Things are in motion. I can't make any promises - my health is my number one priority - but I just can't keep myself away from this game.
Currently working on new and improved health bars, including the Magna meter (a new resource used for bursts and to pull enemies towards you), some bugfixes and a new stage.
After that we'll see about v0.6.
We just have to take things one step at a time.
Hiatus
Obviously it's been a while since the last update. Sorry. Even though it's hard working as a one-man team, I really love this game, I love working on it, and I would love nothing more than to keep sharing it and other games for the rest of my life.
Unfortunately, as I've said before, life gets in the way sometimes. I've been putting off this announcement for a while and tried to keep my personal issues out of it, but I have to be realistic.
Dash Blitz won't be updating for the foreseeable future. For the past year now, I have been wrestling with some serious pain in my hands that's proved difficult to diagnose and treat. Much as I've wanted to keep developing and putting this crazy game into new players' hands, that passion and enthusiasm has proven to be my downfall and made my condition a lot worse.
On top of that, I sank a lot of time into developing Dash Blitz, which really ate into my finances. It reached a point where I had to return to work full-time. Luckily I'm still able to work, but I need to make sure that I stay that way, and frantically coding during my downtime is no longer an option. I'm actually writing this message with a speech to text program just to keep my hands away from the keyboard, which is every bit as frustrating as you can imagine.
I'm not saying any of this to look for sympathy. I'm doing fine, and even if it's been hard, there's not a single thing I would have done differently. I just want to set the record straight.
To reiterate, Dash Blitz v0.6 is not in development right now, and there's no current plans to return to it. The game currently on Steam Early Access should be considered to be the full game. If you still think it's worth your money, there's nothing I would love more than to have somebody enjoying this game as much as I've loved it. It's still my favourite fighting game, I know I'm biased but I truly believe there's nothing else like it.
Of course there's so much more that I want to do. All those promised characters, mechanics, more items, single player content, refined graphics and more. But I can't make that promise anymore. Maybe someday in the future, but right now I need to be honest with you.
Happy Blitzing, everyone. Sorry I have to dash for now.
I'm not leaving you without a little something, though. On the character select screen, try choosing #1 and pressing Swing, Jump, Jump, Up, Down, Swing. Make sure you do it quickly, or else the game might have second thoughts.
I hope you continue to enjoy Dash Blitz.
v0.5.2.1 - Quickfix
Just a quick update today to address some issues with the latest patch - happy blitzing!
General Fixes
Trapping attacks now launch earlier to prevent excessive damage.
Stopped an old tutorial cutscene from playing in the lobby.
Improvements
Made numerous improvements to the lobby.
Re-implemented the turrets on Titan Diamond.
Characters
Rondo
Fixed a bug where Rondo wouldn't stockpile shots.
Percival
Fixed a bug with Percival's shield boomerang.
v0.5.2 - Menu Overhaul
Dash Blitz has a brand new menu system! This much more conventional system allows you to quickly and easily select your fighters and vote on stages.
You'll notice a number of locked spaces in the character and stage select menus. Consider them 'reserved spaces' - I've said all along Dash Blitz will have 20 playable characters come v1.0, and every one of those fighters deserves their own home stage. Those empty spaces are my commitment to that promise.
Dash Blitz v0.6 is still a while off - unfortunately, life gets in the way. Much as I'd like to be bringing you substantial improvements every other month, this time we just have to settle for UI upgrades. Still, it's amazing what a difference something simple can make in the long run, so I hope you enjoy it!
General Improvements
Replaced the Lobby entirely with an expanded form of the old "Quick Lobby", dividing options up into their own sections.
Added Training mode - now when you're in Versus, you're not able to proceed without at least two fighters present. To scout out stages, navigate to the Training option instead. You'll find yourself a dusty old punching bag to test your moves out on, wherever you go!
Made character icons when the camera zooms out larger, to make it easier to identify characters from a distance.
Revamped item spawns to stop the camera from jerking around.
Upcoming v0.6
Next in line for Dash Blitz is v0.6 - and as always, that means two new characters, and you get to decide who gets in!
