Punch Planet cover
Punch Planet screenshot
Genre: Fighting, Indie

Punch Planet

Version 0.6.1.e

- Improves netcode timesyncing, should help reduce the stutter when one player needs to wait for the others' machine to catch up

Punch Planet - Version 0.6.1



Version 0.6.1 is now released, ARN-01D joins the fight!


Read the full detail changelog here.
[previewyoutube="H7uYeDE02zw;full"]



Originally designed for the Sector-K Wars, any surviving ARN units were converted into peace keeping street units by the Galactic Agency. After years of wear and tear, they have developed a reputation for being aggressive and unpredictable.

Move List



Command Normals

  • Backward Medium Punch: Backward + MP
  • Down Backward Medium Punch: Down + Backward + MP
  • Backward Heavy Punch: Backward + HP
  • Squat Kick (Left): Down + LK (After Squat Kick Right)
  • Squat Kick (Right): Down + LK (After Squat Kick Left)
  • Dive Bomber: Down + MK (In Air)

Special Moves

  • Energy Turret: (Charge) Back -> Forward + Punch
  • Rapid Taser: (Charge) Back -> Forward + Kick
  • Orbital Strike: (Charge) Down -> Up + Punch
  • Battery Discharge: (Charge) Down -> Up + Kick
  • Jet Pack (Charge) Back -> Forward + Punch (In Air)
  • Back Boost 2x Kicks (In Air - EX Only)

Super Moves

  • Maximum Thrusters: (Charge) Back -> Forward (x2) + Kick (Grounded + Airborne, Costs 2 Bars)
  • Access Denied: QCFx2 + Punch (Costs 4 Bars)




Performance Optimizations

Made some engine improvements to the projectile, game effect, and sound object caching systems, should improve per-frame performance and rollback performance.

Input Leniency

  • Chain: Increased from 4 to 10




A few characters also received a few balanced adjustments


TYara

  • Cr.MP: Added standing frames during startup, fixed counter hit giving heavy frame advantage instead of medium
  • St.MP: Decreased extended hurt box frames
  • Cr.HP(Charged): Increased juggle value
  • St.HK: Increased juggle value
  • Jp.MK: Fixed counter hit giving heavy frame advantage instead of medium
  • Jp.HK: Fixed counter hit giving medium frame advantage instead of heavy
  • FlyingGoddess.Regular: Decreased juggle value
  • BreakYourBones.All: Increased damage scaling, increased damage, extended hit box range
  • BreakYourBones.Regular: Increased recovery frames, increased knockdown frames
  • BreakYourBones.EX: Increased juggle value
  • ShieldCharge.Regular.Hold: No longer gains armor initially
  • ShieldCharge.Regular.Fast: No longer gains armor
  • ShieldCharge.Regular.Charged: Increased armor frames
  • WarDance.Super: Increased startup animation distance, decreased standing pushback, decreased final hit corner pushback
  • MeteorGoddess.Super: Extended hit box range



Dog

  • St.MK: Increased followthrough frames, decreased advantage
  • St.MK (First Hit): Increased hit stun / advantage, decreased block stun / advantage
  • Cr.HK (Slide): Increased push back on hit
  • PinWheel->Dive.Regular: Increased hit stun, increased block stun
  • Run.EX: Moved up armor start frame
  • Run->Slide.EX: Can no longer DTC on block
  • Run->MidStrike.EX: Can no longer DTC on block
  • Run->LeapStrike.EX: Increased hit stun / advantage
  • Run->Stop: Increased recovery




Agent-G

  • Cr.LK: Decreased followthrough frames, decreased hit stun, decreased block stun


You can read the full detailed notes here



Punch Planet - Version 0.5.5.b



Version 0.5.5.b is now released!

[previewyoutube="b3Ih8P-TWOU;full"]
This update contains gameplay balance adjustments.

Read the full detail changelog here.



JTC

Fixed JTC input priority so that it doesn't conflict with special attacks, addresses an inconsistency when using this input while trying to cancel into special moves at the same time.

Throws

Extended range, should be a bit more strong.

Taunts

Decreased cancel window into DTC, should get better advantage when using Taunt and trying to get away with it.

Chained Light Attacks

Light attacks can no longer chain on whiff, should be it easier to buffer these moves into light special attacks without producing a chain and also make these light attacks slightly more whiff punishable.

Collision Boxes

Extended empty jump hurt box bottom, should be slightly easier to hit jumping opponents from below.

Input

Slightly increased the normal link leniency (reverted to previous), decreased special link leniency (same as normal now), and increased the leniency coming out of hit / block stun.

Push Back

Slightly adjusted the push back calculation, should look a bit smoother.

Roy

  • Walk.Backward: Increased move speed
  • Dash.Forward: Decreased distance
  • Fw.MP: Decreased push back, reduced hit box range
  • St.MP: Decreased push back
  • St.HP: Decreased push back
  • St.HK: Updated animation, decreased damage
  • St.HK.Hold: Updated animation
  • HeadButt.All: Decreased damage
  • HeadButt.EX: Increased followthrough, adjusted wall bounce physics, decreased block stun / adv
  • SuperPunch: Extended hit box bottom


Cid

  • Walk.Backward: Increased move speed
  • Cr.LP: Increased recovery, decreased hit / block adv
  • St.MP.Charged: Decreased hit stun / adv
  • Cr.MK: Decreased push back, increased hit stun / adv, increased block stun / adv
  • St.HK: Decreased damage
  • Cr.HK: Increased startup
  • Grenade.Projectile: No longer gains meter on collision
  • KnifeWheel.All: Fixed armor priority for later active frames
  • KnifeWheel.EX: Fixed issue when hit during certain landing frames would cause her to be standing above the ground
  • SuperBall: Decreased damage


TYara

  • Jumps: Increased jump height
  • Throw.Forward: Decreased knockdown frames
  • Throw.Backward: Decreased knockdown frames
  • St.LP: Updated animation, increased recovery, increased hit stun
  • St.LK: Updated animation, reduced hit box range
  • Cr.LK: Updated animation
  • Cr.MK: Updated animation, reduced hit box range, adjusted followthrough / recovery ratio
  • St.HK: Updated animation, decreased damage, increased startup, reduced hit box range
  • Cr.HK: Decreased knockdown frames
  • Cr.HP: Decreased damage
  • St.HP: Decreased damage
  • Jp.HP: Decreased damage
  • Jp.HK: Decreased damage
  • Dw.Jp.HP(Splash): Decreased damage
  • Shield.L/M/H: Updated animation, decreased block stun
  • Shield.L: Reduced move distance
  • Shield.M/H: Increased anticipation startup frames, decreased attack startup frames
  • BreakYourBones.L/M/H: Updated animation, removed throw invincibility, increased damage, decreased knockdown frames, increased hit box range
  • BreakYourBones.EX: Increased startup
  • HeadLopper.L: Decreased hit stun / adv
  • WarDance.Super: Decreased move distance, decreased push back on first frame
  • MeteorGoddess.Super: Decreased active frames, extended hit box range


Dog

  • Walk.Backward: Increased move speed
  • Jumps: Increased jump height
  • St.LP: Fixed being able to chain into other lights when parried
  • Cr.LP: Fixed being able to chain into other lights when parried
  • St.LK: Extended hit box range, increased hit stun / adv
  • Cr.LK: Reduced hit box range
  • Cr.MK: Extended followthrough hurtbox range
  • Cr.HK: Reduced hit box range, decreased block stun / adv
  • Dw.Bk.HK: Reduced hit box range, increased push back on hit, decreased push back on block
  • PinWheel.All: Extended move box top (does not go under juggled opponents as easily), no longer disables lower body hurt box during airborne frames
  • PinWheel.EX: Can no longer DTC when used as a Reversal, increased damage, increased startup x-velocity, increased recovery, increased block stun
  • Run.MidStrike.EX: Increased damage, increased juggle value, decreased block stun / adv
  • Run.LeapStrike.Both: Increased airborne startup frames
  • Run.LeapStrike.EX: Decreased animation y-movement scale (doesn't go as high, same as regular version)
  • Super.PinWheel: Increased startup x-velocity


Agent-G

  • Walk.Backward: Increased move speed
  • St.LP: Decreased hit stun / adv
  • Cr.LK: Updated animation, reduced hit box range, increased push back, increased recovery
  • St.MP: Updated animation, no longer special cancellable, increased followthrough, decreased push back, increased hit stun / adv, decreased block adv
  • Cr.MK: Updated animation, increased startup
  • Jp.MK: Updated animation
  • St.HP: Extended hit box range
  • Cr.HP: Decreased damage
  • Cr.HK: Updated animation, increased startup, adjusted followthrough / recovery ratio, decreased push back, reduced hit box range
  • Jp.HK: Updated animation
  • CrescentKicks.L/M/H: Reduced hurt box top during initial startup
  • CrescentSplits: Decreased damage, updated animation
  • LunarDisc.Projectile.Normal: Increased damage, decreased hit stun / adv, decreased block stun / adv
  • LegendaryAgent.Super: Can no longer hit with his ass (crossup)


