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Genre: Fighting, Indie, Arcade

Them's Fightin' Herds

Early Access Hotpatch #21.1

We just pushed a hotpatch to address some critical gameplay issues that were introduced in the last update:

  • Fixed strange character interactions after Oleander performs super.
  • Fixed strange projectile interactions if Pom is hit during recovery of Bark!
  • Fixed several cases where a character would act as if they were armored when they were not.

Early Access Patch #21

Spooky season has arrived at last! To celebrate, we've added new hats and seasonal decorations to all Pixel Lobbies. Cap'n'Cash's shop will be stocked exclusively with the new hats until the event ends on November 4th, at which point they'll go in with the regular rotation.

This patch includes the first release of Main Menu 2.0, which means a new look (still WIP), reorganized structure, and at long last, the separation of in-fight controls from menu controls (!!!).

Important notice: all configs have been been completely reset with this update to avoid potential conflicts with the new control scheme. This means EVERYTHING: audio, video, gameplay, and controls. Please take the time to make sure your options are set the way you like them before you start playing!

Planned for later patches: organizing the training mode menu, further enhancing the appearance of the main menu, and level 3 supers.

Upcoming stream news: The Fightin' Foenatics are doing a 24-hour donation stream RIGHT NOW for their Combo Breaker 2020 tournament. We will also be doing a post-patch stream on Monday the 28th at 3PM PT to talk about this update, the next update, and our appearance at Youmacon in less than a week. Everything's on twitch.tv/manesix.

We hope you enjoy this month's update! Patch notes below. Read on...

Main Menu 2.0



  • The main menu has a new look and structure! The look is still a work in progress and will be further improved in future updates.
  • Game modes are now organized by Local / Online / Practice rather than Single Player / Multiplayer. The Pixel Lobby has been moved to the “Online” submenu, and Story is on the top menu (though still not available until game version 1.0).
  • New Feature: Pixel Lobby Quick Join, which transports you directly into an official, populated server without having to select from the server list. The old Pixel Lobby option has been renamed to Pixel Lobby: Browse Servers. Both are under the new “Online” submenu.
  • The options menus have been reorganized so items are now in their proper categories. There are now three categories: Gameplay / Sound / Video.
  • In-fight controls no longer affect menu and lobby controls (ABOUT F███ING TIME). There is now a dedicated set of controls for each separate environment, all from the same button config. Config All still only affects fight controls.
  • Start and Voice Chat (Previously Utility 2) are universal buttons that require exclusive buttons for them. If you attempt to bind them to something that is already bound elsewhere, the buttons will swap places, as explained below.
  • Config All functions a little differently now:
  • Buttons swap: If you try to bind a button that is already bound to another action in the same category, it will swap those buttons. Example: your Light Attack is bound to B, and you try to map B to Medium Attack, it will switch the button that was previously on Medium Attack over to Light Attack.
  • Prompts during Config All now appear at the bottom of the input list instead of in the middle, allowing you to see these swaps happening in real-time.
  • There is now a time-out period on Config All. It will reset all bindings to default if you leave it for a few seconds without pressing any buttons, just in case you make a mistake.
  • We’ve locked the remapping of directional buttons on non-keyboard controllers unless you enable it in a new option in Gameplay Options: Allow Stick/DPad Remap. The default is “Off”. This is designed to protect pad and fightstick users from mapping a directional input to a face button unless they reaaally want to. Keyboard users still have full access to directional remapping even if this option is “Off”.
  • “Vanilla Lobby” is now called “Classic Lobby”. Like classic coke, but more vanilla!
  • The “Controls” option on the main menu has been renamed to “Button Config”, so it is more distinctive from “Controllers”.
  • Macro buttons are now disabled in menus and in the Pixel Lobby, to prevent accidental inputs.
  • “Versus CPU” mode now shows up on the new “Local” submenu. It is not available yet and has been greyed out, but it has been added.
  • We’ve added Ping Tolerance for matchmaking into Gameplay Options. You can tolerate ping easier now.
  • There are now sweet hexawipe transitions between most modes. Like wiping your screen with silk!
  • There is now an awesome lightning effect around the logo on the title screen… either that, or we forgot to insulate the new menu.
  • Fixed an issue where Master Volume scaling applied twice to everything except music.


