Pummel Party cover
Pummel Party screenshot
Genre: Indie, Arcade, Card & Board Game

Pummel Party

Patch 1.14.0d

1.14.0d



Changed



  • Added a loading spinner that appears when searching for lobbies.
  • There is now a three-second cooldown to the 'Refresh' button when searching for nearby lobbies.


Fixed



  • Fixed weapon cache giving the wrong items after it has been claimed at least once if you had items disabled in the ruleset.
  • Fixed players sometimes clipping through the floor or being set to a different Y position when returning to the board after the mid-game Pummel Awards.
  • Fixed a case where teleporting multiple players at once in mod boards could end up with players overlapping.
  • Fixed a specific Key space on the Rival Arena board that wouldn't give keys when landed on.
  • Reverted a change to the scale/resolution of the cosmic cape material in the mod editor.

Patch 1.14.0c

1.14.0c


Changed



  • Points awarded from certain minigames are now awarded in multiples of 10 instead of powers of 2.

    • The power of 2 scoring was used with teams to avoid the situation where a team would not place first even though someone in the team placed first in the minigame.
    • With points now using multiples of 10, it is possible for a team to not place first even if a member of the team is the first to complete the minigame objective. It is now up to all players on the team to contribute enough points by completing the minigame objective before players on other teams to ensure their team wins.


Fixed



  • Fixed players incorrectly being given extra copies of the last item they had won from a previous minigame when they didn't actually win anything in the most recent minigame.
  • You can no longer use the Arcade Machine against teammates when friendly fire is enabled in the ruleset.
  • Fixes to the gold particles that follow the shortest path to the goal chest:

    • The particles will now include 'Jump'-type connections when finding the shortest path, and they will travel across a 'Jump' connection.
    • The particles will now stop at a teleport connection if it is the best path, rather than ignoring it and continuing down a worse or longer path.
    • The particles should no longer get caught in a loop instead of following a valid path to the goal chest.

  • Disabled a debugging layer that was left on in some minigames causing colored boxes to appear around players when using a controller.
  • Improved error handling for corrupted save data.

Patch 1.14.0b

1.14.0b



Fixed



  • Fixed the Hardhat cosmetic not appearing in the Hats tab of the unlocks screen.
  • Fixed Reaper spaces that were covered by either the chest or weapons cache showing as unclaimed instead of using the color of the player who had claimed that space.
  • Fixed some players, when using a controller, not being able to press L/R to set a different hat, cape or color in the lobby slot appearance menu.
  • Fixed a situation where in an offline game, local players would be named the host player's name plus a number, instead of "Player" and a number as was shown in the lobby.
  • (Mods) Fixed the Spawn Effect action not working with the advanced target set to a Transform. This would cause a softlock in board mods.
  • (Minigame Mods) Player scores will no longer go negative if they exceed the maximum value of 32767.

Patch Notes 1.14.0a

1.14.0a Patch Notes
- Fix mod minigame third person camera colliding with triggers.
- Fix fireballs in 'Magma & Mages' minigame not colliding.
- Fix offset and positioning of third person camera in mod minigames.
- Improve web cape texture.

If you are experiencing any other issues in the latest patch please do the following:-

1. Run the game until the issue occurs.
2. Close the game.
3. Navigate to "%appdata%/../LocalLow/Rebuilt Games/Pummel Party/" (without the qoutation marks) in windows explorer.
4. Send the Player.log and Player-prev.log files to Info@RebuiltGames.com

Update 1.14 - Teams/Cosmetics

1.14.0


Hats! Capes! Player colors! We've got it! This update comes with over 30 new cosmetics to unlock.
And what better way to show off your new look than by teaming up with friends to go head-to-head in the new Teams mode. Join your friends in teams of 2-4 players to battle it out in familiar boards and minigames with a new twist!

Cosmetics and Loadouts


The unlocks screen has been expanded with more than just capes. You can now unlock new hats and player colors too.

