just before the game ends.

Localisation Multiple localisation fixes across a variety of languages.

Loading Screen Fixed a bug causing player avatars to show empty during loading screen.

Accessibility & Options

Main Menu Fixed bug where new items indicator wouldn't be shown on the billboard after first loading into the game.

Accessibility Fixed Contextual narration on K&M and fixed the “A” Button flow to sound better

Accessibility Fixed keyboard and mouse narration for chat while selecting Super

Accessibility Added keyboard prompts for selecting build during fighter select

New skins, new map coming this week!

We've got another big content update coming to Bleeding Edge this week, including a new map and a whole host of new skins for the Bleeding Edge fighters!

There are multiple new skins coming for every single fighter - unique designs brought to life by the dev team themselves.



Also coming in the same update is the new map Hydrocore!

Hydrocore is our first compact map, introducing fast paced action in a hazardous hydro-powered generator. The middle Objective flows down a central waterway between the other Objectives, focusing and intensifying fights whenever 2 Objectives overlap!



We'll have full patch notes for you available on the day this content releases, which will be later this week.

New Fighter: Mekko!

The day is finally here! Mekko, the trash-talking crab-walking dolphin piloting a mech suit, is now fully playable in-game with our latest patch.

Name: Mekko
Class: Ranged Tank
Description: Mekko has a high health pool and bubble shields. He can pull allies to safety with Lifeline.

Learn more about Mekko



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Want to learn how to play Mekko? Check out this gameplay guide, made by Arekkz!

[previewyoutube="S67IlGRGxmo;leftthumb"]











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Aside from Mekko, we have a number of improvements, new features, and optimisations going into Bleeding Edge with our latest patch.

New Fighter: Mekko 

New Board: Techno Viking 
• Paint Job: Axe-hilarating 
• Paint Job: Discokill 
• Paint Job: Rave 
• Paint Job: Boogaloo 
• Paint Job: Stroboscopic 

New Music: 
• Flashback from another land 
•  Cyberfunk 
• The Streets 

New Emotes: 
• El Bastardo – Prepare To Die 
• Buttercup – Spooling Up 
• Cass – Charleston 
• Daemon – The Victor 
• Kulev – Mwahahahaha 
• Maeve – Swing 
• Maeve - Hello Dearie 
• Nidhoggr – Duck Walk 

Added: new option to adjust sensitivity for placeable abilities: Kulev’s Ward, Gizmos Vortex Bomb etc. 

Games in Progress 

We've had a few questions about how stats and matches are recorded with regards to joining games in progress.  We know it can be disheartening joining a game on the brink of loss, but we believe it’s important to get empty spots filled in ongoing games to reduce the negative impact a leaver can have on a match.  To that end, we’ve made some changes and improvements in this area so that players won’t be penalised when dropping into a losing game. 

• Your matchmaking ranking won’t degrade for losing a game you dropped into late.  However, it can still go up if you win the match. 
• We’ve made an update so that losing a game in progress will not count as a loss in your player profile stats.  However, wins and all other stats (kills, deaths, damage, etc) will still be recorded. 
• All matches are displayed in your match history, including games you drop into.  Games joined in progress are now specifically marked as such in the match history. 
• You will always get rewards for completing a match, including a match in progress (including credits, xp, bonuses and mod parts for match completion) so it’s worth sticking with it! 

Fighters 

Common 
Fixed: Fighters who are parried in the air now recoil correctly. 

Buttercup 
Nerfed: Oil Slick - slow amount reduced from 60% to 40%. Oiled effect now clears 2 seconds after leaving the area of effect (down from 3 seconds.) 
Adjusted: Buttercup was incorrectly able to activate Burl without moving, and therefore regenerate health on the spot.  Buttercup now must be moving while holding [RT] to activate Burl.  
Fixed: An exploit granting Buttercup additional speed if using Burl while entering bike form. 
Fixed: visual issue causing characters to intersect when being carried by Buttercup's Launch attack. 

Cass
Fixed: Blade Dance super now correctly hits Daemon while stealthed. 