Maxx

  • Walk.Forward.Normal: Increased move speed
  • Walk.Backward.Normal: Increased move speed
  • Dash.Forward: Slightly decreased distance
  • Jumps: Slightly decreased jump distance
  • St.LP: Decreased recovery frames, decreased hit stun / adv, decreased block stun / adv, no longer punishable on parry (-3)
  • Cr.LK: Increased recovery frames, increased hit stun, increased block stun
  • St.MP: Slightly decreased hit box range, decreased push back, decreased block stun / adv
  • Cr.MP: Slightly decreased hit box range
  • Cr.MK: Increased push back on hit, decreased push back on block
  • Cr.HP: Increased push back on hit, decreased total knockdown frames
  • Fw.HP: Decreased hit box range
  • Jp.HP: Increased startup, decreased hit stun, decreased block stun
  • St.HK: Decreased push back
  • Cr.HK: Fixed later active frames not granting meter
  • HookSwing.L: Decreased startup, increased recovery, increased push back on hit
  • HookSwing.M: Increased push back, decreased active frames
  • HookSwing.H: Increased startup, decreased recovery
  • HookSwing.EX: Decreased startup
  • HornyToad.L/M/H: Reduced hit box range
  • HornyToad.L: Increased grounded startup
  • LastCall.Super.Normal: Extended hit box top, decreased total damage, decreased corner push back, decreased hittable knockdown frames


You can read the full detailed notes here



Punch Planet - Version 0.5.5



Version 0.5.5 is now released!

[previewyoutube="b3Ih8P-TWOU;full"]
This update contains gameplay balance adjustments, character animation improvements, and engine quality of life enhancements.

Note: I hit the character limit for this steam announcement and had to cut out some of the changes, you can read the full detailed notes here



INTERFACE

  • Added network connection display when playing online matches
  • Added interface option for toggling network connection display
  • Added interface option for toggling player info when playing online

GRAPHICS OPTIONS

Added Framerate Type option. This lets the engine to adjust how and when it processes the game loop, and allows the game to run at frame rates other than 60 frames per second. Available options:
  • Locked (60): 60 FPS locked (default - current functionality)
  • Unlocked (VSync): Enables Unity's VSync, FPS tied to monitor refresh rate
  • Unlocked (Refresh Rate): Does not enable Unity's VSync, FPS still tied to monitor refresh rate
  • Unlocked (Uncapped): FPS is not bound, game will render as fast as possible

These options can be helpful for running on machines that have monitors with higher-than-60 hz refresh rates, which can reduce visual stutters and provide a smoother experience. Some of these may have an effect on input lag depending on the machine, so please test and see which one is right for you.



ANIMATIONS

Updated almost all animations of characters being hit and knocked around, combos and attacks should look better across the board
  • Updated hit / block stun animations
  • Updated wall bounce animations
  • Updated juggle animations
  • Updated knockback animations
  • Updated sweep animations
  • Updated rise animations
  • Updated proximity block animations

This is a pretty extensive quality improvement overall and should really help sell the visual impact from the defender's side.

BATTLE CAMERA

More changes to the in-game camera, should generally feel more consistent and readable, especially for air-to-air situations.

CHAINED LIGHT ATTACKS

Adjusted and re-balanced the timing window for all chained light attacks. Generally the rule is that chaining into light-punch attacks as quickly as possible will now yield a true-block string. Chaining lights as quickly as possible will now "jail" the defender (none of their inputs will come out), which has a few implications for both the attacker and defender:
  • The attacker can push the defender out without risking retaliation
  • The attacker no longer receives a free frame-trap, they must delay their chain input if they want to allow the defender to attempt a counter
  • The defender must risk more when attempting to counter while they are being chained, since their input is not guaranteed to come out


COLLISION BOXES - HURT BOXES

All body types have had their hurt box width decreased, which generally makes them thinner and a bit harder to hit. This should make the neutral game a bit more nuanced (need to be slightly closer for all things to hit) and increase the effectiveness of whiff punishes (more opportunities). Some specific combos may be lost but we've tried to mitigate it as much as possible.

COLLISION BOXES - MOVE BOXES

All body types have had their move box width decreased, which will allow characters to get slightly closer to each other. Also helps mitigate the above hurt box change.

Also, the height of all standing and crouching move boxes has been lowered a bit. This should allow characters to land slightly lower on top of each other before they are physically resolved (left / right).

COLLISION BOXES - GRAB BOXES

Slightly increased the width of all body types' grab boxes, which should make it slightly easier to grab characters.

DAMAGE - CHIP DAMAGE

Increased chip damage from Special-Attacks and Super-Attacks across the board, should make blocking these moves hurt a bit more.

DAMAGE - CHIP KILLS

EX-Special-Attacks can no longer chip kill the opponent (KO while blocking), Super-Attacks are now the only attacks that will work.

DAMAGE - FAKE GUTS

Added "Fake" GUTS, a visual-only adjustment to how character health is mapped to the health bar. Instead of a 1:1 mapping (50% health = 50% bar), there is now a subtle curve that weights lower health (50% health ~= 45% bar). This has a few affects on things:
  • Makes low health situations feel more "tense" (hits / combos are harder to read if they will KO)
  • Makes combos at max health look beefier (even though they aren't)
  • Can help players feel like they are "low health" earlier (maybe they start playing more conservative sooner)


DAMAGE - SCALING

Adjusted combo scaling to make them fall off a bit faster
  • Old: 100%, 80%, 60%, 50%, 45%, 40%, 35%, 30%
  • New: 100%, 80%, 60%, 50%, 40%, 30%


DASH - FORWARD

Being hit during a forward dash's startup or active state will now grant the attacker a counter hit.

DASH - BACKWARD

All characters' back dash animations have been adjusted so that they cover more ground during the first 6 frames. This should help characters avoid being reset at point blank range when they are hit immediately after their invulnerable frames have run out.

Also, the total frames of all back dashes have been standardized to 24 frames. This is a nerf for four characters (Roy, Cid, Agent, Maxx had 22), a buff for one (Tyara had 25), and no change for one (Dog). This should help balance the effectiveness of using back dash as an escape tool (easier to punish), a movement tool (covers same distance over more frames), or as a counter attack (less advantage).

EFFECTS

Added some new character effects to give more clarity to a couple situations
  • Added blue flast to characters when they are reset by the opponent
  • Added blue flash and flyout to characters when they start their wake up animation


HIT STOP

All hit stop values (freeze when collisions happen) have been standardized and reduced across the board. This will make the game feel faster and snappier, and make offense slightly more difficult (execution must be faster):
  • Light attacks: Reduced from 7/8 to 6
  • Medium attacks: Reduced from 10/11 to 8
  • Heavy attacks: Adjusted from 9/11 to 10
  • Special attacks: Remain 12
  • Airborne normal attacks: Reduced from 9 to 8

In general it is now 6/8/10/12 for light/medium/heavy/special respectively. Parry values have been adjusted by the same relative values (hit stop + 4)

INPUT - LENIENCY

Most of the input leniency values when returning to a neutral state have been reduced. This affects how easy is it to string actions together or perform actions when coming out of recovery states, and these changes will generally make things more difficult to execute because input timing is more strict. Affected situations:
  • Normal -> Neutral (Link): Decreased from 3 to 2
  • Special -> Neutral (Link): Decreased from 6 to 4
  • Wakeup -> Neutral (Wakeup): Decreased from 4 to 3
  • Dash -> Neutral: Decreased from 4 to 3
  • Hit/Block Stun -> Neutral: Decreased from 3 to 2
  • Reversal -> Decreased from 8 to 6

These changes should make the execution a bit more tight, and will affect the risk / reward players have when deciding what combos or attacks to go for while in a match.

Also improved a few situations' leniency for easier execution:
  • Dash -> JTC: Increased from 10 to 20
  • Projectile -> DTC: Increased from 8 to 20


INPUT - DTC MINIMUM FRAMES

Decreasaed the minimum amount of frames needed after a move is input and when a DTC can be triggered. With the hit stop reductions this needed to be reduced as well so moves like Agent Cr.MP (fast DTC-able moves) could function.

JUGGLES

Fixed the function that calculates how many frames till the ground a character has when they are juggles. Should make juggle -> ground impact animations sync up better (correctly)

METER

Slightly decreased how much T-meter is gained per-frame, should make this meter a bit more precious.
  • Increased time per T-bar from 17.1~ seconds to 17.5~ seconds


JTC

JTC has been broken into two distinct versions, a Hop version (done from neutral) and a Dash version (done from a dash). Previously these two situations would use the same data, but now the JTC they produce have a few differences:
  • Hop: Does not go as far, will not corpse hop
  • Dash: Goes farther, can corpse hop

These changes should help balance the risk / reward when going for a corpse hop mix up (slower and more telegraphed since it requires a dash), and also help improve the effectiveness of going for a meaty JTC attack (point blank JTC will never go over, so players can focus more on the timing of the JTC than getting the spacing right as well).