This time we're looking at returning contestants, the alluring Alraune and the fiery Venus, along with two new fighters - the shocking Million, and the... self-driving Accel?
The two most popular characters will be added to the game when v0.6 launches, pushing the official total up to 14 fighters.
You can see the original tweet here if you want to follow along on Twitter.
v0.5.1 - Post-PAX & On Sale
A tremendous thank you to everyone who came and checked out Dash Blitz at PAX AUS - it was so much fun seeing everyone enjoying themselves, and I valued all the great feedback.
PAX has wrapped up just in time for a new sale! It's 25% off now and cheaper than ever, so I hope you take a look!
v0.6 is next in line, and with it, two new fighters. We'll figure out who makes the cut soon, in the usual way - just follow X-Joy Games on Twitter to find out who's up for the vote and have your say!
On top of that, I want to spend the time between now and then working on the AI, item mechanics, and the overall quality of animation. The moment-to-moment gameplay and character balance seems to be pretty solid right now, so it's time to roll up my sleeves and get into the presentation.
There's always room for improvements, though, so without further ado - here's all the quick fixes implemented after PAX!
General Fixes
Fixed an issue where Race Mode (Hustle Harbour) couldn't be selected with 4 players. Now you can race to your heart's content.
Finally identified and fixed a long-standing issue where player characters would keep flying upwards when defeated.
Fixed an issue where the camera would continue to follow defeated players even as they fell out of bounds.
Fixed a bug where KO'd fighters would keep blocking attacks in free-for-alls.
Added missing collision detection in Onslaught Mode, which should prevent characters from knocking each other out of bounds.
Collision detection has been improved all-around for all characters and shots. This is a work-in-progress, so please report any issues you have.
General Improvements
Tweaked the data on most of the shots in the game, mostly to make them more capable. More launch force, more hitstun, etc.
Uncharged Shots now have more launch capability when used to interrupt targets. More potent shots now carry more weight to them too, making it easier for them to bowl over weaker attacks.
Multi-hit attacks (eg. Sherpa's Full Charge Shot, Percival's Standing Swing) are no longer escapable mid-attack, making them much safer attacks and more dangerous moves.
Attacking out of a Blitz or superarmour state now leaves you with a little bit of time left, just enough to make sure you're safe to attack.
Projectiles that pass through targets no longer multi-hit shields, reinforcing that shield beats shot.
Increased volume on Dash Finale theme. It was just a bit harder to make out than the rest of the game music.
Added elevators to the stage select in the Lobby, which should make things a bit easier to navigate. Current feedback indicates that the Lobby is considerably less popular than the Quick Lobby (accessible from the Settings menu), and no amount of redesigning will get around that. I've taken it on board and will be looking into replacing the Lobby, such that a system like the Quick Lobby takes precedence, but that's for a future update.
Characters
#1
Made reflecting low-power shots more effective, improving their weight and force.
Improved hitstun on standing forward-throw.
Edge
Improved hitstun on standing forward-throw.
Substantially decreased power of kunai. Edge was getting away with far too much damage with his new rapid-fire mechanics. He should deal roughly half the DPS he had before, which is still pretty solid.
Nomad
Nomad's Full Charge Shot now behaves even more like a player, re-appearing on-stage and flashing when struck.
Arrhic
Standardised Cling Swing so it doesn't leap too high.
Arrhic's grabs now only defy gravity once per jump. No more Space Invader, old pal.
Adjusted grappling animations so that Arrhic's throws deal damage more often, if not all the time.
Canceling grabs now removes Arrhic's gravity-defiance, allowing him to jump like normal.
It should now be possible to escape Arrhic's throws with some quick thinking, just like any other throw.
Rondo
Improved hitstun on standing forward-throw and aerial down-throw.
Rondo can now parry explosive shots without suffering the explosion himself.
Parrying an Uncharged Shot now gives Rondo a Full-Charged Shot. Parrying wasn't keeping up with other character's options as the game progressed, so it felt necessary to revisit the mechanics of it and make it seem more worthwhile.
