Komi Games is proud to be partnering with Red Bull AdrenaLAN to host the official Mighty Fight Federation launch tournament, open to players from Canada, UK & USA. Come compete in the ultra HYPE Mighty Fight Federation, a throwback to classic 3D arena fighters, but with a focus on fighting game fundamentals.
💥 Calling all Mighty Fighters: We Want YOU in the Ring! 💥
Announcing the Mighty Fight LAUNCH TOURNAMENT, part of Red Bull AdrenaLAN on Saturday Dec. 19th, 2020 at 4pm EST!
Komi Games is proud to be partnering with Red Bull AdrenaLAN to host the official Mighty Fight Federation launch tournament, open to players from Canada, UK & USA. Come compete in the ultra HYPE Mighty Fight Federation, a throwback to classic 3D arena fighters, but with a focus on fighting game fundamentals.
Mighty Fight Federation - Bugfix
Hello Mighty Fighters!
We've pushed a small patch for European language users. This update fixes a bug that was causing incorrect text display on menus when the system's language was set to French, Italian, German or Spanish.
Menus and content should now display properly. The game is still English-only, but localizations will be coming when we leave Early Access.
Mighty Fight With The Devs! (REBROADCAST)
Watch a re-broadcast of the Komi Games team as they walk through the game's mechanics, roster and more!
Yooka-Laylee Spin Into Action!
Hello Mighty Fighters!
Today we have a HUGE update! At long-last our second guest characters Yooka-Laylee (and Kartos too!) are now available, ready to tail-whip and crack-wise against all of the contenders in the Mighty Fight Federation. Check out their gameplay reveal trailer here:
[previewyoutube="yQDpJPoBgVQ;full"]
This update comes with a slew of long-awaited features and special additions, including:
Yooka-Laylee and their new stage the Grand Tome Chamber
All new Yooka-Laylee remixed music tracks by James Landino (No Straight Roads) and Playtonic Games composers Daniel Murdoch and Matt Griffin (Yooka-Laylee and the Impossible Lair)
Full Arcade Mode runs for Yooka-Laylee and ToeJam & Earl
Voice update for ToeJam & Earl featuring voice actors Tonez the Prince and Bill Butts!
All new Mission Mode – 65 combo missions spanning across the entire roster!
New Menu Flow – Menus have been redesigned and now feature a Museum Mode and Character Unlocks to learn more about each character, keep tabs on unlockable costumes, and re-watch cutscenes
Added 38 Steam Achievements
Updated Online Lobby system with Character Icons, Join by Lobby ID, ping display, the ability to spectate matches and various performance updates to online netcode for a smoother experience
Various balance updates to hitboxes and characters for added consistency and balance
It’s been a lot of hard work getting all of this ready but we’re very proud to finally make these features available as a free update to all players, and we want to give a BIG googly-eyed thank you to Playtonic Games for all of their support! If you haven’t already, check out their latest adventure Yooka-Laylee and the Impossible Lair available on Steam!
So what’s next for Mighty Fight? We’re gearing up to the end of our Early Access period and towards our full release early next year. Not only that, we’re happy to announce that we’ll have EVEN MORE guest characters to show off the closer we get so stay tuned! As always, the best way to keep up to date is to join our community Discord!
See you next update, and Fight Mighty!