Other changes to the JTC in general:
  • Decreased hit box range
  • Adjusted later hit box so that it won't cross up
  • Decreased pushback
  • Decreased juggle x-velocity

These changes should make it a bit less effective in neutral, but a bit easier to convert off when it does hit.

JUMPS

Reduced the cancel window for all jumps to disallow 2 frames on the end of the jump (right before landing), which should make it easier to perform empty jumps into grounded attacks.

All characters have also had their jump arcs adjusted, mostly to give them a slightly higher arc but move faster vertically.

PUSH BACK

Some adjustments to how fast pushback is applied when attacks connect, should make hits feel punchier and resolve a bit faster
  • Decreased pushback calculation frames (pushback happens over fewer frames)
  • Decreased pushback calculation speed factor
  • Increased trade pushback scale (trades will push each character out more)
  • Increased crossup pushback scale
  • Decreased pushback on Airborne-Normal-Attacks

All characters have also had the pushback on their light attacks standardized
  • All light-punch attacks now have the same amount of pushback
  • All light-kick attacks' pushback have been adjusted to not be more than the light-punches (some can have less)

This should make light attack combo / string situations feel more consistent across the board

SUPERS - COUNTER HIT

When hit during the recovery, all Super-Attacks now grant a counter hit bonus to the attacker.

TAUNTS

Added a Taunt for each character, input is HP + HK.

THROWS - HURT BOX

Added extended hurt boxes to the followthrough state of all Regular-Throws, should make it much easier to whiff punish.

THROWS - TECH WINDOW

Decreased standard throw tech window frames from 8 to 7, should make defending against throws a little more difficult.

WALKING - RAMP

Made a few adjustments to how the walk ramp movement curve is applied, wanted to make the entire ramp happen faster but start from a lower start speed:
  • Decreased walk ramp frames from 6 to 4
  • Decreased walk ramp start speed from 50% to 25%

This should make extremely fast micro walking (one or two frames) feel a bit more precise (travels less distance), but characters will reach their maximum walk speed quicker than before.

WALKING - SPEED

Backward walk speeds for all characters has been reduced across the board. This should help exaggerate the difference between moving forward and moving backward, which makes it harder for characters to retreat from pressure and harder to move out of footsie range (on the flip side easier to stay in footsie range if moving a lot).

Roy

  • Walk.Forward: Decreased speed
  • Walk.Backward: Significantly decreased speed
  • Dash.Backward: Increased total frames, adjusted distance
  • Jumps: Adjusted jump arc (jumps higher)
  • Throw.Backward: Increased recovery frames (post-throw)
  • DTC: Updated animation
  • St.LP: Increased pushback, lowered hitbox top, increased block stun
  • Cr.LP: Increased pushback
  • Cr.LK: Decreased pushback, adjusted chain window, decreased hit adv, increased block adv
  • St.MP: Decreased juggle value, increased pushback, increased active frames
  • Cr.MP: Decreased pushback, lowered hitbox top
  • Cr.MK: Reduced hitbox range, reduced hurtbox range
  • St.HP: Now resets against airborne, increased pushback, reduced hitbox range, reduced hurtbox range
  • Cr.HP: Initial active state changed from crouching to standing
  • St.HK(Both): Decreased pushback on block
  • St.HK(Charged): Increased active frames
  • Cr.HK: Decreased pushback on block, decreased KD frames, decreased follow / recovery frames, decreased block stun / dtc adv
  • Jp.HK: Increased startup frames, decreased active frames, decreased block stun, decreased KD frames, now only causes a hard KD against juggled opponents
  • Gunshot.L: Decreased pushback, no longer hits against airborne opponents, decreased block stun / adv
  • Gunshot.M: Decreased damage
  • Gunshot.H: Decreased distance moved during follow (gun recoil), decreased damage
  • Gunshot.EX: Can no longer chip kill, decreased damage
  • Headbutt.All: Lowered hitbox top
  • Headbutt.L/M/H: Increased spike x-velocity, increased corner pushback
  • Headbutt.L: Decreased KD frames
  • Headbutt.M: Decreased follow frames, decreased damage, decreased KD frames, decreased block stun
  • Headbutt.H: Decreased follow frames, decreased damage, decreased block stun
  • Headbutt.EX: Increased wall bounce x-velocity, can no longer chip kill
  • Super.Gunshot: Increased damage on block, now grants counter hit, decreased KD frames, increased wall bounce x-velocity
  • Super.Punch: Decreased damage, increased damage on block, now grants counter hit, increased KD frames


Cid

  • General: Decreased damage scale
  • Walk.Forward: Decreased speed
  • Walk.Backward: Significantly decreased speed
  • Dash.Forward: Decreased total frames
  • Dash.Backward: Increased total frames, adjusted distance
  • Jumps: Adjusted jump arc (jumps higher)
  • Cr.LP: Decreased pushback, now chainable into St.LP / Cr.LP
  • St.LK: Increased startup frames
  • Cr.LK: Decreased pushback, adjusted chain window, decreased hit adv, increased block adv
  • St.MP(Both): Increased pushback
  • St.MP(Fast): Increased block stun / adv
  • Cr.MP(Both): Reduced hitbox range
  • Cr.MP(Fast): Increased pushback
  • Cr.MP(Charged): Decreased pushback, decreased hit stun / adv, increased block stun / adv
  • Jp.MP(Charged): Decreased juggle corner pushback
  • St.MK: Increased active frames, reduced hitbox range, decreased pushback, decreased hit stun / adv, increased block stun / adv
  • Cr.HP(Both): Reduced initial hitbox range, decreased pushback, decreased damage
  • Cr.HP(Fast): Decreased hit stun / adv
  • Cr.HP(Charged): Increased block stun / adv
  • Cr.HK: Decreased startup frames, decreased pushback on block, decreased KD frames, decreased block stun / dtc adv, decreased follow / recovery frames
  • KnifeRush.All: Reduced hitbox range, increased damage
  • KnifeRush.L/M/H: Decreased pushback on block, decreased corner pushback on juggle, decreased juggle x-velocity
  • KnifeRush.L: Increased startup frames, increased startup distance
  • KnifeRush.M: Decreased pushback on hit, increased startup distance
  • KnifeRush.EX: Increased travel distance during startup, now super cancellable, can no longer chip kill
  • KnifeWheel.L: Increased damage
  • KnifeWheel.M: Decreased damage
  • KnifeWheel.H: Decreased damage
  • KnifeWheel.EX: Increased damage, can no longer chip kill
  • Grenade.Projectile.L/M/H: Decreased damage
  • Grenade.Projectile.EX: Decreased damage, can no longer chip kill, increased second-hit hitbox width
  • Super.Ball: Increased each hit parry hit stop, increased damage on block, increased final hit corner pushback, increased un-hittable KD frames, now grants counter hit