Pixel Lobby


Halloween Event
This seasonal event will run from now until Nov 4th.

  • New spooky hats added! Cap’n’Cash’s shop will carry only this new apparel during the duration of the event. Once the event ends, they will go into the regular rotation with all the other hats. You will also be able to find the new hats inside chests in the Salt Mines.
  • Everyone gets candy bags to wear!
  • Each Pixel Lobby has seasonal decorations and ambiance. Except A Dreary Place. That’s still dr… ohnowait, those ARE decorations.
  • The predators are wearing costumes too. How did they get them? No one may ever find out! Why are they dripping ketchup? IT IS A MYSTERY.
  • New Feature: Invite Friends!
  • You can now invite your Steam friends to the Pixel Lobby server you’re currently in. This option is located on the lobby pause menu.


Salt Mines

  • Mining salt ore now has a dedicated button, separate from interact/open chest. By default, it’s the cancel button.
  • Players may now throw dynamite over ledges. Dynamite no longer stops short as if it hit a solid wall. It now continues long, as if it hit a gaseous wall. Which it did.
  • The black backdrop we added behind the Salt Mines HUD to increase clarity (obscurity?) is now properly in, after getting deployed and rolled back last hotpatch.
  • During the final showdown, we’ve added a system that will temporarily lock doors for a player if they go back and forth rapidly between two rooms (more than three times in quick succession). This is intended to prevent room transitioning from being used as an exploit to stall the bear out.
  • Medium and large denominations of salt pickups are now tinted darker blue so they stand out more.
  • Fixed a bug where if a player opened a dynamite chest then immediately opened a treasure chest, they could still move while they were opening the chest.
  • Players now receive a notification that the final showdown is being skipped if they are the only one left in the mines when the timer runs out. No beating yourself here!
  • Players no longer receive split-second ending notifications as they return to the overworld.
  • Fixed a bug where players wouldn’t receive health from a health chest if they got into a fight as the chest was opening.


General

  • Particularly tall hats no longer clip through the waterfall in Arizona’s lobby.
  • Cashmere is slowly defrosting to you, and now has more expressions in her dialogue portrait.
  • Various pieces of shop dialogue have been revised and expanded.
  • The graphic for the Nurse Hat has been updated. It is more lovely now. And less liable to be liable.
  • Both Icicle Wings items now have a proper degrees symbol in the flavor text.


Gameplay


Features

  • The experimental ‘TRM’ish system introduced in Early Access Patch #18 has been removed from the game. The quick and dirty way we had initially implemented the system was causing unintended side effects. Implementing it properly through input reading and proper lockout timers showed that it was still not going to give the desired results when mixed with our current set of mechanics. As both real world gameplay and internal technical tests were not solving the issues we were focused on (and honestly, the issues were not that big in the grand scheme), we’re rolling back this part of the changes we’ve made to throw mechanics with a few tweaks/reversions:
  • The inputs for throw teching have been cleaned up a bit. The input requirements to throw tech were not following most of the input leniency we’ve introduced to the game over time, which was emphasized even further after the TRM patch. Teching should now be more consistent if your inputs aren’t super exact. Yeah, you DID tech that one.
  • Throw startup is no longer counterhit, but throw recovery is.
  • Throw startup auto-techs like it used to.
  • On the combat HUD, the match timer now pulses red when it reaches 10 seconds or less for an increased sense of doom. THE END IS NEIGH.
  • The announcer now speaks a line when time runs out.
  • More dust effects for character movement have been added.
  • Completing Arcade Mode now displays a “Thanks for Playing!” outro screen.
  • The 2D version of the training stage has been pulled out of the fourth dimension, and now has a discernible floor.
  • Tutorial dialogue during various characters’ supers attacks sections has been revised for further clarity.