El Bastardo 
Fixed: An issue preventing El Bastardo’s In Your Face mod from triggering when performing Leap of Faith on an enemy in extremely close range. 

Gizmo 
Fixed: a bug causing Gizmo to lose all input control if Yanked by Buttercup while exiting Mini-Mech. 

General Bug Fixes & Improvements 

Improved: various changes have been implemented to improve performance across the game. 
Fixed: an issue where players couldn't log in after leaving the game running idle for several hours. 
Fixed: an issue when certain VO lines could cause the game to crash.  
Fixed: a bug which resulted in “Push Ls to open chat” UI element showing incorrectly, overlapping the player’s health bar, and prevented lock on from working.  
Fixed: several issues causing players to get stuck in Skygarden. 
UI 
Added: End Game Rewards screen has a new animation to demonstrate duplicate mods the player is awarded being recycled into Mod Parts.  (Note that his has always been the behaviour but was not adequately communicated.) 
Improved: Voice chat overlay now displays on all screens. 
Fixed: An issue causing the wrong Fighter name to be displayed when first entering the Super Select menu. 

Workshop 

Added: Skins & boards can now be rotated using mouse click and drag. 
Fixed: a bug causing purchase icon for manta board to be stretched 
Fixed: an issue causing the wrong skin to display when switching from skins tab to emote tab. 
Fixed: a bug causing boards to reset to default when clicking on screen, and then rotating the board using a keyboard.  
Fixed: an issue preventing mod builds from being renamed with gamepad.  
Fixed: an issue preventing board purchase FXs from playing. 
Fixed: a bug with causing incorrect PC prompts to show in the boards and mods menu 
Accessibility & Options 
Improved: narration now works correctly for the team chat prompt; fighter select screen and in-game stat screen. 
Fixed: an issue preventing the social panel from being narrated as empty if no friends were listed. 
Fixed: PS4 button icons are now properly displayed when that option is selected. 


Devs vs. Community Livestream



As mentioned in our recent Community Update, we're going to be livestreaming this Friday April 24 at 3-5pm BST.

4 Bleeding Edge devs will be in a team, matchmaking against the community! Play Bleeding Edge during this time window for a chance to be matched against us and test your skills.

We'll be talking a bit about Mekko, upcoming Bleeding Edge content, and answering your questions in the chat.

Watch:
Mixer | Twitch | YouTube

Community Update

Hello Bleeding Edge community!

It’s been almost a month since we launched Bleeding Edge and we’ve certainly had our work cut out for us in that time. There are thousands of you providing us with your feedback and suggestions on how we can improve the game balancing, what new content we should add, what fixes need to be addressed and what content is in the future of Bleeding Edge.

The Story So Far





When Bleeding Edge launched on March 24th, the team were paying very close attention to what our players were telling us and we made some decisions that day that changed our content release schedule, as announced in our community update. On launch day we knew there things we needed to address such as connection issues, lag & stability, and game localisation.

As mentioned above, we made the decision to change our release schedule so we could focus on fixing problems that were having a negative impact on player experience. This meant that Mekko, the latest addition to our roster, had to wait until we were confident everyone who wanted to play our lovable new mechanised fighter could do so with the latest fixes and optimisations in place.

One of the major fixes in our last patch resolved a problem where players in a party could not find a game when matchmaking, and since then we’ve seen some people mistake the change as “region locking”. We want to let you all know that Bleeding Edge is NOT region locked, your ability to connect and play with others is based entirely on your connection strength and ping. Before the patch, players could party and search for a game with anyone, which meant that there wouldn’t be any servers available that would provide a quality networking experience for all players.

This led to long matchmaking times, and in the case of a game being found the lag and high ping made the games difficult for everyone to enjoy. The changes we’ve made now ensure that only players with acceptable ping and connection to one another can find a game whilst in a party, which has improved the quality of matches for the entire community at the cost of slightly increased match making times.

Mekko Coming Next Week





We are happy to say Mekko will finally be joining the Bleeding Edge roster in our next patch, which we are hoping to push live next week!