Patch Notes
- [Feature] Missions: added combo challenges for every member of the roster. - [Feature] Museum Mode: For the lore-fiends, Museum Mode has been added with in-depth backstories of every character. - [Feature] Unlocks: Unlocked skins and character videos are now tracked in-game and can be previewed in the Unlocks menu. - [Feature] Spectator Mode: lobby members can now mark themselves as Spectators to watch a match. - [Feature] Join By Lobby ID: private lobbies can now be joined directly by ID. - [Critical] UI: Costume Unlock popup now shows over new transition screen - [Critical] Soft-lock: fix for soft-lock that could occur when playing through Arcade Mode multiple times in a run - [Mechanic] Launcher Follow-Up: on hit, jump can be pressed or held during a launcher attack to ensure a follow-up - [Bugfix] UI: player indicators no longer skew occasionally - [Bugifx] UI: fix for Hype indicator occasionally not updating between stocks when Hype Attack is used - [Bugfix] Settings: fix for gameplay settings not preserving when revisiting the menu - [Bugfix] Gameplay: fix for Versus Match timer not respecting settings menu - [Bugfix] Unlock: fix for Killbot Shadow costume not unlocking on completion of Arcade Mode - [Bugfix] Gameplay: fix for timer victories not considering remaining stocks - [Bugfix] Gameplay: fix for player always winning timeouts in Shadow Match - [Bugfix] Training: fix for dummy health restoring prematurely - [Bugfix] Remi: various shadow clone fixes - [Bugfix] LEXE: fixed edge cases where Hype Attack would not trigger when an opponent is caught by the Halberd - [Bugfix] Stingray: fixed grenades occasionally clipping through world - [Bugfix] Stingray: fix for visual snapping when throwing mines at opponent - [Bugfix] Miami Sunset: for for transitioning through the skylight while Hype Attack is active - [Bugfix] Visual: fix for glass shatter at final boss not resetting when retrying - [Bugfix] Visual: players may no longer select the same costume for mirror matches - [Bugfix] Menus: adjusted joystick input sensitivity when navigating menus - [Bugfix] Visual: fix for visual glitches on True Hyperion - [Improvement] Performance: game performance vastly improved on slower GPUs - [Improvement] Visual: players now bounce a little bit away from the wall after a wall splat - [Improvement] Gameplay: added "GAME" text at end of matches - [Improvement] Player Intros: intros less likely to have same dialogue during mirror matches - [Improvement] Audio: ToeJam & Earl now have intro and victory voice overs - [Improvement] Main Menu: news and social buttons can now be selected with the mouse - [Improvement] UI: new UI for end of match, time-outs, and tutorial completion - [Improvement] UI: new logo on title screen - [Improvement] UI: combo counter now shows total combo damage and percentage damage - [Improvement] SFX & VO: various volume adjustments - [Balance] Hitboxes: removed per-bone hurtboxes for all fighters to increase simulation consistency - [Balance] Arcade: Multi Man fighters now have 3 lives instead of 5 - [Balance] General: added a minimum of 10 frames of knockdown before a roll can be executed - [Balance] General: Wall Jumps now have proper horizontal velocity decay - [Balance] Heckbane: removed Super Armor property on non-swole version of Dash on 'Em - [Balance] Krystal: Overhead Swipe is no longer considered a launcher for infinite detection purposes - [Balance] Krystal: PSYCHIC PUSH recovery frames reduced from 18 to 12 - [Balance] Krystal: AIR LUNGE startup frames reduced from 20 to 14 - [Balance] Krystal: HYPE ATTACK now has invulnerability during startup - [Balance] Krystal: adjusted MACHINE GUN hitbox size - [Balance] Krystal: adjusted SUMMON CRYSTAL hitbox size - [Balance] Krystal: AI has been rebalanced - [Balance] Krystal: CRYSTAL SPLASH has increased range and speed - [Balance] Krystal: CRYSTAL SPLASH reduced recovery frames from 15 to 10 - [Balance] Krystal: BIG SHOT BURST reduced recovery frames from 22 to 18 - [Balance] Strikefist: FINAL FIST Reduced recovery frames from 12 to 6 - [Balance] Strikefist: BALLOT PUNCH Reduced recovery frames from 24 to 12 - [Balance] Strikefist: LEGISLATIVE FLIP Reduced recovery frames