Oz Comic-Con is on this weekend - hopefully we'll see you there!
Otherwise, you can try out the new Quick Lobby for yourself! Once you're in-game, you can switch it on and off from the pause menu, and you'll head there after your next game.
Ongoing Update Schedule
Originally, Dash Blitz was meant to update once a month, with two new characters. It's my sincere belief that an Early Access product should strive to prove itself to players, that their investment won't be a waste.
Unfortunately, as you may have noticed, v0.5 is running behind schedule. I just can't keep that momentum going indefinitely. In between important quality-of-life updates, like the recent hitstun update and the quick select menu you can see above, organising public appearances and other activities, Dash Blitz simply can't keep a major update coming each month.
What does this mean for you?
Dash Blitz is definitely going to keep updating, and update with significant content. Each major (+0.1) update will still feature two new characters, until the roster is full, and they'll still be open to a vote. The primary goal is still to have a solid local-multiplayer game with a variety of options and choices. It just might take a little longer to finalise everything.
On that note, v0.5 is coming, and you can expect a vote soon! Grapplers rejoice! The Early Access information on the Store Page has been changed to reflect this. I hope you enjoy the game as much as I do, every step of the way.
v0.4.2 - Post-BAM
A huge thank you to everyone who checked Dash Blitz out at BAM10 - your feedback is valuable and it was a blast sharing the game with so many fresh faces!
v0.4.2 addresses a few of the issues identified there, largely surrounding the feeling of dealing and taking damage. Nothing major, but it comes together in a very satisfying way.
As always, you can find these changes in the lighter demo build, too.
Fixes
Tightened up roof collision slightly.
Gameplay Changes & Improvements
Added some minor hitstop on attackers and defenders, lending attacks a little more weight.
Health bars flash as characters take damage - nothing major but may draw the eye to it a little more readily.
Optional settings - attacks can now cause targets to flash briefly, and melee attacks can cause the camera to shudder. Not everyone will be into this, so make sure to check the new menu option under Settings to adjust to your preference. You can also switch off cutscenes from this submenu, so it's worth a quick look.
Added a logo over the top of each character at extended distances, which should make it easier to find people in a hurry.
New Content
Demo characters have been expanded to include Edge and Valerie! Obviously this isn't much of an improvement for anyone playing the game, but any new players who want to check out the demo now have some more variety to play around with.
Bluster
Severely reduced the effectiveness of Bluster's slipstreams. Seriously, you have to stop bullying.
Manny
Fixed a bug causing Manny to clamber on invisible ceilings he had no right to clamber on.
Also, fixed a bug preventing Manny from clambering on some slopes. He should be able to climb around wherever seems appropriate.
v0.4.1 & BAM10
Dash Blitz is going to BAM10 tomorrow, so we've got a small update to roll out - mostly a bunch of bugfixes that didn't make it into v0.4, though there's some nice tweaks here too. As always, these changes apply to the main build as well as the free demo.
Fixes
Fixed an oversight in shot collision - Puffin's snowballs and Manny's wheels should work much better now.
Fixed bug causing incorrect animations to play on loss.
Added invulnerability to players in victory state - no more dying after the round ends and freaking the camera out.
Camera should now stop tracking defeated players/enemies after a short period, instead of immediately.
Fixed bug with shield breaks either not launching targets or launching them into the stratosphere - now they just pop up a little bit.
Gameplay Changes & Improvements
Increased stagger duration on safe landing slightly - making follow-up combos and connecting uncharged shots slightly easier.
Increased blitz duration substantially - it still ends after you attack, so use it wisely!
Added brief intangibility after a guard-break, preventing attacks with multiple hitboxes from automatically ending the guard-break state.
Some sound and visual effects should be all-around nicer now.
New Content
Added an Attract Mode on the title screen - just leave the game running for a little treat.
Added a new theme song for Dash Finale, and tweaked how the final tracks play during Onslaught.
Bluster
Bluster's slipstreams can now continue past obstacles once moved out of their way, instead of stopping short. This is most noticeable on Luminaire Labs, with slipstreams progressing beyond the gate once they open.
Bluster can now only have two slipstreams at a time - it's not nice to bully people. You can still fire off charge shots as much as you please, they just won't leave a slipstream.
Valerie
Valerie's AI no longer spends every nanosecond possible in midair. Hopefully this will make her more fun for everyone.
Manny
Fixed an oversight causing Manny's arms to get stuck halfway up whatever he clambered on.
Dash Blitz v0.4
Dash Blitz v0.4 is now available! Happy Blitzing!