General Bugfixes

  • Backer characters that were removed in a prior patch from Pom’s stage for technical reasons have now been restored with new artwork.
  • Fixed a bug where the Perfect KO graphic would show during a time out if it was both a time out and a perfect. It now always shows the Time Out graphic, as intended.
  • Fixed an issue where there would still be 1 pixel of health left in a health bar despite it being empty. No more (un)magic pixel!
  • Training mode: made it so the dummy state resets to standing when recording a move if it was previously set to AI.
  • It should no longer be possible for both characters to have the same palette during online matches. There can be only one.
  • Fixed a bug where non-Mane6 players would have a blue name if they were player 1 and a Mane6 staff member was spectating.
  • Linkster has been fired.
  • Fixed a bug where the game could not find its config.ini file if a player had a Windows username in Cyrillic. (Sorry this one took us so long to squash!)


Velvet

  • Fixed a seam that would appear on Velvet’s face during her win pose on certain palettes.
  • Velvet still swears she has had no plastic surgery whatsoever.
  • Fixed an odd-looking smear frame during her 5A.


Oleander

  • Shadow Blast can now destroy projectiles.
  • Fred’s summon and desummon animations now have a suction effect. Slurp.
  • Fixed a general color issue where the bottom half of Oleander’s back leg was discolored during her character select and air study animations. She has been instructed to take off ALL of her socks when tanning.


Paprika

  • Fixed a visual glitch where a dot would appear at the base of her neck during her victory pose.


Pom

  • Bark! can now destroy projectiles.
  • Bark! is now projectile invulnerable from the start of the move until shortly after the active period.
  • Pom’s magic meter now displays stock refills immediately as soon as they are available, instead of in a delayed sequence.


Tianhuo

  • Fixed an issue where Tian’s “Violet” palette had a miscolored leg during her character select and victory poses.
  • Fixed some visual defects on certain frames during Volcanic Crash and the start of Ran Shao Feng.


Predators

  • All predators can now instant-block (as was intended).
  • The snake and panther have improved animations across the board: dashes, jumps, all attacks, and super (for panther).
  • The panther’s base movement speed and dashes have been adjusted.
  • The panther’s A and B attacks have slightly adjusted tempos.
  • The panther’s C attack now groundbounces.
  • The panther’s super has adjusted timing, distance and damage (especially on the last hit).
  • The snake’s dash distance and timings have been adjusted.


Known Issues



  • Classic Lobbies are broken (the main menu update was not kind to them). We intend to fix in a hotpatch as soon as we can, but in the meantime, they’re greyed out.
  • In Arizona’s tutorial for her super attacks, the game sometimes doesn’t recognize the input buffer on Rebound properly, and will not register a successfully executed move.
  • Utility 1 still shows up on button config, clinging to dear life. It’s vestigial, but it’s still hooked into some code things and will be properly extracted in a later patch.

Early Access Hotpatch #20.1

Small hotfix going out to enhance the new salt mines HUD in response to feebdack and fix a bug that caused a crash whenever players tried to enter a vanilla lobby!

Changelog

  • Salt Mines HUD text: Added a stroke to messages' font. Increased font size slightly, and added a subtle backdrop.
  • Added a subtle backdrop to Salt Mines Top-Middle HUD
  • Fixed a bug that caused a crash upon entering a vanilla lobby.

TFH at Youmacon 2019

Exciting announcement!

Mane6 is showcasing Them's Fightin' Herds at Youmacon 2019: from Oct 31 - Nov 3 in Detroit, MI.

But wait, there's more! Not only can you hang out with the devs and play some matches, we'll also be offering a small collection of official TFH merch for sale during the event, onsite only, for the first time ever! More details to come.

The folks at Youmacon are taking real good care of us. We're honored to be guests at such a spectacular event. Get your tickets and join us!

https://www.youmacon.com/registration/

Early Access Patch #20

This update fixes some bugs and wraps up the last little bits of Salt Mines 2.0 that weren't considered "mission critical" during its debut. The dungeon UI has a new look, we've added music to the shop, shop dialogue has been expanded and slowed down a bit. There is also now a WIP difficulty selector at the beginning of Arcade Mode.

