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

Pummel Party

Patch 1.13.1b


  • Fix loading screen animation when second game is loaded.
  • Fix 'Magma Mages' controls.

Update 1.13.1b


  • Fix loading screen animation when second game is loaded.
  • Fix 'Magma Mages' controls.

Patch 1.13.1


  • Fixed crash on Steam Deck when loading minigames.
  • Fixed incorrect controller button icons on Steam Deck.
  • Fixed a crash with the rocket skewer item in some situations.
  • Minor UI changes to the loading screen.

Update 1.13

1.13.0


This update introduces some frequently requested features to the mod editor that will allow creators to make more exciting and unique custom boards.

It also brings a refresh to most of the game's user interface, improving the use of space to allow text and other items to be larger and more readable for those playing on small screens or with others sitting far from their monitor/TV.

Finally, bug fixes and other minor features/changes have been included based on player feedback.



Board Mod Feature Update


Added



  • Added a new trigger to the Board Space Event Component, the 'On Player Pass' trigger.

    • This trigger runs a set of actions as the player passes over the board space. The player doesn't need to end their turn on the board space for the actions to run.

  • Board space connections can be enabled/disabled while the board is being played.

    • You can disable a connection in the editor using the inspector.
    • You can enable/disable/toggle a connection at playtime using the new 'Set Connection Active' action.



  • New action: Display Popup

    • Displays a custom popup, similar to the one when you reach a trophy chest or land on a recruit space.
    • You can set the speaker name, speaker image, popup text and buttons that will be displayed on the popup.
    • You can use up to four custom choice buttons, in addition to a general "close" button (which you can also set your custom text for) that will simply close the popup.
    • Buttons can be set to require a payment to be pressed, similar to how the popup for the chest requires 40 keys to open the chest.

      • You can make the player spend keys, health, trophies or an item per popup choice. Choices can also have no cost.

    • Buttons can run a set of actions when pressed. They can even trigger other 'Display Popup' actions, allowing multiple popups to be chained!


  • New action: Set Connection Active

    • Allows connections between board spaces to be enabled/disabled/toggled.
    • If all outgoing connections from a board space are disabled, one will be enabled at random to avoid creating a dead-end.

  • New action: Set Board Space Active

    • Board spaces can be Enabled/Disabled/Toggled at runtime.
    • When a board space is disabled, it will act like a pathing space; players will freely walk through where it was and the space itself will be invisible.


  • The Logic component is now supported in board mods.

    • This allows creators to perform basic actions such as moving, enabling/disabling and destroying objects and spawning prefabs in boards.
    • Note: It doesn't have access to any actions that affect the gameboard as these can only be used from custom space events (On Player Land, On Player Pass).


  • Added a new board connection type: Jumping

    • The player will visibly jump between the two spaces. Use this to make the player jump to distant or elevated board spaces where it doesn't make sense to make the player walk.

      • If riding a rocket, the rocket will fly between the two spaces.
      • The Bunny from the Dark Summoning Staff can also jump between spaces connected by the Jump connection type.


    • Added buttons in the mod editor on each component and action to quickly open the corresponding wiki page.
    • Added a new board preset to the mod editor that can be selected when creating a new mod. It is called “Advanced Board” and includes examples of how to build some advanced features in boards including:

      • An item shop.
      • An elevator.
      • A path that costs keys to take.
      • A pair of paths that swap which is available each time a player takes one of them.
      • An intersection that chooses the taken path randomly.
      • How you could use the logic component in a board mod.




Changed



  • The gizmos for board space goal position now show whenever the space(s) is/are selected. All selected board spaces show their goal chest position gizmo (if the goal can spawn at that space).
  • Actions are now grouped by category in the action editor window.
  • Added a breadcrumb trail to the top of the action editor window to let you know what action on what object you're editing the actions of. This is especially useful when editing sub-actions for the Display Popup action.
  • Connections between board spaces will show different colours for different connection types:

    • White for walking
    • Cyan for teleporting
    • Orange for jumping
    • Grey for disabled connections

  • Improved the inspector for board spaces.