Manny
Substantially increased launch force on Uncharged Shot and Mid-Charge Shot, mostly to keep people from being trapped by grenades. The grenade itself now bounces much more, too.
Kero
Substantially increased launch force on all bubble-shots.
Percival
Buffed up damage and launch force of standing down-throw.
-1
Improved hitstun on standing forward-throw.
v0.5 - Let's Get Ready To Blitz
It's finally here, Dash Blitz v0.5! With this, Dash Blitz is bigger and better than ever, with 12 of its 20 promised fighters playable across 11 stages! Just in time for PAX AUS - we'll be at stall 32 in the PAX Rising section, if you're in the area feel free to come play some rounds!
Dash Blitz is currently available for $4.99 USD. But as development progresses and the game improves, that price point is subject to change. In the interests of transparency, I'd like to announce ahead of time that effective January 2019, Dash Blitz will be increasing its price to $9.99 USD. Barring any drastic unplanned improvements (e.g. online multiplayer), this price should last up to and beyond the full release of v1.0.
Anyway, until 2019, we'll be moving ahead with the current price point, so if you've been on the fence, you've still got time to make a decision.
With that out of the way, we've got a lot of ground to cover, so let's get into it!
New Content
Nomad, the teleporting ally of justice, is here! Although he can't dash, his one-of-a-kind teleporting augments allow him to jump around the battlefield in a flash. In between that and his jury-rigged explosives, Nomad's one of the trickiest fighters to enter the ring.
Arrhic, the strongest man alive, steps onto the world stage! Years ago, Arrhic was a national champion and a global sensation. Arrhic holds barely any augments, relying on his own strength - whether he's hurling javelins or victims. Nobody wrestles like Arrhic. He rushes into the fray when he grabs, then hoists his target up overhead and carries them as he pleases.
You can now fight atop the Metro City Skyline, Nomad's stomping ground, and inside The Old Collosseum, Arrhic's home arena! These stages are huge, but simple.
Tweaked a number of sound effects - most notably, charging up now produces the occasional sound of sparking electricity, which should be much easier on the ears.
Improved camera movements to be faster and snappier. It should keep up with the fastest attacks now.
Attacks will no longer multi-hit unless specifically designed to. This should bring some attacks back to expected damage levels, and for some fighters, will make sweetspots much more important.
Some characters' Run Swings will now deal more damage out of a sprint. This is most noticeable with Bluster's shoulder-barge.
Rolling projectiles, like Puffin's Full-Charge Shot, now change their damage and launch trajectories depending on their current state.
Modified explosive hitboxes to be more accurate and satisfying.
Tweaked a number of grabs to be more useful and overall more satisfying.
The Snowconer item now features some different projectiles, helping it stand out next to Puffin.
DTS have moved the fighters in to a much cleaner lobby, better suited to their needs. Much less wasted space. I hope you enjoy navigating the lobby!
The Quick Lobby has been improved, too! Now a label follows your cursor, and the space behind your character details their abilities.
If you leave the game unattended, there's now a prompt to pick up a controller and start playing. After about a minute of waiting, a fight between AI will begin, which you can interrupt at any point. Admittedly, this is more exciting for convention appearances than for actual gameplay.
Fixes
Fixed a bug where shooting animations would sometimes play incorrectly when a melee item was equipped.
Stages
A number of stages got a facelift - nothing mechanical, but these should be more visually interesting now.
The barriers on Dash Finale now automatically destroy any projectiles caught flying through them - making it a much safer venue for all bystanders. It's much more dangerous inside now, though, with explosives triggering as soon as they hit the wall!
Increased the amount of space available overhead in Titan Diamond.
Everlanche Climb has had an extra space carved out, connecting the upper and lower caverns.
Metro Sewers and Cold Edge Rig now feature Edge's and Manny's themes, respectively.
Characters
#1
#1 can now change the direction he's facing while he winds up to bat.
Edge
Edge no longer charges up, at all. Instead, holding in Shoot causes him to throw a steady stream of kunai. To replace his scattershot, Edge throws three at a time in a tight fan formation.
Improved the swing arc of Jump Swing, and increased its damage potential.