from 14 to 11 - [Balance] Killbot: slight change to knockback property on Punch Program - [Balance] Killbot: increased active frames on AIR HAYMAKER from 4 to 10 - [Balance] Killbot: UPPERCUT now knocks up slightly higher - [Balance] Killbot: adjusted hitbox on SLAM DOWN - [Balance] Killbot: HYPE ATTACK now knocks back on completion - [Balance] CEO: first hit of UPPERCUT now moves CEO forward - [Balance] CEO: UPPERCUT recovery frames reduced from 16 to 10 - [Balance] CEO: ORA ORA startup frames reduced from 24 to 14 - [Balance] CEO: ORA ORA knockback force increased by 25% - [Balance] CEO: ORA ORA histop increased from 15 frames to 20 - [Balance] CEO: SONIC BOOM startup frames reduced from 24 to 14 - [Balance] CEO: SONIC BOOM hitstun reduced from 30 to 15 - [Balance] CEO: Hold My Calls damage increased from 100 to 250 - [Balance] Stingray: land mine damage increased from 50 to 125 - [Balance] Stingray: mine detonation radius increased from 2 to 2.5 - [Balance] Stingray: DIVE KICK damage increased from 30 to 50 - [Balance] Stingray: adjusted DIVE KICK hitbox size - [Balance] Stingray: KNEE damage increased from 60 to 75 - [Balance] Stingray: HYPE ATTACK activate now has invuln frames on startup - [Balance] Stingray: HYPE ATTACK damage increased from 275 to 330 - [Balance] Stingray: KNIFE THROW damage increased from 25 to 50 - [Balance] Remi: KICK 3 reduced recovery frames from 28 to 14 - [Balance] Remi: KICK 3 increased knockback by 15% - [Balance] Remi: BICYCLE KICK reduced recovery frames from 18 to 5 - [Balance] Remi: AIR BALL reduced startup frames from 20 to 10 - [Balance] Remi: SHADOW CLONE reduced recovery frames from 36 to 26 - [Balance] Remi: SHADOW CLONE AIR reduced recovery frames from 32 to 22 - [Balance] Remi: SOCCER BALL KICK reduced recovery frames from 21 to 15 - [Balance] Remi: SOCCER BALL KICK projectile increased size and knockback - [Balance] Remi: Remi Ball hitbox increased in size from 1 to 1.25 - [Balance] Remi: Mad Dash against a grabbed target will now position Remi directly in front and facing the grabbed target - [Balance] Originelle: Air Strike Combo hitboxes rebalanced - [Balance] Hyperion: ONE INCH PUNCH (AIR) startup reduced from 22 to 12 frames - [Balance] Hyperion: ONE INCH PUNCH (AIR) recovery reduced from 20 to 10 frames - [Balance] Hyperion: ONE INCH PUNCH (GROUND) recovery reduced from 20 to 5 frames - [Balance] Hyperion: CHAIR SHOT startup reduced from 32 to 19 frames - [Balance] Hyperion: CHAIR SLAM startup reduced from 15 to 7 frames - [Balance] Hyperion: CHAIR SLAM hitbox adjusted - [Balance] Hyperion: HYPE ATTACK hitbox rebalanced - [Balance] Tunestone: SKULL STANCE has been removed - [Balance] Tunestone: REFLECT has been removed - [Balance] Tunestone: SCYTHE SHOOT now has launcher property - [Balance] Tunestone: SCYTHE SHOOT max charge time reduced from 90 to 30 frames - [Balance] Tunestone: SCYTHE SHOOT startup reduced from 34 frames to 24 frames - [Balance] Tunestone: SCYTHE SHOOT recovery reduced from 24 frames to 14 frames - [Balance] Tunestone: UPPERCUT is now activated from the ground - [Balance] Tunestone: UPPERCUT active frames reduced from 26 frames to 14 frames - [Balance] Tunestone: SKULL SHOT hitstun reduced from 30 to 16 - [Balance] Tunestone: SKULL SHOT recovery frames reduced from 42 frames to 8 frames - [Balance] Tunestone: SKULL SHOT can now be charged for a SUPER SKULL SHOT - [Balance] Tunestone: SCYTHE 3 knockback increased by 25% - [Balance] Tunestone: SCYTHE 3 recovery reduced from 22 frames to 16 - [Balance] Tunestone: SCYTHE 3 can now combo into SCYTHE SHOOT - [Balance] Tunestone: GROUND POUND recovery reduced from 82 frames to 24 - [Balance] ToeJam & Earl: DAMN I'M GOOD startup reduced from 10 to 5 - [Balance] LEXE: LARIAT can now cancel into Batter Up after 16 frames - [Balance] LEXE: LARIAT hits 1 and 2 now deal 30 frames of hitstun instead of 20 - [Balance] LEXE: RISING TACKLE final hit now causes knockback - [Balance] LEXE: JAVELIN TOSS reduced startup frames from 22 to 12 - [Balance] LEXE: HYPE ATTACK reduced startup frames from 22 to 12 - [Balance] LEXE: HYPE ATTACK now causes knockback on finish - [Balance] LEXE: PHASE OUT recovery decreased by 2 frames
Mighty Fight With The Devs!