Alongside Mekko we are also adding a new unlockable emote for all fighters and the TECHNO VIKING board. This will of course come with a handful of paint jobs available to unlock with your credits to further customise your Bleeding Edge fighters!

We have recently received reports from console players who have continued to experience problems when playing Bleeding Edge online. Following the last patch our team turned their focus to investigating these issues and looking for optimisations and fixes to improve the game for our console player base. We’re delighted to say the latest batch of changes we tested have shown a noticeable improvement to game performance across all platforms. These fixes will also improve issues where players experience other fighters teleporting or rubber banding around the map.

What's After Mekko?



We don’t want to leave our amazing and dedicated player base wanting more so we’re stretching out this update to let you know about what other features and changes we’re working on for the NEXT patch following the release of Mekko.

As those of you with the Punk Pack can confirm, it’s an awesome feeling when you have a cool and unique skin to make your fighter stand out from the crowd. Our team is thrilled to let you know we will be rolling out a skin pack in our post Mekko patch which will add multiple new skins for every fighter! These are not palette swaps or tints but entirely new designs from the minds of the Bleeding Edge development team.

But don’t take our word for it, check out Maeve "The Baron" Murphy in all her glory!



Whilst we don’t have a firm date on the following, we can let you know our team are also experimenting with new ideas for game modes, and we have another new fighter in the works. We’re looking into custom and ranked game modes to see if they have a place in Bleeding Edge and we have a new map currently in the works.

The Bleeding Edge development team may be small, but we’re passionate about game and the amazing community we have, we will continue to read and listen to what you tell us and keep you updated on our plans for Bleeding Edge.

We're Going Live!





Finally, the Bleeding Edge dev team will be live streaming the game on Friday the 24th of April, 3-5pm BST, exactly one month since Bleeding Edge launched.

You can watch here:
Mixer
Twitch
YouTube

We'll be playing against the community and showing off our skills (or lack thereof). We might even have more to say about the upcoming content we’re working on so stop by and say hi!

Take care misfits!

Trading Cards Now Available

Hello everyone! Today we're excited to share that Bleeding Edge on Steam now has Trading Cards, including badge sets to craft, profile backgrounds to earn, and emoticons to share.



New to Trading Cards on Steam? Check out this handy explanation on how they work.

We hope you all enjoy collecting them whilst you play Bleeding Edge, and we're looking forward to seeing the community display their hard-earned badges and backgrounds on their profile pages.

See you in the arenas!

Patch 09/04/2020



You can now download our latest patch on Steam! This patch aims to address issues that have been raised to us by the community since Bleeding Edge launched including stability, matchmaking, and Steam login and profile issues.

Here's a quick summary of what we've addressed in the patch:

  • Stability and lag
  • Players being unable to find games when in parties
  • Players using keyboard and mouse pressing 'C' when in text chat, which would cancel matchmaking
  • South African players being unable to find a match


You can read the full patch notes here.

We also wanted to let you all know that we're incredibly grateful for all of the love and support you've shown us since day one. We wouldn't have been able to identify and resolve these issues without you reporting them to us via the in-game bug reporter, the forums, or the official Discord.

For the first couple of weeks since launch, our primary focus has been resolving these issues so that the core gameplay experience can be enjoyed to its fullest by as many people as possible. After that, we can dedicate more of our resource to developing new content, which we know you're all excited for! New fighter Mekko is still well on the way and we can't wait until you can play him!

Get a Sea of Thieves Hoverboard in Bleeding Edge

Announcing a very special crossover event: Bleeding Edge ✊ + Sea of Thieves 🏴‍☠️





Set a course for conquest, credits, and the ultimate brawling glory on the Gold Boarder, our unique Sea of Thieves themed hoverboard!



Play Bleeding Edge from midnight UTC April 1st until 11.59pm UTC April 7th to get the Gold Boarder in your Workshop. All you need to do is log into the game during this time window and this fearsome skeletal board will be yours.

Full details