TYara

  • General: Increased damage scale
  • Walk.Forward: Decreased speed
  • Walk.Backward: Significantly decreased speed
  • Dash.Backward: Decreased total frames, adjusted distance
  • Jumps: Adjusted jump arc (jumps higher)
  • Throw.Forward: Increased KD frames
  • Throw.Backward: Decreased KD frames
  • Proximity Block: Added unique animation
  • Hit / Block Stun: Updated all animations
  • St.LP: Updated animation, decreased startup frames, increased recovery frames, reduced hitbox range, reduced hubox range, increased hit stun (less adv overall), increased block stun, now chains into St.LP, Cr.LP, and Cr.LK
  • Cr.LP: Updated animation, adjusted chain window, reduced hit adv
  • St.LK: Decreased startup frames, adjusted follow / recovery ratio, extended hibox range
  • Jp.LK: Increased startup frames, increased block stun
  • St.MP: Adjusted follow / recovery ratio (easier to whiff punish), reduced hitbox range, raised hitbox top, extended follow hurtboxes
  • Cr.MP: Updated animation, decreased startup frames, decreased damage, decreased hit stun / adv, increased block stun / adv
  • Jp.MP: Updated animation, decreased startup frames, decreased active frames, lowered hitbox bottom, extended hurtbox range, now causes a reset against airborne opponents
  • St.MK: Updated animation, decreased follow frames, increased recovery frames, decreased damage, (first-hit) decreased hit stun / adv, (first-hit) decreased block stun / adv, (second-hit) increased dtc adv, retracted late hit box range
  • Cr.MK: Extended hitbox range, decreased total KD frames, counter-hit provides more hittable KD frames, decreased follow, decreased block stun / dtc adv
  • Jp.MK: Decreased active frames, increased follow frames, increased hit stun, decreased damage, can no longer cross up, reduced hitbox range, reduced hurtbox range
  • St.HP: Updated animation, increased damage, increased startup frames, decreased follow frames, decreased adv
  • Cr.HP(Pre-Hold): Changed to crouching
  • Cr.HP(Both): Decreased frames, adjusted recovery movement, increased juggle value
  • Cr.HP(Fast): Decreased juggle y-velocity, decreased block stun / adv
  • Cr.HP(Charged): Increased pushback, increased block stun / adv
  • Jp.HP: Updated animation, decreased startup frames, decreased active frames, increased hit stun, removed first hitbox, reduced hitbox range, lowered hitbox bottom
  • Jp.Splash: Updated animation, decreased active frames, reduced hitbox range in front, reduced hitbox range in back, decreased block stun
  • Cr.HK: Decreased first hit damage
  • Jp.HK: Now has separate hitboxes against standing / airborne opponents, adjusted hitbox ranges
  • Shield.All: Updated animation
  • Shield.L/M/H: Reduced hitbox range, decreased damage, decreased block stun / adv
  • Shield.L: Adjusted movement
  • Shield.M: Decreased active frames, increased follow frames, decreased pushback, decreased KD frames, increased juggle x-velocity
  • Shield.H: Decreased startup frames, decreased active frames, increased follow frames, decreased armor startup frame, decreased pushback, decreased KD frames, increased juggle x-velocity
  • Shield.EX: Updated animation, Increased startup and active state distance, can no longer chip kill
  • FlyingGoddess.All: Removed additional combo scaling, decreased distance travelled on whiff, changed startup state to crouching, decreased spike x-velocity, decreased spike corner pushback, decreased damage
  • FlyingGoddess.L/M/H: Now throw invincible while grounded
  • HeadLopper.All: Updated animation, adjusted hit / hurtboxes to new animation, decreased damage, increased follow frames, increased hit stun / adv, increased block stun / adv, all travel same distance
  • BreakYourBones.All: Updated animation, decreased damage scale
  • BreakYourBones.L/M/H: Increased KD frames, now throw invul
  • BreakYourBones.L: Increased damage, extended hitbox range
  • BreakYourBones.M: Slightly reduced hitbox range
  • BreakYourBones.H: Decreased damage, reduced hitbox range
  • BreakYourBones.EX: Increased damage, reduced hitbox range, increased ground bounce y-velocity, decreased KD frames, decreased post-throw recovery frames, increased throw invulnerable frames, now causes a soft KD, decreased juggle remove
  • Super.WarDance: Adjusted first two hits hitbox height, increased block damage, now grants counter hit, increased non-hittable KD frames
  • Super.MeteorGoddess: Updated freeze animation, reduced hitbox range, increased damage, now grants counter hit, increased post-grab x-position, decreased pushback


Dog

  • Walk.Forward: Increased speed, fixed blend not using walk ramp, fixed hitch in animation
  • Walk.Backward: Decreased speed
  • Dash.Backward: Updated animation, adjusted distance
  • Jumps: Adjusted jump arc (jumps higher and farther)
  • Proximity Block: Added unique animation
  • Hit / Block Stun: Updated all animations
  • Throw.Whiff: Updated animation
  • Throw.Forward: Updated animation
  • Throw.Backward: Updated animation
  • St.LP: Decreased pushback, reduced hitbox range, adjusted chain window
  • Cr.LP: Increased startup frames, decreased pushback, reduced hitbox range, decreased hit stun / adv, increased block stun / adv
  • St.LK: Can now be chained into from other Light-Attacks, increased pushback, adjusted follow / recovery ratio
  • Cr.LK: Can now be chained into and out of other Light-Attacks, increased recovery frames, increased hit stun (but less advoverall), increased block stun (same adv)
  • St.MP: Increased active frames, decreased follow frames, decreased pushback, adjusted cancel window into St.HP, reduced hitbox range, decreased hit stun / adv, decreased block stun / dtc adv
  • Cr.MP: Changed to low, reduced hitbox range, reduced hurtbox range, increased block stun / adv
  • Jp.MP: Increased block stun
  • St.MK: Decreased frames between hits, increased first-hit pushback, decreased second-hit hit stun / adv, decreased second-hit block stun / adv
  • Cr.MK: Updated animation, increased startup frames, decreased frames between hits, decreased second-hit pushback on block, decreased block stun / adv
  • St.HP: Removed farther hitbox, lowered hitbox top, extended hitbox range, decreased KD frames, decreased hit stun / adv, decreased block stun / adv
  • Cr.HP: Now forces standing, decreased startup frames, raised hitbox top, increased pushback, decreased hit stun / adv
  • Jp.HP: Decreased block stun
  • St.HK: Increased juggle y-velocity, increased KD frames, increased block stun / adv
  • Cr.HK: No longer causes a hard KD, decreased juggle value
  • Jp.HK: Raised hitbox bottom, decreased block stun
  • PinWheel.All: Updated animation, removed armor during airborne frames, now transitions to crouching, adjusted jump arc (jumps higher)
  • PinWheel.EX: Can no longer chip kill, now grants counter hit in all recovery
  • PinWheel->Dive.All: Updated animation (tilts more), reduced hitbox range
  • PinWheel->Dive.Normal: Decreased dive x-velocity, increased block stun, decreased bounce corner pushback
  • PinWheel->Dive.EX: Decreased dive x-velocity, increased block stun, can no longer chip kill
  • PinWheel->Slide.EX: Can no longer chip kill
  • Run->Stop.All: Added frames of deceleration (moves slightly farther forward)
  • Run->Slide.All: Increased distance
  • Run->Slide.Normal: Increased juggle value
  • Run->Slide.EX: Can no longer chip kill
  • Run->MidStrike.All: Reduced hitbox range
  • Run->MidStrike.Normal: Increased startup distance, decreased startup frames, increased pushback on hit
  • Run->MidStrike.EX: Increased startup distance, decreased juggle value, decreased knockback x-velocity, now super cancellable, increased block stun / adv, can no longer chip kill
  • Run->LeapStrike.All: Decreased airborne startup frames, decreased KD frames, raised hitbox top, raised hitbox bottom, first two active frames no longer hit against crouching opponents, decreased pushback, decreased KD corner pushback
  • Run->LeapStrike.Normal: Increased startup distance, increased startup height, decreased recovery frames, decreased block stun / adv
  • Run->LeapStrike.EX: Increased startup distance, increased startup height, decreased recovery frames, no longer knocks down against grounded opponents, decreased block stun, can no longer chip kill
  • Super.PinWheel: Updated animation, recovery state change to crouching, increased startup distance, extended first-hit hitbox range, increased damage on block, increased block stun (no longer allows gaps between hits), increased final-hit corner pushback, increased final-hit juggle x-velocity, now grants counter-hit, increased non-hittable KD frames
  • Super.Run: Updated animation, lowered hitbox top, no longer hits against airborne opponents (juggled still works), increased damage on block, now grants counter-hit, increased non-hittable KD frames


Agent-G

  • General: Decreased damage scale
  • Walk.Forward: Slightly decreased speed
  • Walk.Backward: Decreased speed
  • Dash.Forward: Decreased total frames
  • Dash.Backward: Updated animation, increased total frames, adjusted distance
  • Crouch: Fixed blend animation
  • Jumps: Adjusted jump arc (jumps higher), updated backward animation
  • St.LP: Decreased pushback, now chains into Cr.LK
  • Cr.LP: Reduced hitbox range, now chains into Cr.LK, increased block stun / adv
  • St.LK: Extended hurtbox range
  • Cr.LK: Increased active frames, adjusted follow / recovery ratio, lowered hitbox top, lower hurtbox top, increased pushback, now chains into Cr.LK (itself), increased hit stun / adv, increased block stun / adv
  • St.MP: Reduced hitbox range
  • Cr.MP: Increased startup frames, decreased pushback, increased block stun / adv
  • St.MK: Decreased pushback
  • Fw.MK: Increased juggle y-velocity, increased hit stun / adv
  • Fw.MK->HK: Increased startup frames, increased recovery frames, decreased pushback, increased hit stun (increased dtc adv), increased block stun / adv
  • Cr.MK: Decreased pushback
  • St.HP: Reduced hitbox / hurtbox range
  • Cr.HP: Increased startup frames, extended initial hitbox range
  • Jp.HP: Can no longer cross up
  • St.HK: Increased block stun / adv
  • Cr.HK: Reduced hurtbox range, decreased pushback on block, decreased follow frames, decreased block stun / dtc adv, decreased KD frames
  • Fw.HK: Raised hurtbox top
  • Jp.HK: Decreased hit stun, decreased block stun, now causes a soft KD against airborne opponents (still hard against juggled)
  • CrescentKick.All: Startup now crouching, can no longer DTC when used as a reversal, increased last-hit juggle y-velocity, increased first-hit corner pushback, decreased final hit KD frames
  • CrescentKick.L/M/H: Decreased strike / projectile invincibility window, no longer grants counter-hit
  • CrescentKicks.EX: Can no longer chip kill, decreased damage, extended initial hitbox range
  • CrescentSplits.All: Decreased pushback
  • CrescentSplits.L: Increased hit stun / adv
  • CrescentSplits.M: Increased hit stun / adv
  • CrescentSplits.EX: Can no longer chip kill
  • LunarDisc(Move).All: Increased projectile spawn x-position
  • LunarDisc(Projectile).L/M/H.Both: No longer gains meter on collision
  • LunarDisc(Projectile).L/M/H.Fast: Adjusted slow down start frame
  • LunarDisc(Projectile).EX: Can no longer chip kill
  • Super.LunarGeiser: Increased final-hit corner pushback, increased block damage, now grants counter-hit, increased KD frames
  • Super.LegendaryAgent: Increased KD frames, increased whiff recovery frames, now grants counter-hit