Join the Komi Games team as we walk through the game's mechanics, roster and more!
Mighty Fight Federation - Patch 5.200827
Hello Mighty Fighters!
We have pushed our fourth patch for Early Access. This one adds a few small features, bug fixes, and a whole bunch of quality-of-life balance changes and updates. Please see patch notes below:
[Feature] Training: Added quick reset by pressing Back (Xbox 360), Change View (Xbox One), Touchpad (DualShock 4), and C (keyboards)
[Feature] Tutorial: Current button mappings are now displayed in Tutorial UI
[Balance] Tunestone: Hype Attack no longer prematurely collides with walls
[Balance] LEXE: changed Spin Strike hitstun from 18 frames to 20 frames
[Balance] Strikefist: Hype Attack, Prime Finisher, now causes knockback on final hit
[Balance] Stingray: greatly reduced startup frames on Detonate in air and on ground
[Balance] Stingray: reduced startup frames on Vengeance Mine by 10
[Balance] Mighty Fight Arena: reduced scale of arena by 25%
[Balance] Training Stage: reduced scale of arena by 25%
[Visual] Mighty Fight Arena: changed angle of camera to reduce obscurance
[Visual] General: increased speed of camera movement in larger stages
[Visual] General: added new transition effect between screens
[Visual] UI: added a shine effect to Hype bar to better signify when a bar is available for use
[Fixed] Crash: fix for occasional soft-lock during Arcade Mode that would occur before Rival Fights
[Fixed] Player Select: fixed Random Select functionality
[Fixed] Training Mode / Tutorial: adjusted jump height of Training Dummy
[Fixed] Control Mapping: fixed certain button mappings not displaying correctly
[Fixed] Visual: Heckbane no longer respawns with Swole visual effect after dying with the Swole state
[Fixed] Lobbies: lobbies no longer default to Private on creation
Known Issues
Toejam & Earl currently do not have Arcade Mode content. That will be available for full launch.
Occasionally during a networked match, landing a Hype Attack may not play the cutscene for one opponent. The damage is still dealt, however.
ToeJam & Earl Bring the Funk!
It's been awhile since our last update, but we hope it was worth the wait. We're happy to launch our funkiest update yet, with everyone's favorite alien duo ToeJam & Earl joining the roster! Check out their character showcase trailer here:
[previewyoutube="p0r1V0uHGbU;full"]
In addition to the bros from Funkotron we have a brand new stage inspired by Back in the Groove, a brand new remix by Tee Lopes, and four additional music tracks from Back in the Groove!
We've also improved the performance of our netcode, redesigned the main menu and player select screens, and made a ton of balance and bug-fixes.
Our next update will bring Yooka & Laylee to the mix, so stay tuned. And in the meantime please join our Discord community to stay up-to-date with the latest news!
And if you haven't tried it yet, check out ToeJam & Earl: Back in the Groove right here on Steam:
Feature: [Cutscenes] Players can now skip Arcade intro and ending cutscenes.
Feature: [Menus] Main Menu and Player Select have been completely redesigned.
Feature: [Menus] Dynamic news box and links to our Discord and YouTube channel have been added to the Main Menu.
Feature: [Networking] Dependence on Steam Lobbies has been removed to allow for future cross-play support.
Feature: [Networking] Animations now play nicer when a roll-back occurs, making gameplay look smoother.
Mechanic: [Hype Cancel] Hype Cancels on the ground can now be jump-canceled.
Mechanic: [Jump] Attacks can now be followed-up by a Jump by holding the jump button as the attack finishes. This makes it easier to follow-up an aerial launcher.
Balance: [General] Game difficulty has been balanced across all of the difficulty levels.
Balance: [Originelle] Reduced start on Hype Attack from 25 frames to 15
Balance: [Originelle] Reduced forward knockback on Transform attack
Balance: [Hyperion] Greatly reduced startup on Hype Attack. Can now be comboed off of "What Goes Up..." without the need for a Hype Cancel.