The demo build has been updated to include all new content, but locks playable characters to #1, Rondo, Sherpa and Kero.
General
When adding new players or AI on the fly, the game now checks for duplicates and assigns alt colours.
Shields are now easier to punish - sorry, Percival, you'll have to be more careful now. Basically, the more damage is dealt to the shield, the longer it takes for it to start recovering.
Added an extra bar under player HP to indicate the number of shots still available. There are still some balance issues to be ironed out with item use, but it should help you figure out why your shots aren't firing.
Fixed an issue with land-cancelling not working. Not sure when that started happening but now the fast and furious combos can continue!
Replaced charge-up sounds to (hopefully) be less annoying. This is very much a work in progress.
And as always, far too many amendments and improvements to list.
New Content
<*>Manny, the enigmatic animatronic, joins the DTS GP! He's a calculating figure, clambering around in tricky places and peppering the field with mines.
<*>Puffin, the carefree weather balloon, has accidentally drifted into the fight! She loves to float high in the sky, and fires the ice she's gathered in her travels down below!
<*>Three new stages this month - Sherpa's beloved Everlanche Climb, Manny's current home at Cold Edge Rig, and the DTS Satellite's grand stage - Dash Finale!
<*>Introducing Onslaught Mode! A gruelling fight pitting you against the whole cast with only a limited supply of health! Can you climb all the way to the top?
<*>Added Qualifiers for Kero and Bluster.
#1
#1 now steps into his Standing Swing, making it that much easier to smash it out of the park!
Bluster
Bluster's full-charge tornado now deals more damage. The changes to shield pressure should make it harder to just sit through, too.
Sherpa
Sherpa's full-charge lasers now deal more damage. Like Bluster, Sherpa benefits from the changes to shield pressure.
Kero
Kero now gains "midair" jumps while in a body of water. These are consumed before her hop-cancel, so you can use one last leap to escape the water's grasp.
Percival
Fixed a bug where Percival's Standing Swing was still activating out of hitstun. Sorry, Percival, you were a little bit too good.
But Percival's full-charge sword beam fires off a bit faster now, bringing it back in line with similar attacks.
Dash Blitz v0.3
Dash Blitz v0.3 is now available!
As usual, the demo features all this new content, but restricts playable characters to #1, Rondo, Sherpa and Kero.
General
Character visuals now much brighter - should help them to stand out.
Items now appear larger when unequipped, making them easier to see and pick up.
AI now utilises pathfinding to navigate stages, rather than moving to hardcoded points, and will respond to target proximity rather than just attacking thin air. AI has been changed a lot on the back end, allowing for much more robust AI patterns and more diverse stages going forwards, but hopefully this shouldn't prove too noticeable.
A number of other small tweaks.
New Content
Percival, the skeletal knight, joins the fight! Percival's calm and calculated in battle. He can run and jump while shielding, and even throw his shield as a spare attack!
Bluster, the roughneck full of hot air, joins the fight! Bluster's attacks send foes reeling, but they're not as powerful as they look... Good thing he's also incredibly agile, with a second midair jump and a hovering airdash!
You can now fight in Metro Sewers! Water pounds down from above, shutting off escape - a perfect arena for Edge's victims. But there's also a powerful waterspout in the centre of the stage, allowing a quick getaway to the top!
You can now fight on Moon Base Veracity! A huge, open space in a glass dome, staring up at the Earth. Anyone can bounce sky-high under this gravity!
AI Spectate mode! If you ever wanted to watch two computers barely aware of one another's presence try to finish the other off, now's your chance!
#1
Dash Swing now has a noticeable lunge effect where #1 increases speed. Perfect for stealing bases. Try jumping out of this to cancel it before the slow-down at the end!
Rondo
Rondo now has a real taunt. That is all.
Release, and the Road to v0.3
Dash Blitz is now available for purchase! If you run into any problems or suggestions, please just let us know here.
Meanwhile, voting for v0.3's next wave of characters has closed, and the next two characters to be added will be the hot-headed windbag, Bluster, and the gallant skeletal knight, Percival! Here's a sneak preview.
Please look forward to this and more in the next update, currently scheduled for early April.
Dash Blitz v0.2
Dash Blitz races onto Steam Early Access!
v0.2 changes a few things from the last public demo:
Edge and Valerie join the fight! They're only playable in Early Access, but they can be selected as AI opponents in the free demo.
Items are now available for hectic free-for-alls! Items can be switched on and off individually, or on the whole.
Two new stages to brawl on! #1 and Kero's home fields, the Titan Diamond and Trueclear Glade.