We’re pumped to be working with H2O Delirious, Daithi De Nogla, BasicallyIDoWrk & Dr.Kendo to bring you exclusive streamers gear!
Keep an eye out to claim your item codes!
Patch 0.85 Now Live
Teching
Added Teching: When getting hit, and when your character is still in ‘hit stun’, you can press ‘Dash’ to tech and recover instantly from hit stun. You need to press it in a 8 frame buffer, before touching the ground. You can’t spam the ‘Dash’ button either, as that would lock out the window when you can successfully perform the tech.
When successfully performing a tech, you instantly stop your hitstun, and you are invincible for 21 frames. You can also do a tech roll by holding the left or right direction at the start of the tech
Before we added teching, characters were invincible during their get-up-from-ground animation. That’s no longer the case. This allows even longer combo strings against opponents who don’t tech or DI the right way.
Tutorial
Added a basic tutorial, for newcomers, and an advanced tutorial, which goes over various specific game mechanics, like Air Dashes, Rage Bursts or the Rage Mode
Gameplay
Major performance improvements. Optimizing the game code to run on Nintendo Switch at 60FPS has it’s benefits: It now runs at 400 FPS on High-End PCs, on Ultra detail level !!!
AI improvements: easier on the lower levels, harder, faster and stronger at higher levels! Runs way smoother in 4 player matches too!
UI
Total redesign of all menu screens
Added skills overview for each brawler
New win screen
Fixed several bugs when transitioning around the character select screen
Fixed various controller mapping issues
Coming Soon
A fix for port priority is in the works, and should hit Steam within the week
Our next guest character will join Brawlout just in time for the Nintendo Switch release next month.
Character Variants: As well as cosmetic skins, each original Brawlout character has up to three Variants; alt versions of the character with different stats, outfits and even new moves. Our plan is to balance each one of them just right, to make them suitable for competitive tournaments.
The more you play a character, you’ll increase its Mastery Level, which in turn unlocks unique rewards
You’ll also unlock tons of other cosmetic items for your characters, plus combat effects and lots of taunts for your characters
New single player mode: Arcade Tower - battle your way against challenging AI opponents, for even more rewards
18 Character Variations Coming Soon
Next MAJOR update comes with 18 Character Variations!
Help us tune their play style just the way you want!
We made a Google Form to gather balancing feedback: https://docs.google.com/forms/d/e/1FAIpQLSehLKvG707gvVoLjhmY9EZ5Nlr5VWvLKv4A1GPX8kyBev1NbQ/viewform
Thank you!
Hyper Light Drifter joins the fight!
We are super excited to announce a new playable character: Hyper Light Drifter, from the hard-hitting indie gem of the same name.
Developed by Heart Machine studio, the titular hero is set to unsheathe his light sword against the competitors of Brawlout today.
Patch V0.72 - Gameplay fixes
Gameplay
Hit detection fix for Olaf’s pillar (fixes a bug where Chief Feathers wasn’t damaging it when attacking from top right corner)
Moving platforms no longer push you while you’re on Olaf’s pillar
King Apu’s stage main platform has a larger bottom collider, so you can’t go under it
Fixed a bug where you can perform a double jump when pressing jump just when landing on the ground with specific moves
Changed the wavedash speed for all characters with Olaf being the slowest, then Paco, then the rest of the cast with the same speed
UI
Fixed a bug where you can remain stuck in Match results screen
Fixed a bug where you don’t receive invites when already in another lobby
Fixed a bug where you can remain suck when connecting to private lobby
Online
Actual wins count is now displayed in ranked mode (character select) instead of 88
Sephi’ra
Fixed a bug where you have no end lag and no fall after up special, when hitting platforms while invisible/teleporting
Olaf
No longer breaks other Olaf’s pillar with Up Attack or Up Smash, when on top of it
Air forward attack does less knockback and hits one frame later
Chief Feathers
Air down attack has 15 frames less landing lag if you hit someone on the way down
Patch V0.66 - Rage Mode changes
Gameplay
Rage Mode redesign:
When the opponent hits you, your Damage % doesn’t increase, and the knockback you take is reduced by 30%
The Rage Mode now lasts 15 seconds instead of 10, but every time the opponent hits you, the bar decreases with the amount of damage he deals.
When you do a Combo Breaker (Rage Burst), you lose all Rage Meter.
You no longer do charged attacks automatically while in Rage Mode
Competitive mode toggle:
When on, only competitively balanced stages are playable and the Rage Mode comes without the bonus knockback effect.
There’s a toggle in match settings (accessible in Couch Play, Versus AI and Private Lobby), which lets you switch the competitive mode on and off. It’s recommended for tournament play.
