(0.3.2) Fixes for fresh accounts & Steam authentication have been made
Hi everyone!
As some of you might have experienced, v0.3 has caused some issues which were game-breaking like not being able to perform moves with a fresh account and the Steam login. So we worked as fast as we could on these issues and now have made a new version (v0.3.2) which contains new fixes, including the Steam & fresh accounts fix.
More things that have been fixed are the issues with the Guard and Adamant Stone which could recover you in a match when colliding with a slow-moving disc.
Our sincere apologies to the people who were unable to play RUMBLE in the meantime. We hope you'll now enjoy it as much as we do!
RUMBLE Version 0.3.2 Patch Notes
CHANGES
Shiftstones cannot be swapped anymore during level loading.
FIXES
Mute and Push To Talk are working again.
People with an IPv4 connection will now be able to log in with Steam again.
Fresh accounts can now perform moves again.
The Adamant Stone and Guard Stone can not heal the player anymore when reducing the incoming damage below 0.
Enhance your fighting style with Shiftstones!
Attention all RUMBLE Fighters!
A new game update has been released, bringing RUMBLE up to version 0.3!
The first batch of Shiftstones is here!
Version 0.3 marks the introduction of Shiftstones, which are colorful gems that all possess unique powers. By wearing them on your hands, you can use the power of these gems and turn them into abilities! Since you have two hands, that means you can use two Shiftstones at a time, so you might want to combine two that work together well!
Currently there is a total of 8 Shiftstones you can choose from:
VIGOR STONE The Vigor Stone will passively give you back 1 HP every 15 seconds. This means that it can be used to great effect when you have a defensive playstyle. Note that your HP will never exceed the maximum of 20.
GUARD STONE The Guard Stone grants you the Active Guard ability, which is essentially a new move! By assuming the Guard pose, you can block attacks that come in from the front. Blocked attacks will deal 1 less damage, and knockback taken from blocked attacks is also reduced. Since Disc structures generally only hit for 1 point of damage, you negate all damage from Discs while blocking! Structures like Walls however will still hit you pretty hard, even if you successfully blocked the attack.
FLOW STONE The Flow Stone allows you to use either a Dash or a Jump once after leaving the ground! This means that you can change your movement direction in mid-air with an aerial Dash, or that you can halt your fall and gain more height with an aerial Jump! It's great for mixing up your landing, or getting out of harms way after a poorly timed Jump.
STUBBORN STONE The Stubborn Stone is quite simple, when you have it slotted into one of your Shiftstone Sockets it passively reduces the knockback you take from all attacks. Great for if you want to prevent yourself from getting thrown out of the arena, or even just don't like getting knocked around all that much.
CHARGE STONE The Charge Stone enhances your Hold move. When you have Hold active on a structure for 1 second or longer, the potency of the next force-modifier applied to it will be drastically increased. For example, using Straight after the Charge Stone has done its thing will almost double the power behind your punch! Great for reaching faraway opponents with heavier structures, without the need for advanced combos.
VOLATILE STONE When you have the Volatile Stone active, explosions that come from your Explode move have a lot more power behind them. With this Shiftstone you can use explosions to launch other structures at substantial speeds, or to throw your opponent out of the ring when they're much closer to the center of the arena than before.
SURGE STONE The effects of the Surge Stone only activate when you only have 5 or less HP remaining. When you do, every hit you land on your opponent will deal 1 additional point of damage. It's a great comeback tool that can really turn the tide if used effectively. Beware the discs that hit for 2 points of damage.
ADAMANT STONE Like the Surge Stone, the Adamant Stone's effects also only come into play when you have 5 or less HP remaining. Once this condition has been met, the Adamant stone will subtract 1 point of incoming damage every time you get hit, meaning you're essentially Disc-proof!
As mentioned above, you can use 2 Shiftstones at the same time, so be sure to experiment plenty with all kinds of Shiftstone combinations! More Shiftstones will be added to the game as we keep updating it, so you can look forward to all kinds of cool effects coming later on.
So, what's next?
First, updates and fixes
In the weeks after this update has gone live, we'll spend some time working on stability, while also fixing some of the more commonly reported bugs. We primarily use our feedback page to gauge which issues are currently bothering you all the most, which can be found via this link: https://feedback.bucketheadentertainment.com/bug-reports
So if there are any issues with the game you'd like to see fixed soon, please either create a new post if nobody has reported it yet, or upvote an existing one in case they have.