    • General UI and UX improvements.
    • The 'Align space to ground' button is better at locating the ground and will move spaces to the ground over a much greater distance. Previously the space had to be just above the ground for this feature to work.

  • The number of players to test with when entering play mode within the mod editor is now remembered between sessions.
  • Rocket Skewers can now use teleport connections. The rocket and rider will teleport as expected, rather than the previous behaviour of the player ending the rocket early on the board space before the teleport connection.


UI Update


The game's various screens and menus are now larger and more readable. This has been done to align the UI more closely under a single visual style while improving usability, especially on smaller screens or when playing at a distance.

Menu



  • Added a loading screen when first opening the game.
  • A blur effect has been added behind some menus, rather than the darkening effect used previously.
  • Moved menu headings to the bar along the top of the screen.
  • Moved buttons to the bar along the bottom of the screen.
  • Lobby screen

    • Players are automatically placed into slots when joining a lobby.
    • Player slots are slightly larger.
    • The saved game loading screen is larger and shows a preview image of the map.

  • Ruleset menu

    • The ruleset selection checkbox has been removed.
    • Selecting a ruleset will now mark it as active, rather than opening it for editing.
    • The button previously used to rename a ruleset is now used to edit a ruleset.

      • The ability to rename a ruleset has been moved to a new rename option within the ruleset while editing it.


  • Public Lobby browser

    • The lobby browser has been given a facelift, and now shows a preview image of the map/mode being played.

  • Mod browser

    • The list is now larger to allow for larger preview images and more of each mod's description to be shown.



Ingame



  • Boards

    • UI is now larger in general.
    • Replaced trophy icons with a trophy count, allowing higher trophy numbers to be displayed.
    • New item inventory screen while in-game.
    • Moved the board modifier info box to the bottom right corner.

      • When cycling through the modifier descriptions, the final input will close the description, rather than loop to the first.


  • Minigame Only games

    • Minigame only screen has been reworked to give more space to display game info.
    • Player podiums are now placed along the bottom of the screen.

  • A new pause screen has been added.

    • The options menu can still be accessed from the pause screen by selecting the options button.

  • The post-game statistics window is larger.


Other Updates


Added



  • Added flowers to the cactus disguise that match the player's color.
  • 'Max Players' in a lobby can now be set to 2 or 3.
  • Added first to 10 and 20 trophies options.
  • Added 60, 120 and 300-second turn timer options.
  • Added a notification in the lobby if you are currently loading a saved game.

Changed


Minigame rewards

  • Item drops after minigames have been adjusted slightly to be fairer.

    • If multiple players tie for the same placement in a minigame, they will always be given the same item.
    • Certain items can only be earned by achieving specific placements. E.g. You won't have a situation where players in second earn a rocket while those in first don't, as only first place can be awarded a rocket.
    • If a player receives no item, players who got a lower placement than that person will also not be given an item.


Controls

  • Updated plane minigame controls for controllers.

    • The left stick can be used to steer the plane up/down/left/right.
    • The right stick is closer to traditional flight controls with up/down affecting pitch and left/right adjusting the plane's roll.

  • Changed the controls on some car minigames to all use the same button to accelerate (Accept) for consistency.

Custom Player Names

  • Changed how default player names work so the only names that can be set are a default name based on the user or slot, plus all of the custom names. So there's no more "PlayerName (1)", "PlayerName (2)", etc. clogging up the name list.

    • E.g. The player in Slot one can use either their steam name, or any of the custom names. The player who joins slot two can use either "Player 2" or any of the custom names, and so on.
    • Unfortunately, any custom names you have saved may be cleared by this update.


Other

  • Increased the brightness/visibility in some darker minigames.

Performance



  • Worked on performance and stability improvements but may also cause new issues. Let us know if you see anything!
  • Overhauled memory usage within the game.