In Online Friendly it’s always off, while in Ranked it’s always on
DI was fixed
When you got airborne because of momentum sliding offstage, you could do grounded moves in air. Not anymore.
Online
Fixed Character Select bug when the opponent leaves the match and you can’t go to a previous menu
King Apu
His Charged Up attack now has larger hitboxes
His Forward Air Part 2 attack has lower knockback
His Back Air knockback was increased
Olaf Tyson
His Up Attack hitbox was changed, so he doesn’t do damage under him anymore (previously breaking others ice pillars)
You can no longer do grounded attacks right after your Jab Special thin ice platform breaks
His ice projectile hitbox is nicely in front now, as expected
Sword Fighter
Coming along nicely, sharp and shiny
New Stages Now Live
Current Version: v0.60 – New Stages
New Stages
King Apu stage with two moving platforms
Sephi’ra stage with flying carpet
Presentation
Visual redesign for all stages with improved lighting and post processing
3D spatial sounds for all gameplay sounds and various sounds improvements
Gameplay
Major AI reasoning improvements
AI performance improvements
You now collide with the edge of one-way platforms (like the bottom one in the Aztec stage)
Practice AI behaves as expected in its various Stand, Run, Jump behaviours
Fixed Practice settings minor issues
When you start sprinting in the opposite direction, it doesn't do the sprint turn animation anymore, ending you facing the wrong way
Volt
He doesn’t jump offstage when he does an up attack (at the edge of the platform)
Chief Feathers
His down charged attack has a lower knockback, so it doesn’t spike anymore
Updates plan
Here’s an update on all the great new features, characters and balancing coming to Brawlout the next couple of months.
Our team is always hard at work on exciting stuff, but some things take way longer to build, so we can’t always push a weekly update on Steam:
New characters
Right now we’ve got not one, but TWO incredibly fun new characters almost ready for prime time
Just to give you an overview of the effort behind creating one new character for a fighting game like ours: it takes around 10 man months (10 months if a single person were to do it by himself), and about 3 months from start to finish, for designing the overall feel, its moveset, concept art, 3D model, 150+ animations, special effects, sounds, UI, balancing, and then it’s up to the users to play-test it
We plan to have the Sword Fighter ready for our Beacons of the Brawl closed group testing late July, and the next character in August
New stages
We playtested two new stages, for Sephi’ra and King Apu at E3, and we’ll push them to the live build on Steam with the next update
AI improvements
The matches against AI are way more challenging now, as they don’t tend to suicide anymore
Plus lots of tiny improvements and major performance gains, so you’d be able to play 4 player matches super smoothly
Tutorial
New players always appreciate a tutorial, to introduce them to the platform fighter general mechanics plus various advanced techniques, which aren’t easy to execute for newcomers
Character customization
We’re designing a pretty complex system where you can customize your character’s moves, movement and looks just the way you want
Yes, it involves skins and loot boxes
It’s a major content push, with tons of balance changes and tweaks, and even more UI changes. That’s why it will take a while longer before we could push this live (most probably in Q3 2017)
Console versions
These are some MAJOR tasks for us as well, which take more than 3 months per platform, without any real benefits to incremental Steam updates. But it’s a major factor in increasing the Brawlout community, and we’ll take super extra care for the console version to take advantage of their cool platform features.
Next Steam update
We’re always taking notes, and we’ve already done some tiny balancing tweaks for some of the characters
You can expect the next Steam update mid-July
Major Brawlout tournaments
August!
For all US players, the go to Brawlout tournament is at Super Smash Con
Chantilly, VA, 10-13 Aug, just by the Washington DC International Airport
Last year, this was the most fun fighting game event we attended, and this time we’re going big!
Join for free, with a $500 prize pool plus extra super-secret prizes
For all European players, we’re hosting a major tournament at Gamescom
Cologne, Germany, 22-26 Aug
We’ll have a huge Brawlout booth in Hall 10.1
Registration will open soon
Balance tweaks - v0.53
Thanks for all the great feedback in our official Discord, we're tweaking some characters a bit:
Olaf Tyson
The ice freeze time is reduced from 1 sec to 0.7 sec when not charged. When you have enough rage and you fully charge it, it stays as before, at 2 seconds
He’s a bit lighter now when getting hit, so it’s easier to kill him (closer to the other characters)
His charged/strong attacks do less knockback when fully charged
His up attack does slightly less knockback
Chief Feathers
His Jabs cause more stun time and slightly more knockback
King Apu
His Jabs cause more stun time, so you could link them easier
His second part of his air forward attack now does more knockback, making it a great sideway kill move