Then, Character Customization!
The next big update will feature complete character customization. You'll be able to customize your entire battle suit, as well as your face and to some extent your body. There won't be a lot of cosmetics when it first releases, but more will be added later on when we've finished development on our progression overhaul.
This progression overhaul will allow you to earn a form of currency that can't be purchased with real-life money in any way, that you can freely spend on whatever cosmetics you want most. There will also be cosmetics you can't spend your currency on, but are instead earned by doing cool things.
We also have some changes to the world visuals in the works, which will simultaneously make the game look prettier and provide a small boost to performance.
That's all we have to share for today, we hope you'll enjoy playing with Shiftstones, and look forward to what's to come!
RUMBLE Version 0.3 Patch Notes
CHANGES
Shiftstones have been added to the game.
FIXES
Fixed a bug where performing Straight and Uppercut in rapid succession would not unground the target structure.
Update 0.2.7 has been deployed.
Hello RUMBLE fighters!
We have a small update for you today.
After introducing the new LIV recording camera, we received several messages from you asking if we could put the old recording camera back in. Well, it's back in the game.
For those of you unaware, when you press the F10 key on your keyboard, a menu will open on your computer monitor with which you can enable a special in-game camera that will make gameplay footage look better. Very useful for those of you who like to record their gameplay footage. Now instead of just having the LIV camera as an option, you will be able to switch between the old and the new.
The little menu in which you can change your recording camera settings has been altered to accommodate for this new option. We still recommend using the LIV camera, but if you really prefer the legacy camera for whatever reason, now you can use it again.
The legacy recording camera has been added back in as an alternative camera option.
FIXES
Tooltip texts are now no longer visible during the transition between areas.
The EXPLODE modifier VFX has been altered to prevent it from glitching out when the LIV camera is active.
The Pit, a new combat arena is now available!
Attention all RUMBLE fighters!
This update doesn't bring a whole lot, but it should bring you all some fresh new changes to the gameplay experience, with the addition of the new arena.
The Pit
A new combat arena has been added to matchmaking!
We're calling it The Pit. The Pit is an arena that does not feature a gutter, which means there are no ring-outs. This means you're a little more free to go for aerial combos, since there's no chance you accidentally throw yourself out of the ring.
There are also a few very heavy structures scattered along the edge of the arena that can deal some hefty damage when you hit your opponent with 'em. Be careful though, they're large, and you'd seriously regret smacking yourself in the back of the head with one of these. These massive structures re-appear every round, try to make the most out of them!
Now that there are two combat arenas, a random one will be selected at the start of each match. However, when you and your opponent want a rematch, your rematch will always take place on the same arena as the one you just fought on.
Future content
One of the things we've been working on is a reworked matchmaking system, that features lots of additional content.
As you've seen, currently you can't select which arena you want to fight on because one gets selected at random. When this new matchmaking system goes live, this will change. You will be able to not only select which arenas you want to play on, but also which game modes you want to play, and with how many players.
Another feature we've been working on, is something we call "Shift Stones". A Shift Stone is a wearable item that can give you additional options in combat, or strengthen options you already had. One Shift Stone can be worn on either hand, so you can mix and match them to see which combinations work best for you! Be careful though, as some more powerful Shift Stones can also negatively affect certain aspects of your fighting capabilities. Stay tuned for more information on this new feature!
So yes, more content is coming, today's update really is an appetizer.
That's all we have to share with you today, we hope you enjoy fighting on the new arena!
RUMBLE Version 0.2.6 Patch Notes
CHANGES
The Pit has been added to matchmaking, a new combat arena that's entirely surrounded by a wall.
The Pillar structure now has its own set of visual effects, previously it reused the Ball's effects.
The Giant structure's stats have been tweaked to allow for better combo flow.
The Giant structure has its own set of visual effects, previously it reused the Wall structure's set.
The Hold move has been adjusted to reduce self-hits, and to increase the weighty feel of heavy structures.
FIXES
Some additional error checks have been implemented to help troubleshoot hand animation issues.
RUMBLE Version 0.2.5 is here!
Greetings RUMBLE fighters!
We have a game update for you today! It contains several changes we've seen discussed on our feedback platform, thank you very much for taking the time to use it!
Host Swapping
When playing matchmade games, one player is selected as the host. The host's computer is responsible for doing all of the physics calculations, giving them a variable advantage based on both players' pings. Sometimes this advantage is negligible, other times it's quite noticeable.
