Switchblade cover
Switchblade screenshot
PC PS4 Steam
Genre: Shooter, Sport, Strategy, Adventure

Switchblade

PATCH 1.1.0

Look out for the patch hitting Switchblade on Steam next week!

TOP ISSUES


  • Issue with health of mobs not initially going down when damaged has been resolved.
  • The repetitive sound effects that played when towers were damaged/healed has been reduced.


VEHICLE CHANGES


  • Voice audio for “Fog Hog” has been updated to make it sound more like the vehicle name.
  • The Flaming Blade’s Visual Effects (VFX) have been fixed so players no longer see the FX after being eliminated by the super weapon.
  • Vampire VFX fixed so players no longer see the super weapon FX after respawning.
  • Goofer reticle fixed to show correct cooldown of super weapon.
  • Audio has been updated for Electron vehicle.
  • Target decal for the Electron’s Orbital Blast has been improved.
  • Tiny Giant super weapon fixed so that the vehicle re-grows in size after use.
  • Kamikaze speed boosts no longer remain in world after use.
  • Kamikaze super weapon decal has been improved.
  • Thunder Pulse VFX fixed so players no longer see the super weapon FX after respawning.
  • Gravitron green glow VFX on vehicle fixed so they only display when the healing ability is ready to use.
  • Sniper Prince shield occasionally closing during using the ability has been fixed.
  • Sniper Prince shield is now visible to enemy players.
  • Shield fix for Sniper Prince so it no longer appears to re-open after respawning.
  • Vehicle health bars have been corrected to display at correct heights above the vehicles.
  • Healing beam tethers have been improved so they only heal a player when attached.


TUTORIALS


  • Tutorial 1 progression has been fixed. Players are no longer able to upgrade abilities away from the designated areas.
  • Mobs spawning visually improved.
  • Tutorial 2 progression has been fixed. The tower core will no longer be destroyed without player input.
  • Mobs attacking tower doors graphically improved.
  • Tutorial music continuously playing after the Tutorial has been completed has been fixed.
  • Collision added to first tower on Tutorial 2.
  • Tutorial completion UI has been improved.
  • Tutorial audio for mobs has been added.
  • Players are no longer able to progress through Tutorial 2 without completing the stages of the Tutorial.
  • Invisible collision, which players could crash into has been removed from Tutorial.
  • Loading into the Tutorial has been corrected, so players start in the correct position.
  • Dying from the tower no longer causes progression blockers.
  • Changing vehicles during Tutorial no longer disables vehicle abilities.
  • Tutorial UI fix for the arrows not leaving the screen.
  • Changing window options no longer causes game to freeze during Tutorial.
  • Mob spawn rate revised to improve the Tutorial flow.
  • Blimp texture quality increased.
  • Tutorial loading times improved.
  • Switching vehicle during Tutorial no longer displays in-match UI.



BROADCASTER


  • Broadcasters are not able to see which way they are facing on the mini map.
  • Controller sensitivity increased for Broadcaster.
  • Broadcaster UI has been scaled down to only display what is needed.
  • Broadcaster description has been updated.
  • Broadcaster tower collision has been revised.
  • Number keys (1-9) now cycle through different fixed camera points.
  • Broadcaster HUD elements now update correctly.
  • Broadcaster level collision has been improved across the map.



UI AND HUD BUGS


  • The shop UI scales with screen sizes.
  • Male body type no longer appears distorted in the Customiser.
  • UI and HUD elements now change colour when a colour-blind mode is active.
  • “Eliminated By …” taunt screen now scales with different screen sizes.
  • Correct messaging now appears when a player joins a match in progress.
  • The score now displays correctly during overtime.
  • Camera update speed increased on UI.
  • Opening the Scoreboard whilst firing no longer leaves players’ vehicle continuously firing weapon.
  • Overtime text has been revised to make it more visible.
  • Speed boost on reticle will now update correctly if player passes through two speed balloons.
  • Taunt UI is now positioned correctly.
  • Taunt screen fixed during Tutorial.
  • Audio added to post-game screens.
  • UI elements added to all on-screen messages in Hall of Champions.
  • Shop UI layered correctly to sit on top of widgets.
  • Base and tower icons revised.
  • Scoreboard HUD elements repositioned and scaled correctly.
  • Profile pictures now appear on Scoreboard.
  • Tower icons revised on Scoreboard to increase resolution.
  • Scoreboard text overlap on the secondary vehicle has been fixed.
  • Buffs and debuffs HUD notifications are no longer being shown when no buff/debuff effects are present on the vehicle.
  • Option for leaving game revised to read “Quit Game”.
  • Skins Store – Selecting a vehicle that is not owned will now hide the “cross” button prompt



AUDIO


  • Adjusting the audio volume will no longer play two different tracks.
  • Audio fixed when suspending the application and resuming.
  • Audio balancing improved within Hall of Champions.
  • Vehicle audio will now load in with the vehicle.
  • Audio improved for Tiny Giant’s weapon balloons.
  • Audio improved for Goofer.
  • Explosion audio improved for towers.
  • Audio for jetpacks improved.
  • XP tower audio added to game.



