Castor has a disjointed hitbox on his up B to protect him from spikes. Castor dair is no longer able to whiff punish other states.
Zeniah:
Zeniah has a disjointed hitbox on her up B due to its rapid upwards movement. Zeniah dair is no longer able to whiff punish other states. Zeniah's dagger projectiles now are out for twice as long. The runes on Zeniah's blades no longer have glitchy visual artifacts.
Vesper:
Vesper dair is no longer able to whiff punish other states. Vesper's neutral B can no longer whiff punish other states. This means that you can trade with her neutral B much more easily. Vesper up tilt now has more end lag. Vesper's down air now can't double jump cancel until after the full swing is complete (but it can still double jump cancel on hit).
Stinky:
Stinky dair is no longer able to whiff punish other states.
Selmani:
Selmani dair is no longer able to whiff punish other states. Selmani's side b can only be shortened late now. Selmani's shine now has reverse scaling.
Atliss:
Atliss neutral B can no longer grab whiff punish hurtboxes.
Tycho:
Tycho's stars now have a 10 star maximum.
General Changes:
Shines can now be double jump canceled on whiff. Shine (down b) does not buffer during short hop, but cancels it instead, allowing for multishines. aSDI applied on hit to melee attacks in the digital direction of your control stick if hit with the same move multiple times in a row. (Automatic stardust DI) A major performance optimization from the Rainbowcore engine to reduce CPU usage has been implemented. Menu navigation from the combo trials dropdown to the resume pause button has been made slightly easier. You can no longer get soft locked on the credits by menu-navigating off screen. The credits have been slightly updated, with the Stardust community now directly thanked. The game's two developers are now credited as co-creators. (as always this entire project is developed by only two people!) Characters can no longer enter the stage walls due to bounding box changes between states. There are likely also various other undocumented fixes. And lastly, A stowaway has been rumored to be lurking...
Small Controls UX Update
This is a small update that prompts players with the control screen on first launch. This will help prevent the issue where some players couldn't find the controls menu. In the new version, players won't be able to even view the character select screen without having already assigned their buttons and left axis. We hope that this change makes the first boot of the game more accessible.
We appreciate the support, especially during the Indie Fighting Game Fest, please continue to enjoy playing Stardust :)
Peer to Peer netcode!
And character outlines, plus some bug fixes! Enjoy the upgrade :)
1.01s: Selmani DLC #1
Hello once again SDVS players! This is our first patch that introduces free new content.
+Selmani the Moon Dragon has descended from the cosmos and is now the 10th playable character, available as free DLC! +There is now a Training grid stage available
-In order to reduce the strength of projectile based tick throws, block stun now provides the defender with six frames of grab invulnerability after the block stun ends -Atliss air dodge has a reduced horizontal distance -Character head proportions for Vesper, Darawan, and Atliss have been slightly more standardized across the roster -A handful of camera changes have been made, the camera still can be improved so we're planning on continuing to update this -The way hitlag animates has been adjusted, and stardust criticals (100%+) now shake the character's model with a frequency to add impact and character bones don't shake until they are launched by a hit -Atliss trial previews 4 and 5 were fixed
1.02r
Hello SDVS players, it's been a while! We have been very hard at work on the game and with this update out we are excited to finally be officially underway developing a tenth character to be released as free DLC.
Hundreds of textures have been repainted and updated, there are no longer any computer generated assets in the game as every single asset is now hand made. Generally expect reduced noise and a more painterly hand crafted style with increased continuity and clarity. There's still more to do as we are going to be fine tuning the game's aesthetic but setting this groundwork was a huge milestone which required many, many hours of digital painting. As a primarily solo developer I'm so hype to finally be able to work on the gameplay and animation part of SDVS rather than the textures!
The camera has received a slight adjustment, causing it to zoom out a little bit more when characters are further apart. Also, 2B special moves now are layered in front of the characters.
There are no character balance or gameplay changes in 1.02r.
This update sets a foundation for us to build upon going forward and was a necessary step before new content could be added, enjoy!
1.01r
Hello SDVS players, it's been a while! We have been very hard at work on the game and with this update out we are excited to finally be officially underway developing a tenth character to be released as free DLC.
Hundreds of textures have been repainted and updated, there are no longer any computer generated assets in the game as every single asset is now hand made. Generally expect reduced noise and a more painterly hand crafted style with increased continuity and clarity. There's still more to do as we are going to be fine tuning the game's aesthetic but setting this groundwork was a huge milestone which required many, many hours of digital painting. As a primarily solo developer I'm so hype to finally be able to work on the gameplay and animation part of SDVS rather than the textures!
The camera has received a slight adjustment, causing it to zoom out a little bit more when characters are further apart. Also, 2B special moves now are layered in front of the characters.
The netcode has been refined to reduce rollbacks and stutters.
Online wins now reward you for 3x the amount of experience points they used to give.
There are no character balance or gameplay changes in 1.02r.
This update sets a foundation for us to build upon going forward and was a necessary step before new content could be added, enjoy!
Patch 1.01q
+New visual polish has been given to the Venus stage!
+Vesper's neutral B has been reverted to the old behavior +Camera reverted to the old style, we'll be working to find ways that it can be improved but feel that the launch camera captured the vision of the game better
Thank you to everyone for playing and enjoying!
Patch 1.01
+Backing out of the character select or pausing the game to exit an online ranked match causes you to take a loss of 1 ranked point, but is not a victory for the other player +Reduced the number of rollback frames for both players and time sync no longer glitched to become one sided +Ayrie's laser smoke had a layering issue with Pluto's skybox which is now fixed +Players may now hide their username and leaderboard position from online opponents using a new toggle in the options menu, you'll still be able to see your own name and leaderboard position with this setting on +In order to keep chain grabs in the game but reduce their wobbling-like properties in certain scenarios, Up, forward, and back throws have reverse staling which means repeated uses cause knockback growth to increase instead of decrease +Cassia side b big laser reduced hitbox to the tip and is now a platform to make it more fun to fight against offstage +Atliss jab increased recovery frames +Castor orb increased recovery frames and goes away when he gets hit +Zeniah dtilt has a lower profile hurtbox +Stinky and Ayrie had a glitch where reversed versions of their up Bs were able to enter the stage wall, this has been fixed +Vesper's neutral air, like Castor's, can now be wall jump canceled in order to make her recoveries feel better +Players may now assign IJKL or WASD to their left or right stick +You can now set the percent that the dummy resets to when you hit pause, via a new saved setting in Training mode +I am under the impression the infinite blast zone glitch has been fixed