What we've done now, is that when both fighters agree to a rematch, host advantages are swapped between the two of them. This means that if you had host advantage in the last match, your opponent will receive them when the rematch starts. This should create a more level playing field across longer playing sessions, without the need to back out to the Gym.
Pose Ghost Flipping
A new slider has been added to the Move Selector. This slider can be used to change which variant of the currently selected move is displayed. All moves have 2 variants, normal, and flipped. The Pose Ghost used to always display the normal variant of your selected move, but now you can also choose for it to display the flipped variant.
LIV Recording Camera
Our own built-in recording camera has been very heavy on performance ever since launch, and truth be told we do not yet have our sights set on a fix. However, we would like to offer you an alternative solution for the time being.
We've updated our LIV integration. If you have both RUMBLE and LIV installed through Steam, you'll have the option to enable a LIV-based recording camera instead of the one we created ourselves. This new camera will allow you record in first person, as well as third person. It will also, if you want to, allow you to use a custom avatar that you uploaded in the LIV client. All this for a fraction of the performance cost of our own camera, so if you like recording your gameplay we highly recommend giving this a try!
Another update is coming next week, so stay tuned!
That's all for today, we hope you enjoy the changes this update brings!
RUMBLE Version 0.2.5 Patch Notes
CHANGES
Host advantages will now be swapped between fighters on a rematch.
A new slider has been added to the Move Selector that will toggle whether the Pose Ghost displays the move normally, or flipped.
The LIV integration has been updated to allow for more recording options, including a first person one.
FIXES
A bug was fixed that sometimes prevented Steam players from logging in to the game.
Using Stomp on a parried structure will now correctly ground the structure when it lands.
Additional error logs have been added to tutorial sequences, which will help with troubleshooting.
Another new RUMBLE version has gone live!
Hello fighters!
I'll keep things brief today, as it's another very small update.
Since a method to fly was recently discovered, we've been receiving many requests from you guys to do something about you getting automatically killed by our auto-kill system during prolonged flight. Well, you know what they say, ask and you shall receive.
The auto-kill system, which is designed to reset your position should you ever get stuck in somewhere, has been altered to no longer activate while you're in contact with a structure. This means that in theory, you can now fly around indefinitely, provided you stay within the world bounds.
Have fun zip-zooming around y'all! By the way, we absolutely love seeing the gameplay clips of you actually using flight effectively in combat in the Discord server, or any other creative use of the game's mechanics for that matter. For anyone that hasn't joined the Discord yet, you can join via the button in-game, or by clicking this link: https://discord.gg/bucketheadentertainment
That's it, thanks everyone!
RUMBLE Version 0.2.4 Patch Notes
CHANGES
The auto-kill system has been altered to no longer activate whilst in contact with a structure.
FIXES
No bugs were fixed this patch.
Version 0.2.3 has been deployed!
Hi all,
We have another one of our humble RUMBLE updates for you today.
We've fixed some bugs again, and opted to get the fixes out to you as soon as possible. Might as well, right? The ones that have been fixed are listed down in the patch notes below, so be sure to have a look if you're interested.
We're very hard at work preparing substantial content updates, they're not going live for a good while, but they are coming. Additional maps, game modes, team fights, character customization and more, it's all in the works. So please stay tuned, because proper news and information about all this stuff is coming!
In the meantime, thank you so much for supporting RUMBLE, we hope you'll continue to enjoy all the crazy stuff you can do with the game! Especially now that someone has discovered how to fly...
RUMBLE Version 0.2.3 Patch Notes
CHANGES
SORRY NOTHING
FIXES
The goofy controls option now works as intended again.
You will now no longer fall off the Match Pedestals, and they will pick you up more consistently.
The Move Selector will no longer display pose-related notifications when not necessary.
A minor update has gone live!
Hello RUMBLE fighters!
Ever since we launched our feedback platform, which can be found here: https://feedback.bucketheadentertainment.com/, one request has been at the top of the list. The ability to skip the animated opening sequence of the game has been the #1 voted for request since the platform went up.
Well, rejoice, as we're happy to be able to tell you that skipping the opening sequence is now possible!
We weren't planning on releasing an update this week, but this addition was so simple that we decided to go ahead and do it anyway. The option can be found on the Options Slab, under the Visuals category. It functions as a toggle, meaning that the opening sequence will automatically be skipped every time you launch the game when the option is set to "Skip". It's set to "Play" by default.