Balance: [Krystal] Reduced recovery frames on Crystal Summon from 35 to 20
Visual: [Hyperion] Hype Attack is now a wire-frame mesh to avoid obscuring the battlefield.
Visual: [Krystal Stage] Changed camera orientation and collisions in Krystal's "The L.A.B." stage.
Fixed: [General] Occasional visual glitches with Hyperion's glow.
Fixed: [Jump] Fixed height inconsistency issue with short hopping
Fixed: [Gameplay] Fixed bug involving early move termination and incorrect hit-boxes in mirror matches
Fixed: [Collision] Fixed various collision issues. Gaps in collision in "The Killbot Factory" have been closed.
Fixed: [Killbot] Fixed outro bug where Killbot's legs would occasionally be invisible.
Fixed: [CEO] Fixed CEO's player select visual to properly dissolve in mask.
Fixed: [SFX] Various SFX has been added throughout the game.
Fixed: [Menus] Selected stage's music is now the default selection.
Fixed: [SFX] Volumes across the board have been adjusted.
Fixed: [Lobbies] Ping is now displayed in full miliseconds and more accurately reflects network conditions.
Fixed: [Networking] Various network performance issues have been addressed.
Known Issues
Toejam & Earl currently do not have Arcade Mode content. That will be available for full launch.
Occasionally during a networked match, landing a Hype Attack may not play the cutscene for one opponent. The damage is still dealt, however.
Mighty Fight Federation - Patch 3.200317
Hello Mighty Fighters!
We have pushed our second patch for Early Access. This one adds many new gameplay features, a new Intermediate tutorial, and plenty of balancing. Please see patch notes below:
Known Issues: - [Crash] Very rarely the game can will crash upon completion of an Arcade story. - [Hang] Very rarely the game will hang during Arcade Mode after intro dialogue.
Patch Notes: - Feature: [Tutorial] Intermediate tutorial has been added to the main menu. - Mechanic: [General] Wall jumping has been added to the game and explained in Intermediate tutorial. - Improved: [Dash] Dash can now be jump-cancelled. - Improved: [Training Stage] Adjusted camera angle on Training Stage - Improved: [The L.A.B.] Adjusted camera angle on The L.A.B. stage. - Fixed: [Menus] Fixed being unable to close Arcade Menu with cancel button. - Fixed: [Camera] Camera no longer escapes collision in Training Stage. - Fixed: [Camera] Camera no longer escapes collision in Tunestone's Tavern. - Fixed: [Camera] Camera no longer escapes collision in The L.A.B. - Fixed: [LEXE] LEXE may no longer hold Infection Injection past its maximum charge. - Fixed: [Costumes] Fix for Shadow LEXE Costume not unlocking. - Fixed: [Heckbane] Fix for rare issue where Heckbane would rotate during a jab. - Fixed: [Roll] Fix for roll occasionally not going full distance. - Balance: [General] Adjusted hitstun deteriotation percentages to allow for slightly longer ground combos. - Balance: [General] Extended roll duration to 23 frames from 20. Invuln period decreased to 13 frames from 15. Distance increased to 3.5 from 3. - Balance: [CEO] Reduced recovery frames on Buy Buy Buy from 53 to 40 - Balance: [CEO] Reduced recovery frames on Sell Sell Sell from 54 to 40 - Balance: [CEO] Greed Wave startup reduced from 21 to 14. Recovery frames reduced from 28 to 18. - Balance: [CEO] Reduced Murder & Acquisition Install recovery frames from 106 to 70 - Balance: [CEO] Reduced Murder & Acquisition Activation startup frames from 25 to 11. - Balance: [Dash] Dash distance increased from 6 to 7 units. - Balance: [Jump] Added 2 frames of jump squat at beginning of jump. - Balance: [Heckbane] Reduced recovery frames on launcher from 20 to 10 - Balance: [Heckbane] Reduced recovery frames on third hit of "One, Two, Three" from 10 to 6 - Balance: [Heckbane] Reduced startup frames on "Power Bomb" from 10 to 6 - Balance: [Killbot] Reduced lifetime of Taserball Tracker from 180 frames to 60.
Once again, we thank you for your support and stay tuned for more updates as the game develops!