Edge's default KO animation has been replaced with a sneaky ninja get-away.
Bluster
Fixed a bug where active slipstreams would start generating a wind tunnel as soon as a slot was free, so Bluster would accidentally pass wind a lot.
Bluster can now only have one wind tunnel active at a time. As nature intended.
Rondo
Nothing's actually changed here, but Rondo was feeling left out.
Valerie
Improved the radius of Jump Swing and increased damage potential.
Manny
Reduced the damage potential of detonated mines to compensate for their new effectiveness.
Improved the explosive effect of Manny's Mid-Charged Shot.
Swapped Manny's animations around a little bit, so his sprinting is more bestial and his running more humanoid.
Sherpa
Sherpa didn't get any buffs either, but you don't hear him complaining.
Puffin
Replaced Puffin's Mid-Charged Shot with a snowflake which scatters ice beneath it as it flies.
Puffin now pops when defeated. It obviously doesn't help her very much, but it can hurt the attacker, so be careful in free-for-alls!
Kero
Fixed a bug where the player could move independently of Standing Swing.
Percival
Added some audio-visual feedback to Percival's Standing Swing to indicate when it's charged.
v0.4.5.1 - The Extra 1 Stands For #11
It was heaps of fun sharing Dash Blitz with the crowds at Federation Square - more to the point, it highlighted a few things that could be cleaned up. So here's a quick little update to address some of the nagging issues that still need to be ironed out.
From here on out, it's all-business as we finally move into v0.5!
Fixes
Corrected some outdated guide text in the Lobby and Pause Menu, as well as clarifying some existing abilities.
Corrected the laser animations for all characters.
Fixed a bug where Onslaught Mode couldn't be chosen from the Main Lobby.
Fixed a bug where AI would try to load into Race Harbour and artificially inflate the player count.
Fixed a bug where AI would lose their chosen palette on the Quick Lobby. Long may Grape Rondo prosper.
General Improvements
The opening text on the title screen now takes its time scrolling up. It's a bit more legible, too, even with the chaos going on in the background.
You can now skip anything you're not in the mood for during the Tutorial - just taunt to signal to #21 that you're done with it.
Moonbase Veracity's gates now operate on sensors rather than button presses, making it far easier to navigate. You should be able to dash straight through with no hold-up.
Also, the colour palette for the base has been darkened somewhat, so it should be easier to see inside.
Cleaned up the spinning effect during hitstun, particularly so that grabbing a target doesn't set them spinning. On a similar note, items now spin more noticeably when thrown, making them more obviously threatening.
Made hit effects larger and more easily visible, making it that much more satisfying to land a solid blow. Camera shudder is now more noticeable and less smooth, making it into a quick and jerky kind of motion.
Characters
Edge
Added a dedicated Sprint animation. More of a ninja hover, really.
Bluster
Made Bluster's Cyclone attack (Fully-Charged vertical Shot) into its own distinct animation, rather than a blend between his shooting and his regular animation. The actual mechanics of the attack are unchanged from v0.4.5.
Rondo
Rondo's Overcharged Shot (gained from parrying Swings or Fully-Charged Shots) now flies through its targets, making it more potent than ever.
Rondo's Running Swing is now only animated from the waist up. Now Rondo's flailing should match up with his actual movements.
Puffin
Re-implemented slowdown on midair jumps - it seems the addition of sprinting was letting Puffin get away with more air speed than she should.
Percival
Fixed a bug where Percival wasn't vanishing into a cloud of dust when he was KO'd.
Made numerous improvements to Percival's aerial down-throw, making it an all-around more powerful attack.
Percival's shield boomerang now interacts with other attacks, allowing you to block incoming shots. This also means the shield can be knocked back by enemy attacks, or even reflected...
v0.4.5 - A Fistful Of Fun
It's been a little while, but Dash Blitz is back with a huge update! There's been lots of tweaks for characters, some big and some small, a heap of gameplay updates, and even some new music!
Most noticeable is the inclusion of two new mechanics - grappling and sprinting. This gives all 10 playable characters many more options!