MOB FIXES


  • Fixed a bug that prevented players from stopping when colliding with a Mob.
  • Fixed a bug where tracer and Impact FX in the wrong position when shooting mobs
  • “Lyra” skin for Mob Buddy name change.
  • Bots have been improved.
  • Z-Fighting removed from Mob health bars.
  • Mob health bars no longer clips into the model on the large mobs.
  • Crosshair revised to only show hits that connect.
  • Resolution improvements on Mob and drone health bars.
  • Graphics improved on Mob wheels.



SIN BIN


  • Sin bin floor graphics improved.
  • Status icons no longer display when on Sin bin.



HALL OF CHAMPIONS


  • Vehicle names updated within Hall of Champions.
  • Podium in Hall of Champions will now display the top three players of the season.
  • Glass texture added underneath the main platform in the Hall Of Champions.
  • Hall of Champions Polish for windows.
  • Hall of Champions floor colour change.



ENGAGEMENT SCREEN FIXES


  • Fix for game occasionally crashing when passing the Engagement screen.
  • Fix for character being missing on the Engagement screen.



IN GAME LOBBY FIXES


  • Fix for having the game minimised after completing a match and going to the lobby causing the game display a black screen.
  • Fix for a crash that was seen when failing to join a lobby.
    Scrolling improvements when using a mouse.
  • Fix for joining a game within its lobby as a five-person team and having players separated across both teams.
  • Fix for Broadcaster joining a lobby and entering an infinite loading screen.
  • Fix for players being disconnected after playing a match.



CHARACTER FIXES


  • Fix for characters seen twitching on end-game screen.
  • Devil Horns emote no longer breaks character model.
  • Selecting “Body Type” in Customiser, when wearing a helmet no longer removes the helmet from character.
  • Fix for the character facing the wrong way when selecting emotes.



LATE JOIN


  • Late joining disables the ability to talk in chat via text
  • A crash occurs when the player late joined into a game
  • When a user late joins a game, the user’s teammates can have enemy red auras present on their vehicles
  • Latejoin Overtime message appears after late joining
  • Latejoin Players are shown scores on late join
  • The tower doors appear to display the tower doors being up when the player late joins into a game



GENERAL FIXES


  • Fixed a bug to stop players from taking damage while on the spawn platform when hit with certain abilities.
  • Updated loading screen hints.
  • Lens flares no longer appear through geometry when the camera is zoomed
  • Fix for players not being able to re-join a game.
  • Glowing overlay fixed when opening upgrades menu.
  • Purchasing items no longer displays errors.
  • All available vehicles are visible to players in the Collections menu.
  • Shop UI revised and fixed some issues with some consumable icons being darker.
  • Legal screen now scales with different size screens.
  • HUD elements now scale with different screen sizes.
  • Fix a bug where after re-joining a match, the player wouldn’t be able to see themselves on the minimap.
  • Loading freeze fixed when players close the game during loading screen.
  • UI navigational fixes when using mouse.
  • Iceland collision has been improved.
  • Fix for the repair progress indicator on your secondary vehicle stopping after dying.
  • Healing tethers locking on to objects through geometry fixed.
  • Text wrapping fixed on end-game screens.
  • Camera improvements when switching vehicles.
  • Fix for power core save widget disappearing from screen too quickly.
  • Fix for the Fortress Flamethrower not moving into place after upgrading.
  • Performance increased when starting a match.
  • Fix for players missing during the pre-game line-up screen.
  • Text chat fixed so other players can see the text.
  • Improved behaviour of projectiles.
  • Changing in-game resolution settings no longer breaks mouse control.
  • Performance improved during death sequences.
  • Baseline XP award for bots balanced.
  • The Team ICONs at the top of the screen now display the correct way around for the Broadcaster.
  • Weapon jammed icon now appears on starting platform.
  • Fix for losing mouse focus when minimising the game.
  • Some error messages reworded.
  • UI navigation fixes for the Collections Store.
  • Fix for player names incorrectly displaying after the “Ready Go!”.
  • Fix for black screen when a player joins a friend’s game on PSN.
  • Tower Icons revised and made larger and clearer.
  • Healing a turret no longer displays it as healing a shield.
  • UV’s moved to fit in line with the windows.
  • Fix for purchasing a vehicle or skin not placing cursor highlight on the proceed button.
  • Fix for players being able to shoot their allied players.
  • Fixed camera clipping into a rock near the Mushroom tower.
  • Vehicle ability icons no longer overlap borders in “Collections”.
  • Loading screen instructions reworded.
  • Fix for the arena rotating behind players on end-game screen.
  • Fix for the purchasable healing balloon aura can appearing red for the user who placed it down.
  • Text scales to fit taunt screen message.
  • Cooldown timers text size revised.
  • Season text revised.
  • Loading icon re-positioned.
  • The purchase complete text has been rescaled.
  • After completing a purchase the “Okay” button is now highlighted by default.
  • Purchasing text has been rescaled to fit into the text boxes.
  • Turrets repositioned to be firmly on the ground.
  • All purchasable Customiser colours are now purchasable.
  • Scrolling through the menu on the Customiser causing it to start its loop again has been fixed.
  • All purchasable Customiser eyes are now purchasable.
  • Fix for crosshair displaying in top corner, if healing an ally behind.
  • Fix for being able to shoot enemy players on the starting platform.
  • Scoreboard now scales correctly to different screen sizes.
  • Ready and Quit button prompts no longer disappear on end-game screen.
  • Players who disconnect from the server are now given the correct error message.
  • Respawn Timer doesn’t countdown.
  • Correct references to PlayStation Network added to purchasing screens.
  • Mastery levels are consistent with Mastery screen.
  • Arena stands improved through Hall of Champions.
  • Debris from destroyed towers will now clear quicker.
  • All dialog boxes now contain button prompts.