New Cosmetics


15+ new hats, 10+ new capes and 8 new player colors to unlock. We're sure many of you have been waiting to spend the hundreds of goblets you've saved up, and now's your chance!

While many of the new cosmetics require goblets to unlock, some require a new currency: crowns. You earn a crown every time you or your team places 1st in a minigame.

Finally, some of the new items are tied to Steam achievements. Head to the Unlock screen's "Achievement Rewards" tab to see if you have anything waiting to be claimed.

Loadouts


A new way to save a set of cosmetics and quickly equip them from the lobby in one go! Use the loadouts screen to select a hat, skin, cape and preferred player color, then whenever you're in a lobby you can select it from the "Appearance" page. While in a lobby, you can always swap out different cosmetics without affecting the selected loadout; only changes made from the Loadouts screen are saved to the loadout. You can create up to 12 different loadouts.



Teams!


From the game lobby, you can choose to play the game in either 'Solo' mode or 'Teams' mode. Solo is the existing 'free for all' mode where everyone competes for themselves, as is Pummel Party tradition. Teams is a new mode where you work together with up to three other players, and all game progress is shared between the players on each team. The supported team sizes are: 2v2, 3v3, 4v4, 2v2v2, and 2v2v2v2.

  • When playing in teams mode, all goblets, keys and items collected are shared between members of the same team.
  • All minigames have been updated to support team mode. This includes combined points scoring, a new UI to show each team's score, and an updated results screen.
  • With teams mode, the Pummel Awards are decided per team rather than per player. The Minigame-Only game mode also groups players as teams when awarding points.
  • Friendly fire against teammates is disabled by default (so you can't ride a rocket into your teammates, or kill them in Barn Brawl for instance) but this can be changed through a new general ruleset option if you'd like things to be a bit more chaotic.


Minigames


Two new official minigames join the roster, Forklift Fling and Risky Rubberbands. Several of the existing minigames have also been updated based on your feedback.

New Minigame: Forklift Fling



  • Drive your forklift around a warehouse and fling pallets of goods into your basket to earn points. Watch out though, as other players can fling you into the air too! The player with the most points when time's up wins.

New Minigame: Risky Rubberbands



  • In this skill/timing-based minigame, the goal is to be the first to make your watermelon explode by wrapping it in rubber bands! Release the rubber bands as close to the center of your watermelon as you can to earn more points. Earn enough points and your melon will explode, leaving you victorious (and covered in melon juice).


Minigame Updates



    Animal Arithmetic

    • Other combinations of animals riding other animals will appear to distract you from the one you're meant to be counting.
    • The color of the fur on the animals you're counting is no longer fixed, so make sure to count all combinations of animals regardless of their fur color!
    • These changes make this minigame slightly more challenging, requiring a bit more focus to get a perfect score.

    Memory Menu

    • When you complete the ingredient request, you can continue to move and try to fill out the request more than once for more points.
    • You can now punch other players and ingredients.

      • Punching other players stuns them briefly.
      • Punching ingredients will destroy them and force a new ingredient to appear after a short time. You can use this to re-roll ingredients to try to get more of what you need for the current request.

    • Other minor changes including larger pictures of the ingredients to collect, and a higher chance of useful ingredients appearing.

    Morphing Maze

    • You now drop 3 keys when hit by another player. This makes the game more interesting when most of the keys have been collected.


    Teams changes

    • Minigames can behave slightly differently when played in teams mode. Here are the differences and changes:

      • All: You can't hurt, hit, stun, etc. your teammates (unless friendly fire is on).
      • Billiard Battle: All sunk balls from the same team go to a combined score.
      • Bouncing Balls: Play in a larger arena. Players on the same team share a goal.
      • Bounding Blocks: You can walk on any tiles claimed by you or your teammates.
      • Crown Capture: You can pass the crown to your teammate by punching them (they won't be stunned).
      • Elemental Escalation: Players on the same team will create the same element type beneath them.
      • Grifting Gifts: Teammates share a single goal to fill with presents.
      • Sharky Swim: All players on one team become sharks. When there are multiple sharks, there are more fake players.
      • Thunderous Trench: All players on one team become lightning holders. The floor takes as many lightning strikes to destroy as there are lightning holders.