Maxx

  • General: Increased damage scale
  • Walk.Forward(Normal): Slightly decreased speed
  • Walk.Backward(Normal): Significantly decreased speed
  • Walk.Backward(Buffed): Slightly decreased speed
  • Dash.Forward: Adjusted movement
  • Dash.Backward: Adjusted movement, increased total frames
  • Jumps: Adjusted jump arc (jumps higher), increased jump distance
  • St.LP: Increased block stun / adv
  • Cr.LP: Adjusted follow / recovery ratio, reduced hitbox range
  • Cr.LK: No longer chainable into other attacks, decreased startup frames, decreased pushback, decreased hit stun / adv, increased block stun / adv
  • St.MP: Decreased pushback, increased block stun / adv
  • Cr.MP: Decreased pushback, reduced hitbox range
  • Fw.MP: Reduced hitbox range, increased active frames, adjusted hit / block adv
  • Jp.MP: Adjusted hurt box, increased active frames
  • Cr.MK: Reduced hitbox range, reducued hurtbox range
  • Heavy.Grounded.Normals: No longer removes Buff-U, no longer gains armor from Buff-U (super only)
  • St.HP: Decreased pushback, reduced hitbox range, reduced hurtbox range, decreased hit stun / adv
  • Cr.HP: Decreased hittable KD frames on normal hit (CH remains same), decreased block stun / dtc adv, decreased pushback, decreased follow
  • Fw.HP: Increased follow frames, increased juggle value, decreased pushback, increased hit dtc adv, increased block stun / adv
  • St.HK: Reduced hitbox range, increased pushback, increased follow frames, decreased juggle corner pushback, decreased hit adv, increased block dtc adv
  • Cr.HK: Decreased damage, decreased juggle corner pushback, startup no longer lowers hurtbox, decreased pushback, decreased block stun / adv
  • Jp.HK: Lowered hitbox bottom, lowered hurtbox bottom, disabled lower body hurtbox
  • HornyToad.All: Lowered movebox bottom, decreased juggle corner pushback, increased juggle remove value, lowered initial hitbox bottom
  • HornyToad.L/M/H: Increased armor start frame (when Buffed), decreased damage
  • HornyToad.EX: Can no longer chip kill, decreased juggle value, increased juggle y-velocity, decreased damage
  • HookSwing.L/M/H: Increased juggle remove value, increased armor start frame (when Buffed)
  • HookSwing.L: Slightly increased damage
  • HookSwing.M: Decreased block stun / adv
  • HookSwing.H: Decreased startup frames, decreased block stun / adv
  • HookSwing.EX: Slightly increased damage, can no longer chip kill
  • GAP.L/M/H: Increased armor start frame (when Buffed)
  • GAP.L: Decreased whiff recovery frames
  • GAP.H: Increased whiff recovery frames
  • Buff-U(Move).All: Buff is no longer removed when hit, decreased meter gain, can now always execute, Buff is now removed after throwing bottle (regular version)
  • Super.LastCall.Both: Now grants counter-hit, increased block damage, increased knockdown frames
  • Super.LastCall.Normal: Slightly increased corner push back
  • Super.LastCall.Buffed: Decreased corner push back


You can read the full detailed notes here



Punch Planet - Version 0.5.4



Version 0.5.4 is now released!

[previewyoutube="Az3nKCkq8Oo;full"]
This update contains new free DLC costumes for four of the characters, gameplay system changes, and character balance adjustments

You can read the full detailed notes here



COSTUMES

- Added new free DLC costumes for TYara, Dog, Agent-G, and Maxx


TYARA - HUNTRESS COSTUME

Before she was Princess to her people she was a Huntress like many others. Featuring huntress armor made from the beasts native to Punch Planet.
  • Costume for TYara in Punch Planet
  • Includes 10 Colors
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DOG - TERMINATE COSTUME

Before Dog escaped the secret government lab he was sent on "Special Assignments". Featuring battle damage revealing some of his many modifications.
  • Costume for Dogin Punch Planet
  • Includes 10 Colors





AGENT - PROTOTYPE COSTUME

Before the signature Power Suit was created Galactic Agents field tested various prototypes. Featuring bulky batteries and non inlaid energy wires.
  • Costume for Agent-G in Punch Planet
  • Includes 10 Colors





MAXX - LUNAR LEAGUE COSTUME

Before Maxx became a bouncer in the Black Market District he was a semi famous Lunar League player. Featuring his signature Lunar League equipment and torn jacket.
  • Costume for Maxx in Punch Planet
  • Includes 10 Colors




These costumes are now available for all Early Access owners!





TRAINING

  • Added support for selecting counter-hit settings while the training dummy is set to "Jump" and "Crouch"
  • Added support for selecting block settings while the training dummy is set to "Crouch"
  • Added support for selecting reversal settings while the training dummy is set to "Crouch"




CAMERA

  • Changed the in-game camera a lot. Should have less and smoother movement in general, and feel slightly more "2D"

HIT STOP

  • Slightly decreased hit stop (freeze that happens when hits connect) for medium, heavy, and airborne attacks, should make the game feel slightly faster execution wise

PUSH BACK

  • Slightly decreased the speed at which characters are pushed when being hit with attacks, distance is unchanged

CHARACTER HEALTH

  • Increased all character health across the board. Some characters gained more than others but generally should extend rounds a bitboard)

DAMAGE - BLOCK

  • Chip damage (damage applied when certain attacks are blocked) is no longer affected by character and global scaling
  • All attacks that cause chip have been re-balanced (generally less damage across the board)

DAMAGE - COMBO SCALING

  • Adjusted combo damage scaling:
    Old: [1.0, 0.7, 0.55, 0.45, 0.4, 0.35, 0.3, 0.25]
    New: [1.0, 0.8, 0.6, 0.5, 0.45, 0.4, 0.35, 0.3]

SUPER FREEZE

  • Fixed a bug with super freeze that would allow the throw-immunity frames to decrease during the freeze. This fixes an issue where TYara and Agent-G 4-bar supers could not be jumpable in situations where they were at -1 or -2 frame advantage

ROUND TIME

  • Increased frames per game second from 50 to 55, this increases total round time from 82~ seconds to ~90 seconds

ATC

  • After a successful ATC, can now block immediately. This should reduce the effectiveness of multi-hit moves and situations against ATC
  • After a successful ATC, can now perform special moves immediately. This should open the door to some new punishes and strategies
  • Decreased active frames, timing for a successful parry is slightly more strict
  • Increased recovery frames, timing for being punished for a failed parry is slightly worse

JTC

  • Decreased corner push back when used as a juggle or reset

LIGHT ATTACKS - 4F NORMALS

  • Standardized all 4f light attacks so that they are -3 when ATC'd by an opponent. Previously some were -2 and some were -4

EX MOVES - WALL BOUNCES

  • EX Special moves that cause a wall bounce have been adjusted so that they now only happen when used in a combo. Previously this was affected by whether the move was used as a reversal or not. This affects Roy's EX.Headbutt, Cid's EX.KnifeRush, TYara's EX.Shield, and Dog's EX.Run.MK, these moves will now need to be combo'd into in order to gain a followup

MOVEMENT

  • Decreased walk ramp frames, walk speed will hit max speed quicker
  • Walk ramp curve is now linear, walk speed will increase at a consistent pace rather than a curve

NORMAL THROWS

  • Decreased startup frames, normal throws are slightly faster
  • Increased active frames, should help catch more especially with respect to throw immune frames (now same value = 3f)
  • Decreased total recovery frames, should be slightly less punishable on a failed throw