KNOWN ISSUES IN THIS BUILD


  • Teammate AR marker stuck on the screen and not moving after a player has switched vehicle
  • AR markers were seen showing the player the location of enemies after late joining
  • The announcer voices are missing for the overtime statement when overtime is triggered
  • Most vehicles will suffer from the blurred wheel effects when getting to their travel speed
  • The wrong button prompt for switching vehicles on SinBin
  • The map is missing on the sin bin
  • Late-join – Player avatar incorrect after late-joining


Wanting to track the top community issues? Head over to our Switchblade | Community Issues Trello boardhere.

Visual InfoGraphic: Closed Beta








SWITCHBLADE COMPETITIVE MODE

Hello everyone,

Over the week since Switchblade has gone live we’ve realised the player base has been separated across different modes and regions. Players have found it hard to play with one another and we’re looking at ways to improve this.

From 6th September at 3PM BST, we will be locking out Competitive Ranked by closing the current season early. This will make Quickplay the only PVP game mode and will push all players together, resulting in more populated games. Although we know there may be some backlash from our hardcore players, we ultimately want a healthy player base where everyone is playing each other.

We understand the current season that is underway is tarnished, with players climbing the ranks through playing bots, late joining, no matchmaking and no end of season rewards. So right now, we are working hard on our new matchmaking system and competitive mode which we’ll talk about below.

Please discuss in the comments and send us feedback on what you think of the new Competitive Mode we’re implementing. We want to hear your thoughts on this!
———-

COMPETITIVE RANKED



  • We are overhauling our matchmaking system to ensure players are matched as evenly as possible.
  • A minimum of 10 players must be present for a Competitive Ranked match to start.
  • There are no AI Bots in Competitive Ranked. If a player disconnects/quits from a Competitive Ranked match their vehicle is immediately removed from the game-world.
  • Players will have the opportunity to rejoin a Competitive Ranked match if they have disconnected/quit.
  • Competitive Ranked matches will require players to be at least Tech Level 15. This ensures that players entering this high-stakes mode have a better understanding of the game.
  • We are introducing an automated moderation system that penalises players who intentionally spoil others’ experience. Initially, this will take the form of a penalty system that introduces time-limited bans that escalate for repeat offenders.
  • If any player leaves a match within a short time after it has started, the match will be cancelled with no change to your season rank.
    We’re adding a more complete notification system informing team-mates of leavers, and giving players the option to abandon a match if they do not have a full team after a grace period (in which leavers may reconnect).
  • Map selection will be randomised and Map Select will no longer be an option in Competitive play.
  • Players can begin losing Stars when they reach Rank 5 (currently this is Rank 15).
  • Winning Streaks will be available from ranks 1-24 and will only require 2 consecutive wins.
  • At the end of a season, players’ ranks will be reduced by a set number of Stars rather than being completely reset. This means that at the start of a new season players will be matched against others of a similar skill.
  • We are reworking our Rank Insignia to be more effective at communicating the player’s current skill “band”. We will also display the player’s current MMR when they enter the Superstar League.
  • Players who reach the Superstar League will be ranked according to their current MMR and we are introducing a “Top 500 League” that adds a flourish to the player’s Rank Insignia if they are within the top 500 players in their region.