    • Fixed memory leaks.
    • Memory usage is more consistent.
    • Loading times when entering and exiting games is slightly faster.
    • The game's filesize when installed has been reduced by about 1 GB.

  • General performance improvements across many minigames.
  • Mod prefab stability improvements.

Fixed



  • Fixed third-person camera input being twice as strong on the vertical axis than the horizontal axis.
  • Fixed a bug causing custom names not to be applied occasionally when entering a game.
  • Fixed many issues with loading saved games.

    • Fixed softlocks when loading a game with a weapons cache when you're current ruleset disables the weapons cache, and vice versa.
    • Fixed chest spawn issues when loading a game with fake chests while your ruleset disables fake chests, and vice versa.
    • Fixed several instances when returning to the lobby where it would try to load a saved game that you had loaded previously, rather than starting a new game.
    • Fixed bugs when players join an online lobby after saved data has been applied to the lobby.

  • Fixed missing button icons for the steam controller and controllers using steam configuration.

Removed



  • Removed the first to 6 trophies options
  • Removed the 25-second turn timer option
  • You can no longer add extra players when loading a saved game. i.e., if a game was saved with 3 players, you can't continue that save with 4 players.

    • This was not an intended feature and many aspects of the game would become unstable when this was performed.

1.12.1n

1.12.1n


Improved reliability of mods in online games.

Version 1.12.1m

1.12.1m


Added



  • Added a warning for the host of an online lobby if they try to play a board mod with 'Private/Hidden' or 'Friend-only' visibility on the workshop.

Changed



  • The reaper no longer steals keys from players wearing a cactus. The cactus now protects against the attack and is removed as usual.
  • Players who achieve 3rd place after a minigame are now always rewarded an item.
  • Removed some spooky audio that would occasionally play on some boards...

Fixed



  • Fixed an issue where players in online lobbies would never finish downloading minigame mods, leading to an endlessly spinning Steam icon beside their name and the lobby host not being able to start the game.

    • This usually happened when there were some private/friend-only minigame mods in the ruleset. Now, any minigame mods that failed to be downloaded by clients are automatically disabled from the ruleset to allow the game to begin.
    • Trying to play a private/friend-only board mod can still result in the endless loading icon for players that aren't able to download the board, but the new warning should alert the lobby host to this so they know to change the board mod.

  • Fixed a bug where the minigame results screen would get stuck if there were no minigame mods in the active ruleset.
  • Fixed players not being able to roll the dice if they were killed at the start of a round in a board (e.g. from a board event or the toxic barrel damage).
  • Fixed player names in lobbies occasionally using an older name, rather than the user's current Steam name.
  • Fixed non-host players occasionally not seeing the correct preview image in the lobby when switching game modes.

1.12.1L

1.12.1l


This patch focuses on game stability, performance and mod networking consistency.

Added



  • Added an option to the Spawn Prefab action that allows the spawned prefab to be parented to the target.

    • This sets the prefab instance's parent to the transform of the target so the prefab will move with the target.

  • Added the ability to provide the Spawn Prefab action with a position and rotation offset when spawning prefabs at targets.

    • If the prefab is parented to the target, these offsets are in local space, otherwise, they're in world space.


Changed



  • Greatly improved game performance when loading mods in the background at the start of a game.

    • Mods now load faster in the background and have a reduced impact on the framerate.

  • Improved load time when playtesting mods in the mod editor while many mods are installed.
  • Improved load time when starting a game when many minigame mods are installed but are not all used in the current ruleset.
  • Changes to melee attacks with custom player visuals:

    • Melee attacks (punching, using melee weapon items) will now hit other players' custom visuals in workshop minigames (rather than just their solid collider).
    • The area of effect of a melee attack's swing now adjusts its position based on the player's collider size when they have a custom player visual set.
    • These changes should make melee attacks more reliable and likely to hit if using custom player visuals.