COLLISION BOXES

  • Retracted grab box width, need to be slightly closer to throw the opponent. These are also now standardized between body types
  • Increased grab box width extension when performing attacks, should increase the chance at being thrown out of things
  • Standardized all move box widths between body types (Medium / Big / Dog), previously some were wider than others, should make physical collision situations more consistent


Roy

  • Health: Increased from 1000 to 1100
  • Walk.Forward: Increased speed
  • Walk.Backward: Increased speed
  • Jumps: Adjusted arc (distance unchanged)
  • St.LK: Decreased push back
  • Cr.MK: Extended hit box, extended hurt box
  • St.HP: Decreased push back
  • St.HK.Charged: Retracted hit box
  • Headbutt.All: Retracted hit box
  • Headbutt.EX: Increased damage, no longer causes wall bounce unless used in a combo


Cid

  • Health: Increased from 975 to 1075
  • Walk.Forward: Increased speed
  • Walk.Backward: Increased speed
  • Jumps: Adjusted arc (distance unchanged)
  • St.LP: Increased recovery, increased hit stun, increased block stun
  • St.LK: Increased recovery, increased block stun
  • Jp.MP.Fast: Now causes a reset instead of juggle
  • St.MK: Decreased damage
  • Cr.MK: Increased push back
  • Jp.HP.Charged: Decreased hit stun, decreased block stun
  • St.HK: Increased push back, decreased block stun
  • Jp.HK: Decreased block stun, decreased juggle value
  • KnifeRush.L/M/H: Decreased knockback distance
  • KnifeRush.EX: Increased damage, no longer causes wall bounce unless used in a combo
  • KnifeWheel.EX: Decreased damage
  • Super.Ball: Decreased corner push back when used as a juggle


TYara

  • Costume: Added Huntress
  • Health: Increased from 1050 to 1200
  • Damage: Increased scaling from 0.875 to 0.95
  • Walk.Backward: Increased speed
  • Jumps: Adjusted arc, decreased distance
  • St.LP: No longer special cancellable, no longer super cancellable
  • St.LK: Updated animation, decreased startup, increased followthrough, retracted hit box, retracted hurt box, increased hit stun, increased block stun, decreased advantage
  • Cr.LK: Increased followthrough, increased hit stun, increased block stun
  • St.MP: Updated animation, first hit box now active for all frames, removed second hit box
  • Cr.MP: New move, close range AA, very advantageous on grounded hit
  • Jp.MP: New move, fast low range air normal
  • Jp.MK: Moved from Jp.HK
  • St.HP: Decreased followthrough, decreased hit stun, decreased block stun
  • Jp.Dw.HP: Disabled lower hurt box during startup
  • St.HK: Now causes a juggle against grounded opponents, now super cancellable, increased juggle value
  • Cr.HK: Adjusted ground / airborne startup ratio
  • Jp.HK: Moved from Jp.MK, now causes a juggle against grounded opponents
  • ShieldCharge.L/M/H: No longer gains unlimited armor, now gains a new hit of armor on each shield bang, armor now covers into the active frames when released, increased release startup, can now cancel the hold into dash if a hit is absorbed
  • ShieldCharge.EX: No longer causes wall bounce unless used in a combo, increased startup, increased travel distance
  • HeadLopper.All: Retracted hit box top, increased startup, adjusted hit advantage
  • BreakYourBones.All: Increased combo scaling, retracted hit box range
  • BreakYourBones.L/M/H: Decreased knockdown frames, increased knockdown distance
  • BreakYourBones.H: Increased damage
  • BreakYourBones.EX: Decreased damage, no longer throw invulnerable
  • FlyingGoddess.All: Increased combo scaling, decreased knockdown frames
  • WarDance.Super: Adjusted hit box on 2nd and 3rd hits
  • MeteorGoddess.Super: Decreased damage


Dog

  • Costume: Added Terminate
  • Health: Increased from 925 to 1025
  • Damage: Decreased scale from 0.875 to 0.85
  • Resets: Increased juggle distance, increased corner push back
  • Walk.Forward: Decreased speed
  • Walk.Backward: Decreased speed
  • Jumps: Adjusted arc, decreased distance
  • Dash.Forward: Increased frames
  • St.LP: Increased push back, Increased hit stun, decreased block stun
  • Cr.LP: Increased push back, decreased block stun
  • St.LK: Extended hit box range
  • Cr.LK: Extended hit box range, increased recovery, increased hit stun
  • St.MP: Extended hit box range, decreased push back, increased hit stun, decreased block stun
  • Cr.MP: Changed from low to mid, decreased followthrough, increased push back, extended hit box range, extended hurt box range, decreased block stun
  • St.MK: Increased startup, 2nd-hit now special cancellable, 2nd-hit now super cancellable, 2nd-hit increased hit stun, 2nd-hit decreased block stun
  • Cr.MK: 2nd-hit now special cancellable, decreased knockdown frames
  • Jp.MK: Decreased frames between hits, 2nd-hit changed from mid to high
  • St.HP: Added additional hit box that reaches farther, increased startup, increased followthrough, increased hit stun, increased block stun
  • Cr.HP: Hurt box now longer lowers during startup, increased startup, decreased active, increased followthrough, increased push back, decreased damage, retracted hit box back, increased hit stun
  • St.HK: Increased travel distance during startup, decreased juggle distance
  • Cr.HK: Increased grounded startup, decreased block stun
  • Jp.HK: Retracted 3rd hit box range, removed last hit box, retracted hit box bottom
  • Run.All: Adjusted input order for checking followups so that Stop is checked last instead of first
  • Run.L/M/H: No longer cancellable into JTC
  • Run.H: Decreased run speed
  • Run.EX: Increased armor start frame
  • Run->Stop: Changed input so that it is triggered like other followups (can no longer be held), should fix the input issues with doing quick Run->Stop
  • Run->Slide.Both: Increased knockdown distance
  • Run->Slide.Normal: Decreased juggle value
  • Run->Slide.EX: Standardized knockdown with normal version
  • Run->MidStrike.Normal: Increased push back on hit, decreased block stun
  • Run->MidStrike.EX: Increased corner push back, no longer causes wall bounce unless used in a combo, decreased damage
  • Run->LeapStrike.Both: Standardized knockdown frames
  • PinWheel.All: Now has one hit of armor during frames where it can cancel into Dive
  • PinWheel.EX: Extended hit box range, slightly adjusted airborne -> grounded recovery frames ratio
  • PinWheel->Dive.Normal: Increased ground bounce corner push back
  • Run.Super: Decreased damage


Agent-G

  • Costume: Added Prototype
  • Health: Increased from 950 to 1000 (now lowest in the game)
  • Walk.Forward: Increased speed
  • Walk.Backward: Increased speed
  • Jumps: Adjusted arc (distance unchanged)
  • St.LK: Can now cancel recovery into Legendary.Agent
  • Fw.MK->HK: Decreased knockdown frames
  • Cr.MK: Can now cancel recovery into Legendary.Agent
  • Jp.MK: Extended hit box range
  • St.HP: Decreased juggle value, decreased damage
  • Cr.HP: Increased damage
  • Fw.HK: Decreased block stun
  • Cr.HK: Retracted hit box top
  • Jp.HK: Retracted hit box bottom
  • CrescentSplits.All: Adjusted grounded/airborne startup ratio
  • CrescentSplits.EX: Decreased block stun
  • CrescentKicks.L/M/H: Decreased damage
  • LunarDisc.Attack.All: Retracted projectile spawn position
  • LunarDisc.Projectile.L/M/H: Decreased block stun
  • Legendary.Agent.Super: Can now cancel into from hits