This would've been kept for v0.5, but things are taking a bit longer than anticipated. This update sets the framework upon which v0.5 will be built, though, so look forward to new characters and stages there.
Until then, we've got a lot to get through, so let's get right into it! As per usual, everything included in the list below applies to the free demo, there's just a few less characters.
Bug Fixes
Fixed an issue with clashing attacks that would cause players to float awkwardly in midair - clashes now push both targets apart relative to the force of the involved attacks without dealing damage.
General
Guarding now ends invulnerability time. This sounds like a bad thing, but this means you can choose to blitz multiple times in a row.
Shot charge is now indicated with an overlayed circle of sparks rather than with small particles - the circle fills up with each level of charge, allowing you to quickly identify when your shot's ready.
Shot caps are now tracked separately for each type of shot a character can use, and shots produced from items are tracked separately again. Basically, even if you've filled the field with uncharged shots, you can still fire a fully-charged shot. This will go unnoticed for most characters, but for characters like Manny, this is very important.
If you have too many shots active when you try to fire one off, it will now automatically downgrade to the next available shot. Again, this is largely for characters like Manny and Puffin who have very long-lived shots.
Stages
Sherpa and Kero have their themes playing on Everlanche Climb and Trueclear Glade respectively, giving the stages a bit more personality.
Blast zones are now being replaced with out-of-bounds teleporters. Falling off-stage will take you out of the action for a bit, then pop you back onto the main stage with a bit of a damage penalty. Not only does this make launching less effective in open-air stages, but it makes a little more sense.
The water spout in Metro Sewers is now a timed hazard, launching a platform into the upper layers when the water pressure builds too high.
New Content
Grappling is here at last! Characters can now grab in the air or on the ground, and throw their targets in the four cardinal directions. Everyone approaches this in a slightly different way, so be sure to experiment!
Bridging the gap between a run and a dash, fighters can now sprint by holding in the dash button! Sprinting is slightly slower than dashing, but should prove fast enough. Sprinting doesn't open up any unique attacks, but does allow for fast Run Swings on approach.
First-time players will now be treated to a tutorial, walking them through the basics of play. You can access it from both lobbies, too, and even play along with multiple players. There's also a quick primer on the lobby system which should clear a few things up.
Removed Content
Qualifiers (time attacks) have been removed from the game. I don't like the idea of removing content, and I'm sincerely sorry to anyone who enjoyed this aspect. Without getting too deep into the reasoning behind this, Qualifiers gave the wrong impression of the type of game Dash Blitz was, and they made for poor tutorials. Race Mode also proved to be a more elegant way of handling time attack challenges.
The removal of Qualifiers should allow for more time and energy to be directed towards the core of Dash Blitz. It's possible these could come back at a later date, but I have no plans to do so.
Characters
Edge
Changes have been made to Jump Swing, Hover Swing and both forms of Airdash Swing.
Jump Swing is now a spinning multi-hit slash, making it a more effective air-to-ground approach and offsetting Edge's greatest weakness.
His original Jump Swing has now been moved to Hover Swing, allowing him to more effectively juggle airborne foes.
Airdash Swings are now more effective attacks, allowing Edge to make his hits count instead of just rushing through foes - the Horizontal Swing is a momentum-cancelling multi-hit flame attack, useful for racking up damage, and the Vertical Swing is a powerful aerial strike ideal for catching foes unawares.
Edge's hover-state now slows his descent more, making it more useful for juggling airborne enemies.
Tweaked the launch direction and stagger of Run Swing and Dash Swing to more effectively link into Edge's aerial attacks. Also improved their shield damage - they're weak attacks but they're still viable options for pressuring shields.
Improved visuals on jet-flares.
Bluster
Bluster's hover now falls a little bit slower.
Bluster's up/down full-charge shot, the cyclone, now lasts longer. This increases its damage potential but forces Bluster to commit to an unsafe attack for a long stretch of time. To compensate, he can now move at low speed in all directions during the attack. I fully anticipate this will need to be changed, so please, King of Bullies, enjoy it while it lasts.
