Colossal Kaiju Combat: Kaijuland Battles cover
Colossal Kaiju Combat: Kaijuland Battles screenshot
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Colossal Kaiju Combat: Kaijuland Battles

Build #243 Notes (10/12/2014)

Engineering Fixes:



  • New login system & new account creation system implemented.


The login system has changed quite significantly. The old system required players to log in manually with their forum username & password - which would then be remembered.

The new system looks at your steam account, and automatically logs you in, if that steam account is connected to your forum account! We've also got a manual "log out" button implemented.

(If you created your account via "login with steam" - your accounts are already linked.)

We've also changed the "Join our official forums" link on the main menu. If you are NOT logged in - clicking on that link will now AUTOMATICALLY create a forum account for you - with just 1 click! If you ARE logged in, it will just take you to the forums, as normal.

Also, we've updated the "are you a human" verification on our bug forums - should be much smoother, and I believe we've eliminated the recent bout of spam bug submissions. The bug database is also accessible via the CKC main menu via link.

Build #232 Notes (9/27/2014)

Gameplay Fixes:



  • Adjusted Komododon roar audio
  • Adjusted Robokomododon roar audio
  • Added stunned & shakeoff vocalizations
  • New charge footstep audio
  • Hooked up beam impact VFX for all primary weapons.
  • Added human-perspective director mode. Toggle with "H."


Engineering Fixes:



  • Fixed issue where AI player would remain during multiplayer matches.
  • Better background downloading of skins.
  • Support for Enter & Tab in login boxes.
  • Improved mixed mouse & other controls in menus.
  • Fixed network game errors which would ignore some online players (the dreaded "Not Ready" forever bug.)
  • Display on-screen errors for workshop skin issues.
  • More encryption for data sent between host and server.
  • Fixed issue where training mode would bring you to a phantom lobby screen.
  • Flush game events on new round - fixes the "opponent can fight before 'Ready' bug"!
  • Director mode can no longer be toggled with L-click on the mouse. Changed to R-Click.

Build #226 Notes (9/19/2014)

Gameplay Fixes:



  • Audio now grouped properly - volume sliders should work better on weapon sounds, etc!

Engineering Fixes:



  • Fixed several small lobby bugs.
  • Improved sign-in UI for Kaiju Coins.

NOW WITH A.I. Opponent in Training Mode!

One of the most requested features for Early Access was "I want to play against an AI opponent!"

Our AI time is scheduled for later - once all our combat mechanics are polished & final. Creating a complex fighting AI before all those things are finalized would be very inefficient.

But creating a really simple AI opponent? Easy. So we've put it in at your request.

Please keep playing & submitting feedback - we won't be able to improve it if you don't keep telling us what you'd like to see improved!

Build #221 Notes (9/15/2014)

Gameplay Fixes:



  • New brace poses & reactions
  • New weapon build-up and fire anims
  • Fixed roar length
  • New roar audio
  • Changed Charge inputs to time out with roars better.
  • Gigashark & Magnarok animation updates.
  • Shorter Prone timer.

Engineering Fixes:



  • Ability to mute players in lobby.
  • Ability to log into KaijuCombat.com to earn Kaiju Coin for daily play!
  • Fixed bad name bug which could cause crash at match end.
  • Added Training Mode & simple AI on random monster.
  • Separated weapon & projectile damage types.
  • Fixed bug with uploading 8-bit textures.

Build #214 Patch Notes (9/5/2014)

Gameplay Fixes:



  • Several tail attacks fixed. (Komododon & Robo & Gigashark)
  • Added legal text for workshop
  • Komododon Hop audio
  • Magnarok Roll audio
  • Fix Komododon's Charge startup length
  • Applied global fix for "phantom" colliders. - Look for oddities with physical attacks!


Engineering Fixes:



  • Improved fetch speed of multiple workshop items.
  • Director Mode now available with keyboard & mouse
  • Added check for new Workshop items at game load.


New Director Mode Controls!


Click the mouse to toggle new keyboard-driven Director Mode!
C = Clear screen of HUD elements.
P = Pause game time.
WASD / Arrows - Steer camera
Right-Click - free look

Build #210 Patch Notes (9/3/2014)

Gameplay Fixes:

  • Major overhaul to weapons / energy / Build-Up system. (see below)
  • Weapons can no longer be hit by attacks.
  • Weapons now deal proper damage / reactions.
  • Weapon DoT now deals proper pushback & damage.
  • Cut jump recovery in half.
  • Increased forward jump movement speed in air.

Engineering Fixes:

  • Full Workshop integration now added client-side for uploading custom skins.
  • Added "none" reaction level for weapon DoT.


New Weapon system!



Press "Power" to begin weapon build-up. This costs 1 Energy Bar immediately.
If you release before building-up to 3 cells, you get a "weak" blast.
At 3 cells of build-up, a second Energy Bar is lost.
If you release after building up to 3 cells, you get a "normal" blast.
If you release after building up to 6 cells, you get a "heavy" blast.
If you do not release, you begin a "heavy" blast after 3.5 seconds. (.7 seconds later than if you released at the earliest possible moment.)

If you do not have at least 2 Energy Bars, you cannot begin to use your primary weapon.
Other weapon attacks may be used by pressing a direction + Power.

Build #206 Patch Notes

Gameplay fixes:

  • New "build up" and "insufficient energy" sounds.
  • Insufficient Energy HUD flash.
  • Energy limiting in for many weapons. (Electric Pulse, Flaming Hands, Belly
  • Cannon, etc.)
  • Minimum energy set for primary beams.
  • Beams now Build-Up properly
  • Build-up indicator present (not tuned yet...)
  • Beams fire at 2 different thresholds, depending on Build-Up.
  • Magnarok, Komododon, Gigashark primary weapon colliders scaled properly.
  • Gigashark's Electric Pulse now damages opponents.

Engineering fixes:

  • Fixed rare end-of-game crash on results screen.
  • Steam Workshop download integration finished.


We'll be uploading a few test-workshop skins shortly - you should be able to grab them right away! We're working on the in-game process of uploading mod resources - hopefully that will be in place for Tuesday's build.

We're also still deep in weapon-tuning land - lots of changes to the way weapons & energy work! This is a great time to jump into our discussion of how we should be using Energy strategically. Visit the forums - kaijucombat.com/community/

Build #202 Patch Notes

Gameplay Fixes:

  • Head controls with the right -stick should now work much better in all cases.
  • Blob shadow colors increased in saturation.

Engineering Fixes:

  • 90% of controllers with "bad" button mappings should now be fixed.
  • Logitech controllers with X/D switches should now be set to X!
  • PS3 controllers verified 100% compatible with motionjoy drivers.

Build #199 Patch Notes

Gameplay Fixes:

  • Weapons now stop firing when you are out of Energy.
  • Weapons may not be fired unless you have 2 cells of Energy.
  • Robokomododon's Jet VFX hooked up.
  • Head Tracking fixed - Right stick now moves head & aims primary weapons.
  • Ambient Head Tracking re-enabled.
  • Gigashark's weapon should render properly again.
  • Robokomododon's Belly Cannon now deals damage, and requires 2 cells of energy.
  • Robokomododon's Primary Weapon given proper range & collision.

Engineering Fixes:

  • None (Jason's week off.)


Weapons are still not finished - we're missing proper audio, HUD feedback, damage values, reactions, build-up animations, impact VFX, and proper collision shapes for our other monsters. But these changes should stop the worst abuses.

We're hard at work - this Tuesday (8/26) we plan to have a controller fix implemented - thank you all for your patience!

As always, please keep up the discussion & bug reports - we're relying on all of you to let us know what you want to see done first!