  • Player jumping is now more forgiving when you hit jump just before landing. This will now cause you to jump as you land instead of ignoring your input.
  • Updated some text on the online Join Lobby Screen

Fixed


Stability



  • Fixed occasional crashes/freezes when entering/exiting the mod editor while loading mods in the background.
  • Fixed non-host players not installing any mods that were loaded in the background on the lobby host after the client joined the lobby. Now the client will correctly install the mods as the host loads them.
  • Fixed a desync in the available minigame mods in a ruleset if the host loaded mods after a game had started.
  • Fixed issue where some actions in mods would occasionally not work as expected when playing the mod multiple times in the same session.
  • Improved memory usage

    • Reduced memory usage of mods loaded in the background at the start of a game.
    • Fixed some assets staying in memory when leaving the mod editor.
    • Fixed some assets from modded minigames/boards staying in memory when finishing a game.
    • Fixed a memory leak when browsing the in-game workshop browser.

  • Fixed some action references in workshop boards not loading after the first game when playing multiple games on the same board in the same session.

    • This just means custom board spaces should work as expected when replaying the same workshop board.


Networking



  • Networking improvements to prefab spawning, minigame item giving/dropping and setting player visuals.
  • Fixed non-host players occasionally not picking up items and desyncing from the host player if they're spawned on top of an item in a minigame.
  • Fixed the Stun Player action not always respecting the action order. Now it will stun players at the correct time.
  • Fixed very short stun durations permanently stunning non-host players with poor connections when playing online when using the Stun Player action.

QOL



  • Fixed Advanced target references in actions within prefabs being corrupted when duplicating the prefab. Now when duplicating a prefab, the action targets within the new prefab asset will update to reference the correct objects within the duplicated prefab.
  • Fixed mods not appearing as playable in the base game after playtesting them in the mod editor. Previously the mod would disappear from the rulesets/the board selection list until the game was restarted or the mod was republished to the workshop.
  • Using the Arcade Challenge item while the 'Double Time!' modifier is enabled will no longer play the arcade challenge minigame at 2x speed.

Other fixes



  • Fixed the delete button in the mod editor's "Open Mod" screen occasionally asking to delete mods other than the one you selected.
  • Fixed the present/gift item occasionally showing different minigame selection options to the host than to non-host players.
  • Fixed the present/gift item being placed on objects far above the player when used in board games.
  • Fixed players respawning and landing on solid objects far above where they were killed in board games.
  • Fixed minigame-only games not progressing to the podium room when finished.
  • Players' punching range is no longer reduced when they are holding a 'Carried'-type item in workshop minigames.
  • Fixed particle systems with the 'prewarm' setting enabled showing default white particles for a short time at the start of a game.
  • Fixed the 'Minigame Master' and 'Unlucky' achievements.
  • Fixed the minigame victory screen occasionally showing '#Name Wins' instead of using the winner's name.
  • Fixed the Pummel Punch minigame not subtracting score from players who are knocked off the platform.
  • Fixed several other minor errors and bugs

Workshop Support Update

Update 1.12.1

Workshop Support! New Minigames! New Board Map and more in the latest and biggest update to Pummel Party yet! Check out the details below.

Workshop Support

Pummel Party now supports both minigame and board mods through the steam workshop.
Players will be able to create these mods using the inbuilt Mod Editor and upload them to the steam workshop where other players will be able to install and download them using the Workshop Browser.

Mod Editor Beta

So how do you create mods? With this latest update Pummel Party now includes an inbuilt mod editor. Which facilitates the entire process of creating and publishing a workshop mod.



Minigame Mods

Choose from six different minigame templates for bringing your own minigame ideas to life!

  • Minimal Third Person
  • Minimal Top Down
  • Simple Arena
  • Third Person Obstacle Course
  • Third Person Shooter
  • Top Down Shooter



Board Mods

With the included features users will be able to quickly and easily create new board maps.