Valerie
Made some small improvements to Valerie's model and visuals on jet-flares.
Sherpa
Sherpa's laser now more accurately extends itself, independent of Sherpa's current position - this means launching yourself around with your laser doesn't change the laser's end-point, allowing you to blast people above and below much more effectively.
Sherpa can now launch himself horizontally with his lasers - simply input the opposite direction while firing to release the inhibitors and blast away!
Removed the third hitbox on Sherpa's Dash Swing which sat underneath his forward-facing hitbox - this was intended to catch people trying to dash underneath Sherpa during the attack, but in practice just caused it to deal absurd damage. The initial hitbox has been scaled up to compensate.
Kero
Made Kero slightly bulkier to make her easier to identify at a distance.
Replaced Kero's Uncharged Shot with an improved tongue attack - officially moving Kero's swallow-and-spit ability to Uncharged Shot. This allows her to grab projectiles from any state and fire them back, too. She can even lash her tongue out vertically!
Replaced Kero's Standing Swing with a launching kick, giving her another combo tool and a more straight-forward attack.
Percival
Percival's Fully-Charged Shot now includes a melee attack right at the start as Percival sweeps his sword. The projectile itself now has a larger hitbox, better reflecting the new animation.
v0.4.4 - Race Mode
Sometimes you need a break from all that fighting - now you can stretch your legs with the brand new race mode!
While I'm looking forward to introducing new race tracks and modes to play around with in the future, lightning-fast brawls will always be the primary focus of Dash Blitz - to differentiate between types of stages, they'll now be colour-coded accordingly. So if you want to try out the races, just head to Hustle Harbour in the snazzy blue.
v0.5 is still some time away, but it'll soon be time to talk about upcoming characters. Until then, let's talk patches.
Bug Fixes
Added the pause menu to the Quick Lobby.
Fixed slow-down bug in the Quick Lobby.
You can now "Return to Lobby" from within the lobby - basically, you can use this button to get to your preferred lobby after changing your preferences. It still won't do anything if you're in the right lobby.
Improved collision with sloped rooves - sorry, space cadets, but I'm sure you'll get out of bounds again somehow.
Fixed item spawn points for Everlanche Climb.
Fixed issue with characters getting underground on Moonbase Veracity.
General
Added a controller recommendation to the opening screen. It's an extra 2 seconds on load-time, I know, but it makes a world of difference.
Plunge speeds for characters have been drastically increased across the board. This should help players snap back to the ground more easily, and is particularly useful for land cancelling. If you want to aim down but don't want to plunge, don't forget you can hold in the jump button.
Dash duration has been increased for all characters (exempting Kero, who doesn't have a fixed duration). This won't change your overall speed, but makes continuous dashing a little more forgiving.
Extended stun on landing. This only applies to attacks that stun for a reasonable period, and only when the force of the attack has all but vanished, but there'll be more moments to follow up an attack now.
Changed the Solid Smokescreen into a power item, and gave it a limited fuel supply. It was proving a little too dominant.
Changed the Paper Fan back to a standard melee item (for now).
Gate switches (such as in Luminaire Labs) can now be activated by interacting with them. I guess Professor Lumen got fed up with Rondo kicking his way in.
Multiplayer Qualifiers now feature a split-screen camera.
Removed the snail-type enemies from #1's Qualifier - they're still too clunky to have running around, and it's the first chance you get to play around with the game. I'll figure something else out.
New Content
<*>Moonbase Veracity has seen a dramatic overhaul! Players now fight in and around the base itself. The interior of the base has normal Earth gravity. The dome itself has been scaled down, too, so there's much less wasted space.
<*>The above-mentioned racing stage, Hustle Harbour, has been added. Races feature a new split-screen camera, so you can focus on your own actions. You'll run laps above and below the water. If you fall behind, don't give up - you'll receive a hefty boost to your dash speed, giving you an edge on straightaways.
Valerie
As a result of changes to dash duration, Valerie's flight now lasts a little while longer.
Sherpa
As a result of changes to plunge speed, Sherpa's upwards-facing laser now sends him plummeting back down to the ground.