Additional Patch Notes


There are a bunch of smaller additions, changes and fixes packed into this update. Read on for the full details.

Added



    Main Menu Background

    • Added a new main menu background.
    • Added a new General option to set which main menu background to use, so you can choose to go back and use an older main menu background if you'd like.

    Cosmetics

    • Added the "None" hat. Use this if you don't want to wear a hat.

    User Interface

    • Added loadout selection to the Appearance menu in the lobby.
    • Added the number of minigame-only points earned to the post-minigame results screen.
    • Added a counter that appears whenever you earn a goblet to show how many goblets you have available to be spent on unlocking cosmetics.
    • Added a counter to the minigame results screen when you earn a crown to show how many crowns you have available to be spent on unlocking cosmetics.
    • Added a button to the join game screen to take you to a new sub-forum on the Steam Discussion Forum for finding others to play with online.

    Mod Editor

    • Added the ability to test board and minigame mods using teams.
    • Added two new minigame mod settings to let you either disable points from appearing in the UI, or hide individual player points when playing in teams, only keeping the combined team score visible.
    • Added a minigame mod setting to disable player nametags.


Changed



    Cosmetics

    • Multiple players can now wear the same hat at the same time.
    • Bots will no longer use cosmetics that you haven't unlocked yet.
    • Some of the existing hats are now unlockable, so new players will be required to unlock them using goblets or crowns. Anyone with any unlocks or who has ever earned at least 1 trophy before this update will already have these existing hats unlocked.
    • Updated the size and fit of some hats to reduce clipping issues.

    User Interface

    • Most of the game's icons have been updated to a consistent style.
    • Updated the UI for each player in a lobby, showing more of the player and reducing the space taken up by the buttons.
    • Cosmetics are now sorted alphabetically in the lobby when scrolling through them.
    • Player nametags in-game now fade in/out instead of appearing/hiding instantly.
    • Updated the score display for players in minigames.

      • The score counter is now hidden if it isn't used by the minigame (e.g. Slippery Sprint).
      • A skull icon is displayed over a player's portrait when they are killed.
      • A checkered flag icon appears beside players who have finished the minigame objective on minigames that can be finished.
      • Health bars have been added to all minigames that use health. Some minigames previously used score as health and these have been updated to use the health bar instead.

    • Onscreen text now shows player colors more accurately.
    • Localized and updated the UI and message that is displayed when a player is disconnected from an online game.
    • Minor UI updates to various menus.

    Gameplay

    • Updated the appearance of the Tactical Cactus Disguise item when held.
    • Summoning Staff bunnies are now tinted the color of the player who summoned them.
    • Multiple Summoning Staff Bunnies are now able to exist simultaneously. Each player can still only summon and own a single bunny at a time however.
    • Improved third-person camera controls when playing with a controller. This is the third-person, over-the-shoulder camera used in minigames such as Acidic Atoll, Barn Brawl, etc.

      • The camera now accelerates slightly when it starts moving, allowing precise movements and adjustments through small flicks.
      • The camera spins faster after holding a direction for long enough, allowing the camera to do larger turns faster.
      • Overall, it should feel easier to aim with and control more intuitively.


    Minor minigame changes

    • In Rockin Rhythm, you now lose your combo if you let a note pass by without being hit, in addition to hitting the wrong input for that note as usual.
    • In Grifting Gifts, the trees are now decorated using the color of the player that owns them.
    • In Sharky Swim, escaped players will always place higher than the shark, and the shark will always place higher than players who were killed or failed to escape in time.
    • In Bullet Barrage, you can now see blue projectiles appearing from further away, rather than having them appear instantly at the edge of the stage.
    • Bullet Barrage no longer ends when only one player remains. It now continues until the last player has died, or time has run out.