SEASON REWARDS



This information details the rewards players can earn, and how they can earn them, for playing in each season’s Competitive Ranked game mode.

How are Season Rewards earned?
Players can earn rewards during a Competitive Ranked season for meeting the following criteria categories:


  • Play x Competitive Ranked Matches
  • Win x Competitive Ranked Matches
  • Reach x Season Rank


The above criteria is intentionally simple to promote the sporting aspect of competitive play; for example, we don’t want to encourage players to grind any particular mechanic, or to play with any particular vehicle class. In competitive ranked, we play to win on the battlefield!
Each season will have its own rewards and criteria, this is to allow flexibility with the types of rewards we give.

HOTFIX 1.0.1

Hey guys,

We have a few issues we’ve fixed and created a Hotfix for. You can download the Hotfix on Steam right now!


ISSUES FIXED


  • Legal Splash screen updated.
  • Users were unable to join / rejoin a game after it had rolled over after one game.
  • Transitioning from one game to another will not always bring every player into the new lobby.


See you on the battlefield!

Nareice

SWITCHBLADE CLOSED BETA

The Switchblade Closed Beta has now officially ended on PC.

We’d like to thank all our Closed Beta testers and everyone in the Switchblade community for participating in this critical part of the game’s development process. Over the past several months since the Closed Beta began, you’ve all shared tons of astounding feedback that we’ve been able to balance and tweak. We hope you’ve had a great time, and we can’t wait to blow and tear it up on the battlefield alongside everyone on 28th August.

To find out more about Early Access on PS4 and PC later this month, take a look here .

If you have any questions, head over to our forums where the developers will be delighted to answer any queries you may have.

– The Switchblade Team

NEW FEATURES COMING TO EARLY ACCESS

Switchblade is ready to move from Closed Beta into Early Access on the 28th August!

Want to know what’s coming out during Early Access? Find out below!

CHOOSE YOUR VEHICLES


SWITCHBLADE is a vehicle combat MOBA featuring 16 vastly different vehicles, each armed with an array of weapons and extraordinary abilities.


  • Armoured: Healing Hippo, Tiny Giant, Vampire
  • Artillery: Berserker, Electron, Sniper Prince
  • Fighter: Flaming Blade, Kamikaze, Sidewinder, Thunder Pulse
  • Scout: Goofer, Gravitron, Mob Buddy
  • Tank: Fog Hog, Fortress, Safeguard



GET READY FOR THE BATTLEFIELD


As soon as you are ready to head into combat, you can try these game modes:

  • Tutorial: You can learn about the basics of Switchblade and the Game Rules.
  • Quick Play: A quick and easy way to jump into the fight, this mode automatically matches opponents of a similar skill level to you.
  • Co-OP vs. AI: Practice with other human players against a team of AI Bots.
  • Broadcaster: Select a match and join as a spectator.
  • Competitive Ranked: Play a competitive game and increase your Season
  • Rank. Show off your skill in this game mode.




NEW FEATURES



DAILY LOGINS

  • Players are rewarded for logging into the game.
  • Daily Login progress persists and is not reset for missed days. This means that players who log in more frequently receive their rewards more often, whilst players who don’t aren’t punished.


CHALLENGE REWARDS
  • Daily Challenges are tasks that can be completed once in a 24 hour period.
  • 3 Daily Challenges can be activated at once.
  • Once per 24h period players can choose to “re-roll” an active Daily Challenge. This replaces the “re-rolled” challenge with a randomly selected challenge from the pool. This is used for players who may not like a particular challenge or may wish to see if a re-roll yields a challenge that can be completed in tandem with their other active challenges.
    Progress toward Daily Challenges can be earned in any game mode (i.e.
  • Quick Play, Competitive Ranked, etc.).
  • The Blade Master Challenge persists until the reward is earned.
  • When a Blade Master Challenge is completed, progress is reset.
  • Complete Daily Challenges to increase your Blade Master rank and earn even better rewards.
  • Players can view their current challenges, progress and completion rewards in the Challenges UI.
    Note: This screen is accessible from the Hall of Champions.

  • Challenge progress is shown on the results screen or front-end using a notification when progress has been made toward a goal.
    Players will be notified when a challenge has been completed but must visit the Challenges UI screen to claim their reward.


VEHICLE MASTERY
  • Each vehicle now has a Mastery Level. Earn rewards for your favourite vehicles simply by playing them!

  • Earning XP while using a vehicle increases that vehicle’s Mastery Level.
  • Each Mastery Level has a reward. You can earn Battlepoints, Bit Cash and even exclusive Skins!
  • Mastery Levels are capped at Level 20.