Maxx

  • Costume: Added Lunar League
  • Health: Increased from 1025 to 1150
  • Damage: Decreased scale from 0.925 to 0.875
  • Charge Frames: Increased from 44 to 46
  • Walk.Forward.Buffed: Decreased speed
  • Walk.Backward.Buffed: Decreased speed
  • Walk.Forward.Normal: Increased speed
  • Dash.Forward: Decreased total frames
  • Dash.Backward: Decreased distance
  • Cr.LP: Decreased recovery, decreased hit stun, decreased block stun
  • Jp.LK: Increased hit stun, increased block stun
  • St.MP: Decreased startup, increased hit stun
  • St.MK: Changed from low to mid, decreased startup, retracted hit box range, increased hit stun, decreased block stun
  • Cr.MK: Extended hurt box range, increased followthrough
  • Jp.MK: Increased juggle value
  • St.HP: Increased Buff-U armor start, now loses Buff-U after using, retracted hit box range, retracted hurt box range, increased push back on hit, decreased push back on block, increased hit stun
  • Fw.HP: Increased damage, increased Buff-U armor start, now loses Buff-U after using, now causes a ground bounce against airborne opponents
  • Cr.HP: Fixed animation movement, now gains armor with Buff-U, now loses Buff-U after using
  • Jp.HP: Decreased startup
  • St.HK: Now special cancellable, increased juggle value, increased Buff-U armor start, now loses Buff-U after using, retracted hit box range, increased followthrough, increased hit stun
  • Cr.HK: Now gains armor with Buff-U, now loses Buff-U after using, decreased corner push back, decreased juggle distance, increased active frames
  • Jp.HK: Increased active frames, extended hit box bottom
  • HookSwing.All: Increased travel distance during startup
  • HookSwing.L/M/H: Retracted hit box range, decreased push back, decreased travel distance during active / followthrough
  • HookSwing.L: Decreased block stun
  • HookSwing.M: Increased followthrough, increased hit stun, decreased block stun
  • HookSwing.EX: Retracted 1st-Hit hit box range, 2nd-Hit now cancellable into forward jump on hit, 2nd-Hit now cancellable into Buff-U on hit, 2nd-Hit decreased juggle height
  • GroundAndPound.All: Decreased combo scaling, how hits against juggled opponents, changed pre-grab animation on opponent, fixed an issue when hitting on the same frame as opponent is parrying a Buff-U bottle
  • GroundAndPound.L/M/H: Last hit now cancels into HappyHour
  • GroundAndPound.L: No longer causes a hard knockdown, decreased knockdown frames
  • GroundAndPound.M: Decreased whiff recovery frames
  • GroundAndPound.H: Decreased whiff recovery frames
  • LastCall.Super.Normal: Decreased corner push back, decreased damage, first hit now OTGs
  • LastCall.Super.Buffed: Increased damage
  • HappyHour.Super: Now drains a small amount of meter while active


You can read the full detailed notes here





As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!

Punch Planet - Version 0.5.3.b



Version 0.5.3.a is now released! This update contains a few game optimizations, new VO for Tyara, a new Training Stage + Music, and some small gameplay adjustments.

You can read the detailed notes here.



Optimizations - CPU


Bunch more CPU optimizations, game should feel better in general.

Optimizations - Characters


All character models have been optimized. There should not be any visual changes but should perform much better.

Optimizations - Stages


All stages have been optimized. Background animation has been removed for the time being until we revisit them in the future.

More CPU optimizations, character model optimizations, and stage optimizations.

Training Stage


Added a "Training Stage" level and unique music.

Controllers


Controllers should now reassign to a player when they are disconnected and reconnected



Battle Camera


Slightly adjusted game camera so that it raises and looks slightly higher when characters are in the air.

Push Back - Trades


Fixed trade push back and decreased the amount further.





  • All voice over lines have been updated
  • Updated smear visuals
  • Updated shader visuals


You can read the detailed notes here.

As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!
Discord
Website
Twitch
Twitter
Patreon
Instagram
YouTube
SoundCloud

Punch Planet - Version 0.5.3



Version 0.5.3.a is now released! This update mostly contains balance adjustments, meter system overhaul, general optimizations, and some other general gameplay changes.

Full detail notes can be found here



Optimizations
Bunch of optimizations done, game should perform better and feel snappier.



Meter - System Overhaul
Refactored how meter that gets awarded when landing attacks gets defined and used in the engine, so that it's more consistent and easier to balance.

Previously every attack (and hit of an attack) had a specific value for how much meter was given to the attacker and defender when it landed. This made it pretty hard to adjust these values because it required changing a lot of individual values (takes time and prone to error).

Now every attack can reference a shared value for this. For instance all medium attacks can reference the same meter values, which allows us to balance all medium attacks' meter gain from a single source rather than many. Attacks can also define custom data if they need it.

With this in mind, the meter gain for all characters when landing attacks have been re-balanced.

Proximity Boxes - Projectiles
Proximity boxes for projectiles now starts from the center, rather than a few units in front (like character attacks). This is only really useful for the new proximity boxes on Maxx's bottles (to avoid the situation where someone can walk in and out of proximity by holding backwards if the bottle is right on top of them).

Battle Camera
Adjusted movement so that it averages over more frames, but moves a bit faster, should feel a bit more aggressive.

Hit Stop
Slightly less hit stop for medium and heavy attacks, should feel a little faster.

Super Freeze
Adjusted the movement curve of the camera so that it's a bit smoother but faster, should feel snappier.

Push Back - Trades
When trades occur, the amount of push back applied to each attacker is reduced from 100% to 75% of the distance. ie if two moves each with 5.0 push back trade with each other, both attackers will be pushed back 3.75 instead.

Crossups
Fixed an issue when calculating the character direction (left / right) when both characters are directly on top of each other (and not in the corner).

Previously if both character's X position was the exact same (one player is directly above the other), it would make a decision based on who was higher up and on which side of the stage. This was pretty rare outside of the corner (which has separate logic) but it allowed for inconsistent situations depending on where it happened and which direction the characters were going.

Now when this situation happens, it will just use whatever the previous frame's direction was. ie if one character is facing right -> both characters have same position -> character continues to face right (where previously it might have switched them to facing left).

Thanks to discord user ElToonRak for finding a consistent Dog setup that showed this!





  • Optimized grenade projectile model
  • Optimized knife electricity fx model
  • Optimized super ball fx model




  • Health: Decreased from 1075 -> 1050
  • Jumps: Fixed issue where she'd spend an extra frame in the air if she hit a button
  • FlyingGoddess: Slightly decreased damage, extended hit box bottom
  • BreakYourBones: Slightly decreased damage




  • Dash Backward: Decreased distance
  • St.LP: Decreased push back
  • Cr.LP: Decreased push back
  • St.HK: No longer forces stand on block
  • PinWheel->Dive: Increased block stun
  • EX.Run->Slide: Less recovery
  • EX.Run->Leap: Increased block stun, decreased juggle remove value




  • CrescentKicks: Extended initial hit box
  • CrescentSplits: Adjusted all normal versions on block (light safer, medium more unsafe, heavy now unsafe), slightly adjusted all normal versions on hit, ex version increased knockdown frames




  • Health: Decreased from 1050 to 1025
  • Jumps: Adjusted arc (doesn't jump as high)
  • Cr.LP: Extended hit box
  • G.A.P: light version decreased horizontal distance, EX version no longer grab invulnerable
  • Buff-U(Projectile): Now has a proximity box
  • Super.LastCall(Normal): Increased knockdown frames, increased wall launch speed, increased corner push back


As always, you can read the detailed patch notes here

Punch Planet - Version 0.5.2.c


Version 0.5.2.c is now released! This update contains training mode improvements and some performance optimizations.



Training Mode - Reversal Actions
Added the ability to have the training dummy perform actions after being struck or getting up from a knockdown. Players can choose up to five actions that will be done automatically. Actions can be chosen from a list of available moves per-character and are saved between game sessions.



This will be extremely helpful for players who want to learn the ins-and-outs of the game engine, by allowing them to set up specific situations in order to test their frame traps, knockdown setups, whiff punish spacing and more.



This implementation is pretty good but it doesn't quite allow for testing of all the situations, but it will be serviceable for a majority of use cases. Eventually we will add support for recording your own actions, but setting up the UX for that is substantially more work.



Training Mode - Block Type "First"
Added ability to set the training dummy to block the first attack of a sequence, and get hit by the rest. This allows players to test situations where their first hit is blocked but their followup attack lands.

Training Mode - Block Type "Auto" Updated
Updated auto blocking logic for the training dummy, which should cover some situations that were previously not working:

  • Will now block when being air-reset
  • Will now block when rising from a knockdown
  • Will now block when being hit with a mid->low true-blockstring

Training Mode - KO Enabled
Added ability to KO opponents in training mode.

Training Mode - Health Start Settings
Added ability to set the starting and refresh value for health.

Training Mode - Health Regen Settings
Added ability to toggle whether health regenerates or not in training mode.

Training Mode - Per Player Settings
All above player settings in addition to T-Meter, E-Meter, and Maxx-HappyHour settings, are now settable per-player. Can be helpful if a player wants to practice with unlimited meter against a cpu that doesn't.



Training Mode - Updated Health / Meter Refresh Logic
Updated logic that controls when health and meter is refreshed so that it's more consistent and correct. These will now only refresh once the player has returned to a neutral state and does not initiate another move.

Training Mode - Added Game Timer
Added option for turning on the game timer.

General Optimizations
Made some low-level code optimizations to the move and input controllers that should make these a bit faster. These functions get called many times per frame when trying to figure out which move needs to be used, and the improvements should make the game feel snappier and help with rollback situations (very cpu dependant).

These changes have been added to the main Version 0.5.2 change-log, which can be found here.

As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!


Free Costumes & DLC For Early Access Supporters!



Galactic Citizens

We are excited to share our plans for DLC during Steam Early Access

[B]IT'S FREE![/B]

Steam Early Access Supporters of Punch Planet will receive any available in-development Costumes and other DLC free of charge, which will also carry over into the full release of the game.