    Mods

    • Minigame mods are now disabled by default in your rulesets. To play a minigame mod after subscribing, you'll also need to go into your ruleset and enable it.
    • Mods that are temporarily downloaded by joining an online lobby that's using mods you aren't subscribed to are now unloaded when leaving the lobby or disconnecting from the game. You'll no longer see these mods in your ruleset or board selection when entering a subsequent lobby.

    Mod Editor

    • The number of points given out by the "Set Placement" action has been increased. If your mod relied on each finished player being given some multiple of 100 points, see the wiki page for the new values.


Fixed



  • Stopped the online chat box from opening in online lobbies while typing T into a ruleset or player name.
  • Fixed some other keyboard keys performing unintended actions while typing player names.
  • In Bouncing Balls, you no longer score points for letting balls of your own color enter your own goal.
  • When loading a saved game, the weapon cache will no longer respawn if it was already collected.
  • When loading a saved game, the effects of the Nuke Barrel item will remain on any affected players.
  • Fixed the mouse cursor staying invisible for clients after disconnecting if the host ended the game on certain minigames that lock and hide the mouse cursor.
  • (Mod Editor) The 'Drop Keys' action can no longer cause a player to drop more keys than they have.
  • (Mod Editor) Randomness of mod actions (e.g. the item given by a Give Item Action) is now per-action rather than per-event. So many identical actions using randomness in a single event will no longer all give the same outcome.


Due to the introduction of teams and some fixes to save data, any existing board game saves you have will not be usable once you update to 1.14.0.

We hope you enjoy this update! Many aspects of the game have changed internally to support this update so please let us know if you encounter any issues.

Version 1.13.4f

1.13.4f


Added



  • Added a button to clone a ruleset, creating a new ruleset with the same settings.
  • (Mod Editor) Actions within the Logic Component's "Hit" and "Weapon Hit" triggers can now target the 'Activator'. That's the object that hit or shot the logic trigger.
  • (Mod Editor) Added support for importing .mp3 and .ogg audio files for use in mods.

Changed



  • The Default ruleset can no longer be directly edited.
  • Updated the appearance of the ruleset menu slightly.
  • Rulesets are now sorted alphabetically (excluding the Default ruleset, which is always first).
  • Board Modifier descriptions are now shown at the top of the ruleset menu when hovering over their ruleset option.

Fixed



  • (Mod Editor) Fixed the 'Damage Player' action not removing a player's Cactus if "Drop Keys" wasn't enabled.
  • (Mod Editor) Fixed an instance of a bug causing keyboard input to stop working sometimes after deleting objects.
  • (Mod Editor) Fixed the 'Set Placement' action not working on any rounds after the first in multi-round minigames.

The previous patch, 1.13.4e, didn't have patch notes but fixed an issue with rulesets that caused some players to become stuck in the mid-game pummel awards, or become unable to roll the dice on their first turn. Please let us know if you are still experiencing either of these issues.
Thank you to everyone for playing, reporting bugs and offering feedback and suggestions!

1.13.4d

1.13.4d


Changed



  • Random Pummel Awards challenges are now far more likely to be unique, rather than being a duplicate of another challenge.
  • When bots use the Arcade Challenge item, they will now target the player with the lowest number of trophies/goblets.
  • The joysticks and buttons of the Arcade Challange item now match the colors of the players using it.
  • Updated the Arcade Challenge item's "Paddles" minigame:

    • The ball now reaches a higher maximum speed.
    • The possible angles that the ball can bounce at when hit have been adjusted to give more precise control.


Fixed



  • Fixed a game softlock after the mid-game Pummel Awards ceremony if you had no minigames in the ruleset.
  • Fixed rulesets occasionally failing to be deleted, causing them to reappear when the game is restarted.
  • Fixed broken localizations for the "You Escaped!", "You were caught!" and "Try Again!" text in Pummel Prison and Foggy Fall.
  • Fixed player nametags not disappearing in Spooky Spikes when players fell off the stage.
  • Reduced the size of player nametags on Word Wars.