There will be more Salt Mines and Pixel lobby content coming in future patches: like more hats and additional dialogue portraits for Cap 'n Cash. We're also continuing to address bugs. As far as core features go, we believe we're in a good place until after 1.0., so keep the feebdack coming, but bear in mind we'll be shifting most of our development focus from this point on.

Let's dig into it.

Pixel Lobby


Salt Mines

The Salt Mines HUD has been redesigned for less clutter and increased visual clarity. Fonts have been updated, the HUD elements have had their size decreased slightly, and there are now the proper amount of colors in the difficulty level's progress bar.

  • The Salt Mines HUD now displays which button throws dynamite.
  • Fixed a bug that caused a really, really loud splash sound when dynamite exploded in water.
  • Fixed an issue where a player’s name would appear on fight clouds they weren’t involved in.
  • Fixed an issue where “Tremendously Terrifying” got cut off in the ending scorecard.
  • We've made some adjustments to the Boss Bear’s command dash:
  • It now has more armor points.
  • It’s now definitely projectile-invulnerable the whole way through.
  • You can no longer block during the command dash, which was causing a weird slowdown effect to occur.
  • Fixed a bug where the bear would “land” in midair if they were hit during the dash.


(Known issue: The notification at the very end of a mines run that displays the final message ends too abruptly. We'll fix this.)

General

  • The shop now has music! Aw yeah.
  • Cap ‘n’ Cash now have unique dialogue depending on which character you have equipped when you enter the shop.
  • Shop dialogue auto-advances a bit slower now. Stay a while and listen.
  • Cashmere has added lights to the shop booth in Reine City and a Dreary Place. Market research shows ungulates love lights. (No lights have been added to the shop booth while in the Pummeling Prairie. There seems to be some kind of magical interference in that place.)
  • There are now tracks leading into the (now less) hidden Salt Mines gate room in Reine City and A Dreary Place, due to recently heavy hoof traffic.
  • Fixed inconsistent capitalization on various cosmetics flavor text.
  • The match win counter on the combat HUD has been disabled for spectators, to avoid the appearance of a bug that caused it to tick up rapidly if a player disconnected.
  • Fixed a cosmetics error where Arizona and Velvet would be more naked when putting certain clothes on.
  • Fixed a cosmetic error where the Ludic...rous Sombrero would float over characters’ heads.
  • The Banked salt display on the upper right corner of the screen (by default) is now slightly larger.


Gameplay


General

  • There is now a dedicated graphic for “perfect” KOs. (Known issue: If you get a perfect and a time out KO simultaneously, it shows the perfect graphic instead of the time out graphic, but only if you're player 1. We'll fix this.)
  • There is now a difficulty selector at the beginning of Arcade Mode (though its still WIP look-and-feel wise.)
  • The announcer no longer asks if you want to play a rematch when the type of fight doesn't allow rematches.
  • Reference palettes made by Mane6 now just say “Mane6” instead of “Mane6 Original”.
  • A couple of backer palettes which previously read “Mane6” are now credited correctly. Yay for shrapnel fixes!


Arizona

  • Fixed a bug where Rebound’s animation would play faster against a Velvet opponent.
  • Magic Stomp’s input buffer window has been slightly reduced when cancelling out of other attacks, to prevent accidentally getting stomp instead of other deliberately input magic attacks.


Velvet

  • Made an animation adjustment so that during back throw, Velvet adjusts her position after the throw instead of during, to make it look more intentional. Nothing but appearances have been changed.


Predators
Prior to the bear updates in Salt Mines 2.0, the predators were operating with a set of mostly placeholder animations. In this update the wolf has received many animation improvements, particularly on dashes and 5C, along with some movement mechanics changes to fit them better:

  • Walk speeds have been lowered overall.
  • Dash speed and distances have been increased overall.

Development Update - September 21, 2019

Greetings all. Now that Salt Mines 2.0 has been released into the wild, here’s the latest on our future plans.

Much earlier in the year as I was first joining the team, I made a prediction that we’d be reaching 1.0 by the end of Summer. Well... that’s in two days. Suffice to say, looks like my estimate was inaccurate (unless I meant the southern hemisphere’s Summer, ho ho).