We greatly appreciate you taking the time to communicate to us what you believe to be important for the game, thank you. We will continue to closely monitor your feedback for as long as you continue providing it. We can't promise everything you ask for will get implemented, but we'll do our bests to get the realistic suggestions done.
That's it, thanks y'all!
RUMBLE Version 0.2.2 Patch Notes
CHANGES
A new option has been added to the options slab with which you can choose to skip the animated opening sequence.
FIXES
No bugs fixed this time around...
Patch 0.2.1 has been deployed.
RUMBLE Patch 0.2.1
There were a couple of pesky bugs introduced in the previous update, which should now be fixed.
In the past weeks we got a lot of reports about on-screen UI not working properly, and of lag-spikes when using push to talk. Both of those bugs are fixed now, hooray! For a list of all bugs that have been fixed, check the patch notes below.
Soon, we will be sharing information about the near future of RUMBLE. We will be sharing a kind of roadmap that will have details on the next big update, as well as some information about what comes after. Stay tuned to make sure you don't miss it!
Thanks for playing everyone!
RUMBLE Version 0.2.1 Patch Notes
CHANGES
Voice Chat audio has had its range increased, and volume won't fall off within 5 meters.
FIXES
Howard will no longer automatically destroy its own pillar structures.
Howard can be hit by grounded structures more consistently.
Fixed an issue that would cause a lag spike when push to talk is activated.
Voice Chat controls for Index controllers are now properly displayed.
Fixed a bug that would prevent interaction with UI elements on the computer monitor.
Voice Chat is here!
Greetings honorable RUMBLE fighters!
We've got another game update for you! This update is primarily centered around Voice Chat, but comes with a few other additions as well. Let's briefly cover what's new.
VOICE CHAT
You will now be able to chat with fighters you encounter in the Arena and in the Park. Voice Chat is proximity-based, meaning fighters further away from you will sound quieter than fighters closer to you, and that fighters to your right will sound louder in your right ear than in your left. This should help identify who's talking in busy Parks, as well as help you determine your opponents position in the Arena.
Before going ahead and hopping online, you might want to go check out the options slab located in the Combat Study, as it will tell you which buttons to press depending on the controllers you're using.
LIVE FIGHTER MUTING
You can mute other fighters at any point. By aiming your secondary hand's knuckles at them and pressing the mute button, your opponent will instantly be muted. They can be unmuted by repeating the same procedure.
VOICE CHAT SETTINGS
Voice Chat comes with an array of settings.
VOICE CHAT With this setting, you can enable and disable voice chat altogether. If you're simply not interested in talking to others, you're free to turn voice chat off.
MICROPHONE MODE By default, this settings is set to push-to-talk, meaning you have to push and hold down a button on your controllers in order to transmit your voice. If you like, you can set it to open mic instead. This means that any sounds your microphone picks up are automatically transmitted. Be mindful that this also means you might make your opponent privy to your exhausted huffing and puffing.
OPEN MICROPHONE THRESHOLD You can use this setting to set the minimum volume level your mic needs to set the minimum input volume for your microphone before your voice is transmitted to other fighters.
NEW FEEDBACK & BUG REPORTING PLATFORM
A new web page is now live, which can be used to give us feedback about RUMBLE, as well as reporting bugs you encounter. You can vote for bugs and feedback you think is important, letting us know what you all would like to see get added/fixed first.
Note that you will be prompted to log in with your Steam account, this was done to make sure only real RUMBLE players get a say in what's important and what isn't.
BHAPTICS
The game now supports bhaptics! If you thought you could feel the RUMBLE before, you should try it wearing one of those haptic suits, if you have one, they're quite pricey...
SMOOTH ROTATION DEADZONE SETTING
A new setting has been added to the controls section of the options slab. This new setting controls the stick deadzone for smooth-turning, which determines how far you have to push the stick before input is registered. Useful for if your controls are suffering from issues like stick-drift.
If this concept is entirely new to you, you may want to check out the other deadzone settings that have been there since launch, especially if you snap-turn on accident.
That's all, patch notes below! Happy Holidays!
RUMBLE Version 0.2 Patch Notes
CHANGES
Voice Chat has been added.
A new setting for Smooth Turning has been added.
A new slab has been added to the Gym, that has buttons which lead to the Discord server and the new feedback platform.