1.13.4c

Fixed



  • Fixed the General ruleset options not updating correctly when changed in online lobbies.
  • Fixed adding/removing Pummel Award Challenges not updating correctly in online lobbies.
  • Stopped the mid-game pummel awards from removing players' equipped cactus suits.
  • Stopped the News button from overlapping with other UI.
  • You can once again play bot-only games.
  • Minor visual fixes for some minigames.

Update 1.13.4

1.13.4


This patch brings several new ruleset options to the game, many of which have been suggested by the community. It also includes general improvements and bug fixes across the game and mod editor.

Added


New Ruleset Options



  • Added random Pummel Award challenges to the ruleset!

    • When creating challenges, you can have the game choose the Pummel Award criteria randomly between the available options each time you play.
    • Per challenge, the game can choose randomly between Most/Least, any of the 6 statistics, and Mid/End-game Pummel Awards.

      • If randomising the award statistic, you can choose which of the six can be randomly selected. This is useful if you only want the game to randomly pick between three of the six statistics for example.

    • Not everything has to be random; you can choose to only randomise part of the challenge. E.g. You can randomise 'Most'/'Least' but keep it fixed to 'Minigames Won'.

  • Added the ability to play any map with a custom number of trophy chests.

    • Play with up to 8 trophy chests at once!
    • This can be found in the General section while editing a ruleset.

  • You can now choose the number of keys needed to open the trophy chest, along with how many keys players will begin the game with.

    • Choose from a set of values ranging from 0 to 150 keys.
    • These options can be found in the General section while editing a ruleset.

  • Added a new board modifier: 'Randomize Chest Cost'.

    • Every time a chest is placed on the board it will have a random cost to open. This cost will vary between 5 and 80 keys.
    • When used in conjunction with the 'Fake Chests' modifier, all three chests will have the same cost, but the cost will change each time the correct chest is collected and the chests are shuffled.


General



  • Added text above trophy chests on the board to show how many keys are required to open them.
  • Added player nametags.

    • Helps to identify players in-game.
    • Names show up above players and/or below the score UI in minigames depending on the current mode and minigame.
    • Nametags can be disabled from the options menu.

  • Added a news section to the main menu.

    • Patch notes and other information will appear here.


Mod Editor


Minigame Mods

  • Added 'On Round End' player event trigger.

    • Players can now run a set of actions at the end of every minigame round.

  • Added 'Round Start' and 'Round End' event triggers to the Logic component when used in minigame mods.

    • This allows any logic components to run a set of actions on round start/end.
    • The actions will only run if the logic component is enabled. One possible use for this is to enable a different logic component on each round, allowing for different things to happen based on which round it is.

  • Added player nametag settings for minigame mods.

    • When making a minigame mod you can choose between three nametag types:

      • Screen Space: Nametags that remain at a constant size on-screen and are always visible.
      • World Space: Nametags that use a size based on distance but are always visible.
      • True World Space: Nametags that use a size based on distance and can be hidden behind objects in the world.

    • The default value is 'True World Space' and this will be used with all existing mods. Minigame mod creators, feel free to update your mods to use one of the other nametag types if it suits the minigame better via 'Minigame Settings > Player Settings > Name Tags'.


Board Mods

  • Added the 'Stop Rocket from entering' option on the Board Space component.

    • This option will force players to dismount the rocket skewer before passing over the board space in a game. Useful if your board relies on players triggering an 'On Player Passing' event.
    • This option is only available when the board space type is set to 'Custom'.

  • The 'Give Trophy' action can now give multiple trophies at once.
  • Added the 'Remove Trophy' action.

    • Board-related events can remove a given number of trophies from players using this action.

  • New board settings

    • Added a board setting to set the number of chests that will be spawned on the map.

      • The default is 1, but it can be set as high as 8.
      • Will be overridden by players' rulesets.

    • Added support for setting a custom position for the 'Fake Chests' modifier's initial chest shuffle animation.