Level 3 supers and Story Mode are the only two remaining hard requirements for us to consider the game a full release. They aren’t ready yet, but we’re in the final stretch. It looks like we’ll still be able to make it to 1.0 by the end of this year.

So… what happened?

Long story short, Salt Mines 2.0 blew out its time budget about threefold. Online multiplayer is probably the most difficult, complex area of game development there is, and we’d advise other indie developers out there to approach it with caution. It took maximum effort and ten weeks to complete this feature (and there’s still more we wish we could’ve done), but it’s out, we’re satisfied with the result, and it’s about time we brought the rest of the game home.

Many of you have been asking: why we did we choose to focus on Salt Mines over Story Mode? That’s an absolutely fair question. We know there are a lot of players more interested in single-player content, but we believed this was the right move to make. Here’s our reasoning.

Salt Mines is our attempt to solve three large problems that today’s fighting games don’t seem to have answers for: (fun) alternative modes, thriving online lobbies, and engaging ways of unlocking cosmetics that don’t involve microtransactions. We see an opportunity for TFH to stand out among the giants and have a better chance of making it long-term if we can succeed in these spaces.

This issue has been on the dev’s minds since the beginning of the project. The original Salt Mines (available when the game first launched) was only a shadow of the intended design. It was fun in its own way, but didn’t really accomplish its goals. We felt it was necessary to update the Salt Mines to its final form, and that it needed to go out as soon as possible. It’s a very experimental feature by industry standards, so the more time we have to observe play, gather feebdack, and fix bugs, the stronger it will be (and the more likely it will make an impact on fighting game history), by the time we’re ready to leave Early Access.

We admit it seems a little crazy, but it was a calculated risk. Hopefully that provides some clarity on our thought process behind this whole thing.

Now, let’s talk about what’s next!

Level 3 supers are pretty far along. We’ve been working on them in secret along with Salt Mines 2.0. They’re very close to done: completely functional, but still in need of final animation, effects, and sound. We’d hoped to include them in the last patch, but during the final weeks of development it became clear we needed to pull everyone in to help with the mines.

Level 3s for all six characters will go out in October. Included with (or close to) this release, we’ll also be updating the structure of our menus.

After all that’s in the bag, we finish up Arizona’s chapter of Story Mode. Though content-rich, it won’t be nearly as complex from a developer perspective as Salt Mines, so development should go much more smoothly. Then, at long last, TFH will be ready for 1.0.

Alright. That’s all I got for ya’ll this time. Thanks for the read. If you’re interested in the long-form explanation, I first made this announcement during yesterday’s ManeCast stream. Starts at 6:52.

Enjoy the rest of your weekend. We’ll be in touch.


Aaron

Production Manager, Mane6

Early Access Patch #19 (9/21/2019)

We've got a pretty substantial update to round out a bunch of Salt Mines stuff. Most notably, your salt bank is now persistent. It no longer expires after 4 hours of server inactivity. Also we've got some further tweaks to Tianhuo and throws in general.

Pixel Lobby


Salt Mines

  • The large center map has been reworked to improve traversability. One-way dropdowns have been removed and various corridors have been widened.
  • The boss bear has undergone some top-level rebalancing in an effort to help the final showdown reach a conclusion faster:
  • The boss bear’s base max health and scaling max health have been reduced.
  • The boss bear’s health melting speed increases over time the longer they go without catching a player. This mechanic resets when a player is caught.
  • The boss bear now heals more from defeating players.
  • The boss bear’s movement speed has been increased and is now slightly less susceptible to ice physics.
  • Dynamite chests now cost 60 salt (up from 50).
  • The maximum amount of dynamite a player can carry at once is now 10 (down from 30).
  • Reduced the chance health orbs spawn in salt ore before bear event to 5% (down from 10%).
  • There is now a roar sound effect that plays when the boss bear spawns, and when the boss bear defeats a player.
  • When a predator npc fight times out, the player always wins, regardless if the predator had a life lead.
  • Fixed a bug in the salt mines dynamic music system where the “level 3” layer would start too early (at difficulty level 4). It now advances every odd level as it should.
  • Fixed a few places on the map where the boss bear player could get trapped behind salt rocks.
  • Fixed a rare issue where desyncs could occur during boss bear fights.
  • Fixed a bug where salt ores that replenish during the bear event were yielding as if it were the first difficulty level. The ore now properly yields according to the salt scaling value reached before the final showdown phase began.
  • Fixed a bug on the pixel lobby controls card where “throw dynamite” did not replace “wardrobe menu” during the salt mines preparation phase.
  • Tian’s HUD portrait is now on fire.


