Clash of the Monsters cover
Clash of the Monsters screenshot
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Genre: Indie

Clash of the Monsters

A Monster Sized Update Is Coming Soon!

Hello Monsters - It has been a while!

I know many of you are wondering what is happening with Clash of the Monsters. I am very happy to tell you that we are still hard at work and the game has undergone some very exciting changes.

In the coming days you will see changes to the store page leading up to the update. When the update arrives we will make a full announcement here detailing both what is new with the game, and what is still to come. We expect that these changes will go live within the week, so stay tuned.

Adam Smith
Cadence Games

VR Comes to Clash of the Monsters! v1.7 Released!

VR mode for Clash of the Monsters has arrived! You may now use any VR set that is compatible with the OpenVR run time (Vive, Rift, etc.) to play the game in an all new way!

A few notes on this:

-The game is still played from a 3rd person perspective.
-The game camera is now controlled by you, so follow the action closely!
-VR mode is still in early development. The game UI does not show in the head mount display (HMD) as of yet - but this will be added in an update in the coming days.
-The game is still either played with a game controller or keyboard. The game does not make use of VR specific controllers.
-Enable VR mode on the character select screen by clicking the VR option with your PC mouse.

***Note - VR mode is only available in the Windows version of the game.

This new VR mode allows for a view never before seen in a 3D fighting game. Please feel free to take screenshots and upload them to the game's Steam Community Hub!

Here are some of the views you will now be able to see below!





There are also non VR related updates to the game. A list of those are below:

-Many of the comments on the game are that the throw mechanic in the game is not optimal. Due to this feedback, throws have been removed from the game.
-The throw button is now called the special button, and is still used to execute metered special moves.
-There are a few graphics optimizations and bug fixes.

In the near future, additional characters and stages will be added to the game. Clash of the Monsters will continue to be updated throughout 2017 and more and more polish will continue to be added (we know the game still needs it).

Happy New Year to all!

1.5 Released - New Features / New Stage - Patch Notes Inside!

1.5 is now live with the below changes.

-New Feature: Training Mode has been added! You can now practice your moves against an opponent with infinite health. Please note that for now, player 1 must select both his character and the opponent. The CPU will not fight back, and a second player is able to pick up the controller for two player training mode once the match begins.

-New Stage: Borgo Pass is a new combat stage, and is available now! The Borgo Pass was the home of a monastery that could be found upon the route to Dracula’s home in Transylvania, as seen in Bram Stoker’s novel “Dracula”.

-The Start button can now be used on all gamepads to pause and unpause the game during combat.

-There is now an option to return to the main menu from the pause screen.

-Bones' Special 1 now hits low instead of mid. This gives Bones a 50/50 mixup when combo’ing into a special.

-Bones Special 2 now emits directly from Bones’ hands (instead of off screen), and has the same trajectory from both the left and right sides of the screen. An animation bug was also fixed that improperly rotated Bones when performing this move from the right side of the screen.

-Bride of Dracula’s standing 1, 2 combo will now combo properly on all characters.

-Bride of Dracula can no longer infinitely combo her dash cancel from standing 4. Standing 4 can still lead into a dash after it hits, but the dash may now only be performed 34 frames after the initial hit. This still leaves her at a slight frame advantage.

-Ichabod Crane’s special 2 (including metered version) is now a launcher (the metered version is an even more powerful launcher), which allows for some new combo opportunities.

-Living Dead’s Special 2 (including metered version) now has a reduced hit stun of 40 frames. This prevents the infinite combos that were being discovered, while still leaving Living Dead at a slight frame advantage.

-Nosferatu’s Jumping 1 and 3 both now have decreased hit stuns. These were allowing for a number of variations on stun infinite combos.

v1.4 Released - Patch Notes Inside

v1.4 is now live and the game is getting more and more stable, and more and more balanced. We still have a list of critical polish items to address, and are working as fast as we can to get all of this patched in. As soon as we work through these items we will begin releasing more characters, stages, and features. Thanks as always!

-Fixed a bug that was allowing some characters to combo crouching normals. This alleviates some of the infinite stun combos that have been discovered.

-Fixed a bug that was causing Living Dead to get stuck in an infinite animation when performing his standing 3 normal when controlled by the CPU.