      • This can be found under 'Board Settings > Board Details > Custom Chest Shuffle Position'
      • Enter an x,y,z position for the chests to be centered on. A gizmo will appear in the scene view while the board settings are shown in the inspector window.
      • Without enabling this new setting, fake chests will continue to shuffle above a graveyard space as they always have on custom boards.



Changed



  • Updated the appearance of board space connections to include the connection direction on most boards. This makes the available paths around boards more clear.
  • Rebalanced the Pummel Prison escape spaces.

    • Players who pass over the escape spaces are no longer given a trophy. They receive 10 keys instead.
    • Players can still get a trophy by landing exactly on the space, as was the initial behaviour before 1.13.0.

  • Made the healthbar that is shown near the player's score in some minigames wider.
  • Swapped the position of the trophies/goblets and keys in the scoreboard UI when playing a board game.
  • Updated the UI in the friend invite screen slightly.
  • Increased UI navigation speed when holding an input on a controller (e.g. holding up or down to scroll through rulesets with a controller is much faster).

Fixed



  • Fixed the listed controls being incorrect for some minigames when using a controller.
  • Fixed UI control being lost in several places while using a controller in a multiplayer lobby when not the lobby host.
  • Improved controller support on the Steam friend invite screen.
  • Fixed some cases of text appearing in English when playing with another language.
  • Fixed a softlock when obtaining the game-winning trophy via a 'Give Trophy' mod action.
  • Fixed an incorrect delay being calculated when chaining multiple overlapping 'Damage Player' or 'Give Trophy' actions in a single list of mod actions, causing the game to pause for an excessive amount of time.
  • Fixed bots never spending items on custom popup choices in mod boards.
  • Fixed weapon trails in mod minigames visually going through walls.
  • Different types of goals (Normal chest, Fake chest, Pummeltown cage) now once again use the correct icon and name when being interacted with.
  • Fixed the Twitch TV hat static remaining visible while the player is stuck inside a present.
  • Fixed a softlock when loading into a game if multiple mods failed to load.
  • Mod editor Hierarchy bugs

    • You can no longer drag objects outside of the prefab hierarchy when editing a prefab.
    • Dragging an unselected object to move/parent it in the hierarchy now works correctly when you have another object(s) selected.
    • Dragging an object onto another to parent it no longer selects the parent object; the original object selection is now maintained.


Thank you to everyone who has submitted bug reports on the Steam forums and elsewhere.

Patch 1.13.2

This update improves the experience of loading into a game, among other improvements and fixes.

Added



  • Added a new loading screen with progress indicators when loading into a game.

    • Displays the current loading step to give a better idea of what is being loaded.
    • The game no longer freezes for a long time while loading into a game.

  • Added visuals and sound for falling into the water on Slippery Sprint.


Changed



  • Improved game loading logic to improve loading times for online games.
  • Improved mod loading times when entering a game.
  • Improved resolution settings

    • The resolution setting has been separated from the refresh rate.

      • A separate Refresh Rate option has been included.

    • Display options only appear when they are valid. For example, "Max Frame Rate" no longer appears while vSync is enabled, as those options cannot be used at the same time.



Fixed



  • Fixed an issue that caused non-host players to occasionally load more minigame mods than needed when entering a game.
  • Non-host players now correctly see how many players have finished loading when entering a game.
  • Fixed an issue when trying to import broken .obj files in the mod editor.
  • Fixed players who tie for a minigame placement not being shuffled correctly.
  • Fixed a crash when creating prefabs or materials in the mod editor in some circumstances.
  • Fixed board mods failing to open in the mod editor in some circumstances.
  • Fixed overlapping UI header text in some aspect ratios and languages.
  • Fixed the displayed controller input for 'Accelerate' in Rusty Racers.


Removed



  • Resolutions that result in the UI being cut off on the left and right sides are no longer supported and will not show as available resolutions ingame.

    • This includes all resolutions with an aspect ratio taller than 4:3.
    • If your resolution was affected by this, it will be reset with this update.
    • If you play on a vertical monitor where none of the previously available resolution options are supported anymore, a new set of 4:3 and 16:9 resolutions will be available that fit the monitor's width.