Custom Board Spaces

Create custom board spaces and interactions using the Action Editor.


Action Editor

The action editor provides an easy way to create custom logic for both minigames and custom board nodes. Actions are triggered by events in minigames and when a player lands on a custom space on a custom board map, actions are executed sequentially and handle necessary networking logic. Different actions are available in boards and minigames.


Importing

The pummel party mod editor supports importing and display of custom sounds, models and images.

  • Images (*.png,
  • .jpg)
  • Sound (*.wav)
  • Model (*.obj)
Custom materials can also be created using imported images.


Workshop Browser

The workshop browser provides access to search, filter and subscribe to mods from the steam workshop inside pummel party.


Workshop Wiki

The workshop wiki, available at https://workshop.pummelparty.com/ contains a wealth of information and tutorials that players will find useful to get started modding Pummel Party. We believes it's not only important to provide the tools but to also provide documentation on how to use those tools, we hope you'll find it useful!


New minigames

Included with this update are four new minigames which have been created using the new Mod Editor.
This means you can also edit and use these minigames as templates for your own creations!

Aftershock Arena


Use a variety of weapons to fight to the death in this third person shooter. Player with the most kills wins.

Pummel Punch


Don't fall off or die otherwise you'll lose points. Player with the least deaths when the timer ends.

Foggy Fall


Navigate the obstacle course and be the first player to reach the end!

House Hunting


Using twin stick controls search the house for your enemies and dispatch them, be careful as you only have one life per round. Players revive between rounds.

Pummel Prison Board

A new board map is available "Pummel Prison". As with the new minigames this board was also created using the mod editor.
  • Prison Break! Escape the prison while trying not to get caught by the guards.


Misc


Minigames upgraded from four to eight players max

Previously a number of minigames were only available to four or few players (Listed below). Now all minigames can be played with up to eight players.

  1. Animal Arithmetic
  2. Bouncing Balls
  3. Elemental Escalation
  4. Gift Grab
  5. Grifting Gifts
  6. Mortar Mayhem
  7. Rockin Rhythm
  8. Swift Shooters


We hope you enjoy this latest update and can't wait to see what everyone creates using the new tools. A big thank you for all your kind comments and support, we really appreciate it.

Pummel Party Rivals update

Version 1.11.1 is the newest update for Pummel Party which includes a new map and cosmetics in collaboration with Twitch.tv

Twitch Rivals



A group of 8 creators will play 2 full games of Pummel Party for charity. Featuring a specific game community or group of creators that have good rapport to create a fun social experience.

Click here to check it out at 10:00am PDT April 16th.

New Map "Rival Arena"



Dive into the Rival Arena where the physical meets the digital. Ideal for 4-8 players.

New Hats




New Cape




Thanks for checking out our latest update and for your continued support of Pummel Party.
Don't forget to tune in for the Twitch Rivals event, see above for details.

Pummel Party Winter Update

Version 1.10.1 is the latest update to Pummel Party bringing with it new fun minigames and cosmetics.

New Minigames


Bounding Blocks



Capture blocks by stepping on them! Other players can't step on your territory so maneuver around them to capture the largest area you can, the player with the most territory at the end wins.

Selfish Stride



Choose to be selfish or not, select a bridge discretely because if more than one player chooses the same bridge it will collapse and you get nothing.

Fractured Faces



Rearrange the puzzle back into its original form by moving and rotating each piece, the first player to finish wins.

Memory Menu



Memorize the displayed ingredients, once you have collected them all take them to the cooking pot to gain points.

Hats




Unfortunately we weren’t able to get translations done in time for this update but they’ll be coming soon in a patch.

It’s been more than 2 years since Pummel Party was first released, we’ve been excitedly putting out updates every 3-4 months since then, we did recently take a break to spend time with family and recharge which was especially needed during these difficult times.

We hope you enjoy the new content we’ve added with this update and we look forward to seeing you again when we release our next update, stay tuned!