-Living Dead’s Zombie Bite special (meter version included) is now safe. Hit Stun has increased from 10 frames to 50 and now leaves Living Dead at a slight frame advantage upon exiting the move.

-Bride of Dracula’s standing 1 and 2 now have decreased hit stuns.

-Bones' standing 1 has a slightly decreased hit stun.

-Invisible Man’s standing 1 has a slightly decreased hit stun.

-Living Dead’s standing 1 has a slightly decreased hit stun.

-Cooldown on Nosferatu’s Trance has been increased from 1.5 seconds to 2 seconds. The infinite stun combo is now as dusty as Count Orlok!

v1.3 Update Note

The quick updates keep coming, and will continue to do so! The latest 1.3 update has the following fixes:

-Controller sensitivity has been adjusted and you should now be able to better control your character when using an analog stick on a controller.
-Fixed a bug that caused some some machines to render more than two characters on the character select screen.

There are a number of improvements coming over the next days. Please continue to check back as we are updating the game often.

Thanks for playing!

v1.1 & v1.2 Updates Live - Patch Notes

Tonight we got two quick patches out in order to begin addressing some of the general reports that we have received since launch. Below is a full list of changes:

1.1

Special Moves And Combo Lists

-Inputs for both each character's specials moves and combos can now be seen when pausing the game. During a match, press either Spacebar or the Start button on your controller to access your special moves list!

Pause With Controller
-A bug that was preventing some controllers from being able to pause the game using the start button has been addressed. You may now use your controller to pause!

Balance Tweaks
-Meter special moves for all characters no longer award the attacker with meter when being cast, and also when dealing damage
-Bones - special 1 now does slightly less damage
-Bones - special 2 now does slightly less damage
-Bones - special 2 meter now does slightly more damage
-Headless Horseman - special 1 now does slightly less damage
-Headless Horseman - special 1 meter now does slightly more damage
-Headless Horseman - special 2 now does slightly less damage
-Headless Horseman - special 2 meter now does slightly more damage
-Ichabod Crane - special 1 now does slightly less damage
-Ichabod Crane - special 1 meter now does slightly more damage
-Ichabod Crane - special 2 now does greater damage
-Ichabod Crane - special 2 meter now does slightly more damage
-Invisible Man - special 1 now does less damage
-Invisible Man - special 1 meter now does slightly less damage
-Living Dead - special 1 now does slightly less damage
-Living Dead - special 1 meter now does slightly more damage
-Living Dead - special 2 meter now does slightly more damage
-Nosferatu - special 1 meter now does greater damage
-Nosferatu - special 2 meter now deals damage
-Nosferatu’s trance now has a cool down to prevent stun infinite combos

Animation Polish
-Bones and Living Dead - idle animations are now rooted from feet to prevent sliding around when idling

Menu
-Fixed a bug that sometimes caused navigating the menu buttons to fail (the same fix was also applied to the pause screen menu)
-Facebook and Twitter links can now be scrolled through in the menu buttons using the controller

Character Select Screen
-Updated Headless Horseman’s portrait

1.2

-Fixed a bug that would cause some controllers to stop responding after pausing the game

Keep an eye out for a series of rapid patches to the game over the next few days. We are working as hard as we can to knock out bugs and balance issues as we receive reports. We will also be in an indefinite polish phase to get this game out of beta state.

Thanks again to the thousands of you who are already enjoying the game!

Adam Smith

Day 1 Update - Quick Update Coming!

Hello everyone - and thanks for playing Clash of the Monsters!

First off, I want to let everyone know that the game got thousands of downloads in its first 24 hours and we couldn't be more excited!

I first want to address a few specific items.

Player Feedback - Keep it coming (good or bad)! While the game currently has a mix of feedback and reviews (love it or hate it - let's just be honest here!), we are taking ALL feedback in and are working quickly on a an update that we aim to release within the next 24 hours.

This update will address a few things, some of which are the following; animation polish, menu polish, character balance, etc... Not to mention, that nasty Nosferatu stun infinite is now fixed as well.

In the very very near future we are going to be releasing several tweaks to make playability across different controller types a better experience. This work is already in progress, and we will keep you up to date on when you can expect this.

Thanks for playing, and again - please keep the feedback coming!