General

  • You can now run the game on the same machine you’re running a server!​​​
  • Banked salt is now persistent. It no longer resets after being logged out of a pixel lobby server for 4 hours. This means you will still have all the salt you haven’t spent if you come back, for example, a week later.
  • Players can now keep and spend their banked salt across different pixel lobby servers.
  • Cashmere has slightly adjusted the prices of hats in her shop.
  • The shop HUD now displays your current banked salt amount in the header.
  • Fixed a few typos in Cap ‘n’ Cash’s lines. (What -are- hands?)
  • Cap ‘n’ Cash now have additional lines:
  • When a player enters the shop already owning all the hats for sale.
  • When a player tries to buy a hat they already own.
  • The wardrobe menu now has sorting options:
  • Alphabetical A-Z.
  • Alphabetical Z-A.
  • Rarity Lowest-Highest.
  • Rarity Highest-Lowest.
  • There are new toggles in the lobby options menu:
  • Turn off the sound notification when an overworld salt chest spawns.
  • Set whether or not the chat box automatically closes after sending a message. (Auto-close is enabled by default).
  • Fixed various issues with lobby sound effects playing too loudly.
  • Fixed a variety of bugs that could result in rare server crashes.
  • Fixed an issue that caused duplicate player sprites to appear.
  • Fixed an issue that causes player sprites to turn invisible.
  • Fixed a long-standing issue where a player’s GGPO delay setting would, on rare occasions, not accurately represent actual delay. This was known as the “input delay” bug, and we believe it is dead.
  • The Kitsune Mask now occupies the face slot instead of the hat slot.


Gameplay


General

  • All characters' 6A (anti-air) attacks now get pushblocked as if they are heavy attacks.
  • Throw tech window has been increased to 17 frames (previously 15 frames, as of the last patch).
  • “Crouch teching” throws are now allowed, as TRM takes care of most of the issues this intended to solve.
  • Throw inputs while crouching will now cause a throw to come out rather than an attack, since crouch teching is now allowed.
  • Throws now scale combo damage to 50%, (down from 70%).
  • Counterhit throws now properly reset JD to 0.


Tutorials

  • Sections of the tutorial that talk about throws and throw teching have been updated to account for the recent changes made to throw mechanics.
  • Various typos all around the tutorial have been fixed.


Velvet

  • Fixed a bug that was causing Velvet’s forward tech roll to have the wrong number of hit-only invulnerability frames.


Pom

  • Airbud should now always groundbounce the default amount.


Tianhuo
Tianhuo has always presented unique balance difficulties. She benefited greatly from the changes made to the universal pushblock system in ways we did not anticipate, so we’re tweaking some numbers.

  • 2A now has 5 active frames, reduced from 9. (This was just an unrelated oddity).
  • 2C now causes less blockstun. It’s now -24 instead of -20.
  • 6A (anti-air) now causes increased blockstun vs airborne opponents, to make 6A > Volcanic crash setups a little more difficult to pull off.
  • Horizontal momentum retained on Firecracker Attack (2D) is now hard capped, to prevent instances of unreactible crossups.
  • Fixed a bug where Volcanic Crash could grab a pushblocking opponent.
  • Tianhuo’s Master Combo Trial 2 has been replaced.


Predators

  • Predator’s moves across the board now add more JDG, effectively making their combos shorter.
  • All predators are now capable of being counterhit out of all attacks, instead of only from throw startup and air attacks. (Whoops!)
  • Fixed an issue where predators were unable to block at the start of a fight.

ManeCast #3! Live now!

Sunday Stompin' Livestream!

Post-Patch Stream (Early Access #18)