Today we are kicking it off with two new costumes, one for each Roy and Cid!


Sport Cid's getup from her time in the Galactic Forces, featuring commando gear and a serrated combat knife.

Available in ten colors, more info on the store page



Before Roy went undercover, he patrolled the streets in the standard Luna PD uniform. Featuring riot armor and the standard issue laser pistol.

Available in ten colors, more info on the store page


Here's a bit of footage of both the costumes in action
https://www.youtube.com/watch?v=auLgCbJ14fc&feature=youtu.be

These costumes are now available for all Early Access owners!


Also included in this update are some improvements to the lobby system, main menu music changes, and some small balance adjustments.

Online - Lobby Improvements
We've made a few small improvements to the lobby functionality.

Players can now choose to move themselves down in the rotation queue. If a player has someone behind them in the rotation, they now have the option to switch places with that person and give them their spot. This can be repeated until the player is at the end of the queue.

Lobby hosts can now update the settings of their lobby after it has been created. Size and privacy can now be set without requiring the host to leave and create a new lobby.

With the above changes, we also adjusted the visuals of the lobby and in-game spectator pause dialogs. The "Leave Rotation" button is now on the left side along with the other buttons and new buttons, and new labels have been inserted into the player list to divide between current players, players that are in the rotation, and players who are only spectating.

Main Menu Music
If the main menu is left to idle for a certain amount of time, the music will now transition into random stage songs.

Benchmarking Tool
Added a benchmarking tool to the graphics options. This will help players tune their graphics settings for their hardware, and provide us with a standardized environment for testing for performance discrepancies between characters and stages. Players can choose character / stage / music settings and allow the CPU to fight against itself at the fastest speed your computer can go, and are graded based on fast it performs. Choosing the same character settings will result in the same exact playback (between runs and between machines), so feel free to compare with other players.


Battle Camera
Gameplay camera now moves faster horizontally.

Character Shake
Disabled the character shake that happens when collisions happen, wasn't really working out. Will possibly revisit at another time with a different implementation.



  • St.MK: Slightly increased hit box range
  • Cr.MK: Slightly increased hit box range
  • St.HK(charged): Slightly increased enemy launch distance before bouncing off wall
  • EX.Headbutt: Slightly increased enemy launch distance before bouncing off wall
  • L.Gunshot: Increased push back




  • Cr.MP(fast): Slightly increased hit box range
  • Knife Rush: medium version more push back on hit / less on block, heavy version less push back on block




  • Run: Normal versions slightly slower, EX version slightly faster
  • Run->Stop: Adjusted input leniency and priority
  • EX.Run->MidStrike: Slightly increased enemy launch distance before bouncing off wall
  • EX.Run->LeapStrike: Fixed missing hurt boxes


Full change log has been added to the Version 0.5.2 notes


As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!


Punch Planet - Version 0.5.2


Version 0.5.2 is now released!

This patch includes visual fx improvements, skippable intros, gameplay ui changes, depth of field adjustments, gameplay balance tweaks, and some other small polish things. Full changelog can be found here

https://www.youtube.com/watch?v=vr7kEeBp5lM


Visual Improvements - Improved Character FX
The effect that happens with characters' clones when they use T-meter and E-meter has been improved. When using universal mechanics, the blue dissolve now looks better when fading in and out. EX and Super moves are now accompanied by a scan-line effect on the clone. This should help make their two uses feel more distinct and look cooler.

Visual Improvements - Super Freeze
Re-introduced the background lines that become visible when using a Super attack. The technique for rendering these has been changed from using particles to using a shader with scrolling textures, should be more performant and look better.

Visual Improvements - Meter Bar Improvements
Meter bar art assets have been updated.

Visual Improvements - "Shiny" Characters
Certain character materials can now be "shiny", like Agent's armor and Roy's gun.

Visual Improvements - Depth Of Field
The depth of field effect that we've been using during super freeze has been functionally changed. Previously this would toggle on while zooming in on a character during a super or command grab in order to focus on the characters a bit more. Now it is an always-on background effect, used to help give more depth to the far-background elements and also helps the characters "pop" out a bit more.

Visual Improvements - Stage Lighting
All stages have had their lighting adjusted, should give the characters more depth and look better.

Intros - Now Skippable
Players can now skip their own character intros in versus modes by pressing the start button.

Character Select - Saves Local Selections
Character select will now retain character, costume, color, stage, and music options between matches when playing locally. Settings are reset when changing game modes (Versus -> Practice, etc).

Settings Files - Format Change
The format for all the local settings files has changed from XML to JSON. These will now be more human readable and easier to use on the engine side, but your settings will all be reset to default, sorry!


Battle Camera
Adjusted the camera to be slightly more 2D feeling. Field of view got slightly smaller, distance zoomed slightly closer, no more depth change when jumping.

Character Shake
Slightly adjusted the character shake when players take hits, should be a bit more subtle.

Hit Stop
Slightly increased medium, heavy, and special attacks' hit stop. With the previous decrease, it made the execution speed for special cancels just a little bit too quick. This is a fine line but we're pretty close to where we want it.

Push Back
Slightly increased the push back speed scale, characters should seem like they get pushed back faster than before (same total distance however).

Walk Speed Ramp
Slightly increased the total frames that walk speed gets ramped up from 6 to 10 frames. This will mean that characters will take 4 more frames to reach their maximum walk speed. With this in mind, we've also slightly increased most characters' walk speed so that their max speed is higher than before.



  • Walks: Slightly faster walk forward and walk backward




  • Walks: Slightly faster walk forward and walk backward
  • Charged normal attacks: Now gain meter on use
  • St.LK: Faster startup
  • Cr.MK: Better hit box for beating opponents directly above/behind
  • Cr.HP: Worse hit box for beating opponents directly above/behind
  • Grenades: Retracted hit box top
  • Super.Install: Lasts longer




  • Walks: Slightly faster walk forward and walk backward




  • Damage: Decreased damage scale
  • Walks: Slightly faster walk forward and walk backward
  • St.MK: Chains into St.HK sooner
  • Cr.MK: Slower startup, more time between each hit
  • Jp.MK: More time between each hit, adjusted first hit collision boxes
  • DwFw.HP: Input is now Down+HK
  • St.HK: Adjusted collision boxes, slower startup
  • Cr.HK: Input is now Down+Backward+HK
  • Run: Normal version can now cancel into JTC
  • Run->Leap: Ex version no longer has invincibility in the air
  • PinWheel->Slide: Ex version no longer gains meter and can now chip kill
  • Super.Pinwheel: Increased damage
  • Super.Run: Increased damage




  • Walks: Slightly faster walk forward and walk backward
  • Fw.MK: Slightly more recovery
  • LunarDisc: Spawns slightly closer to the player, EX version slower startup
  • CrescentKicks: Can no longer DTC on hit when used as a reversal, retracted hit box range




  • Meter: Decreased meter scale
  • Walks: Slightly slower walk backward (normal and buffed)
  • Jumps: Jumps higher
  • Forward Throw: Increased recovery, decreased knockdown distance,
  • Backward Throw: Increased recovery
  • St.LP: Less push back, less recovery
  • Cr.LP: Less push back, less recovery, less hit stun
  • St.LK: Slightly farther hit box
  • St.MP: Slower startup, less followthrough / recovery, retracted collision boxes, less hit stun, less block stun
  • Fw.MP: Slower startup, now target combos into St.HP, more hit stun
  • Cr.MP: Less recovery, farther hit box, less hit stun
  • St.MK: Slower startup
  • St.HP: Slower startup, now receives armor when buffed from Buff-U, increased armor window when buffed
  • Fw.HP: Now receives armor when buffed from Buff-U, increased armor window when buffed
  • Cr.HP: No longer receives armor in HappyHour
  • St.HK: Now receives armor when buffed from Buff-U, increased armor window when buffed
  • Cr.HK: No longer receives armor in HappyHour
  • HookSwing.L: Slower startup, less recovery
  • HookSwing.M: Slower startup, less recovery, less hit stun
  • HookSwing.EX: First hit increased hit stun, second hit juggles slightly higher
  • HornyToad: Adjusted airborne/grounded recovery frames so that he is lands faster (same total recovery)
  • G.A.P: Adjusted damage, light version slower startup, ex version more recovery on whiff
  • Buff-U: Now grants armor to St.HP, Fw.HP, and St.HK. Slightly less recovery. Using normal version while buffed will now throw the bottle (like EX). Can no longer use while a bottle is active. EX version can now chip kill. Bottle now OTGs.
  • Super.LastCall(Buffed): Less knockdown frames
  • Super.HappyHour: No longer allows Maxx to gain meter other than using Buff-U


That's it for the main changes in the update, but as always, there's a ton of little things in the full detailed changelog, which you can find here

As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord!