Genre: Fighting, Hack and slash/Beat 'em up, Indie, Arcade
Final Vendetta
Nominate Final Vendetta at the Steam Awards 2022!
It's Steam Awards season, and if there's one thing that undisputable about Final Vendetta, it's that its Soundtrack kicks ass! 🎵
If you liked the games pumping tunes by Featurecast and Utah Saints we'd be mega grateful if you could take a couple of seconds to nominate the game for the Best Soundtrack Category in this year's Steam Awards!
Also, to kick off awards season, Final Vendetta has also entered the Steam Autumn Sale, with 25% off! If you've not been able to play yet, why not jump in for the first time?
Thank you for the very positive response to the first update - we've been reading your comments and working on more refinements as well as fixing a couple of major issues, so here's what's change in the last day or two:
Fixed Steam boot up black screen issue
Fixed Steam Deck start up issue
Fixed high score table crash after playing versus and viewing the high score table
Fixed potential hang with casual mode continue prompt appearing over stage intro / outro text
Players can now instantly recover by hitting "jump" just as they hit the ground after being knocked down
Rankings are now more lenient - you can get knocked down twice as many times, and a best chain of 200 or more will increase your rank by one
Fixed Duke's X + RB + run infinite combo exploit
The "Complete ultra" achievement was unlocking when playing on hard - now fixed
Fixed enemy idle to active animation issue
Claire can now cancel out of her fireball state 6 animation frames earlier
Crane shadow now visible which might help a little with avoiding it
Slight tweaks to Big Frank's impact boxes
Thanks for all of the feedback, and we'll be continuing to refine the game over the coming weeks! The Bitmap Bureau team
First of all, thank you for the amazing response to Final Vendetta - we’ve seen so much love for the game everywhere which has been really encouraging for our small team! Naturally there’s been a few bug reports, requests, and some comments about the difficulty in particular. We’re very much old-school gamers ourselves so our games tend to be on the more difficult side - we want our games to be accessible to everyone though so we’ve added a “CASUAL” difficulty setting to cater for those people. You can read about all of the changes below:
"CASUAL" difficulty setting added, allowing you to continue at will. Please use this feature at your own discretion though, as you will of course be able to credit spam your way through the whole game. Recommended for newcomers to the genre or those of you wanting a more relaxed playthrough.
Fixed crash when dying immediately before a boss fight - sorry we didn't spot this in testing!
Fixed The Gentleman's grab loop - he should now only grab if you're constantly blocking
Removed several of the player weapon anim wind-up frames for snappier attacks
Training is now unlocked by default - you can face any of the enemies / bosses that appear on up to and including the highest level you've reached
Your super bar will now deplete by 25% if you use any of the alt-specials (eg. Claire's fireball)
Stunlocks now massively reduced - groups of enemies will now knock you to the floor instead of stunning you repeatedly, giving you to time to dash out of the recover anim or use your super
Enemies are less aggressive on the easier setting
Rolling barrels removed from the easy difficulty setting in the elevator and manor levels, and now come with a brief warning on the harder settings
Extra lives are now awarded at one million, two million and three million points, but not on Ultra difficulty
Enemies can no longer hit you during the knock-down state
New actions assigned to the triggers and bumpers - left trigger is dash / dodge, right trigger is block, left bumper is back attack / heavy attack and right bumper is your alt-special attack
Fixed Steam Deck issue, so the game should work fine now
Karen and Liu's lunging uppercut has a less harsh hit box now
More starting lives for easy difficulty
Enemies must now be closer vertically to hit you
"How to play" now viewable from the main menu
You can now block and immediately change facing direction and enter the block state upon recovery and being hit
Some minor visual glitches fixed
We felt like these additions and changes would be enough for the first patch but there will of course be more to come, particularly with regards to gameplay refinements. With so many changes however, it’s quite possible that some have had an unforeseen knock-on effect - we’ve tested these changes all week and hopefully everything will be ok, but if you spot anything broken then let us know and we’ll do our best to fix it right away.
Anyway, thank you for the amazing support and we hope you continue to enjoy playing Final Vendetta! And if you’re interested in following us on social media then you can find us here: