Them's Fightin' Herds cover
Them's Fightin' Herds screenshot
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Genre: Fighting, Indie, Arcade

Them's Fightin' Herds

Soundtrack Quality of Life Update

Heads up! We just rolled out some improvements to the structure of our soundtrack collections in response to community feedback. This is all hot on the heels of our recent availability expansion. Details are below.

But first, an announcement that we're changing the way we distribute the "Complete Recordings" collection to backers who earned it as a reward. We're no longer offering a direct download of the files straight from Backerkit for this particular reward. Instead, we're providing codes to redeem the albums from Bandcamp.

Instructions: Retrieve your set of codes from Backerkit, then redeem them here on Bandcamp. In Backerkit, you'll find one code for each of the 8 albums. You don't have to create a Bandcamp account to get these, but it may make managing the downloads easier.

We made this change because of how difficult it was working with Backerkit's restrictive digital download repositories (it was a filesize thing). The "Best Of" album will still continue to be distributed through Backerkit directly, for now.

As for the general quality of life changes we made, here's the rundown:

"New" track: BREAK BONE (Arcade Boss Theme)
  • This track was previously absent from all collections despite being in the game since Early Access release. It is now a part of both the "Best Of" and the "Complete Recordings" collections.


On the "Best Of":
  • Expanded track names for all pixel lobby themes:
    • Pummelin' Plains (Arizona's Lobby)
    • Reine City (Velvet's Lobby)
    • A Dreary Place (Paprika's Lobby)

  • Added "Break Bone" as track 17 (pushed forward everything after it by 1).


On all "Complete Recordings" packs:
  • Updated album art to make it easier to tell them apart.


On "Complete Recordings" stage packs:
  • Reordered tracks according to this priority:
    • Default > Standard (All characters) > Final Round (All characters) > Idle
    • Regular and looping versions of the same track are next to each other.


On the "Complete Recordings" Character Select pack:
  • Renamed the title of the album from "Character Select​/​Training Stage" to "Character Select/Menus/Misc Stages".
  • Reordered the "regular" character select theme to track #1.
  • Added title and menu themes (the same as they are on the "Best Of").
  • Added "Break Bone" theme (with bonus looping variant).



All of these changes are up on Backerkit, Steam, and Bandcamp. Sadly, iTunes and Spotify are still stalled. We'll keep you all posted on that situation as it develops.

Cheers,

- M6

Early Access Patch #25

Some good stuff is going out with this one. Two new special palettes are being added (with special unlock conditions), new animations/hitsparks, and numerous bugfixes.

We did a lot of restructuring and cleanup of our Pixel Lobby code while we've been working on Story Mode, things players shouldn't notice, but if you experience any general oddities or crashes in the Pixel Lobby, particularly issues introduced with this patch, please let us know.

This update is likely going to be the last one before the end of our Early Access period. We'll have more info on our 1.0 release soon.

For now, have some patch notes:

Unlockable Shadow Palettes



It is now possible to unlock shadow palettes for all characters via either of these two conditions:
  1. Win the "Apex Predator" bonus during a Salt Mines run to unlock the shadow palette for the character you played during that run.
    • "Apex Predator" is obtained when a player earns enough salt to become the boss bear, then manages to defeat all other players during the Final Showdown.
    • You must be playing on an official (blue) Pixel Lobby server to unlock shadow palettes this way. In the very near future, we plan to extend this capability to partnered (green) servers.

  2. Purchase the "Shadow Palettes Pack" DLC on Steam, priced at $1.99 USD (subject to regional pricing). This instantly unlocks shadow palettes for all current and future characters.


"Tennis Shoes" Backer-Exclusive Palette



We present this special palette pack as a reward to those who contributed at least $12 USD to our crowdfund campaign back in 2015.
  • You must enter a unique product code into Steam to unlock this palette pack. The code will be sent to qualifying backers via email through Backerkit.
  • NOTE: At the time of this writing, Valve is still processing our request for the 10,000 keys we need for everyone. It might be a day or two after the patch until they go out. We'll make a separate announcement when that happens.
  • EDIT: We received the keys and distributed them on 2/26/20.
  • This palette pack will always remain a backer exclusive.


Menus/UI


  • The title screen has been updated with the current logo.
  • Fixed a typo on the match ready screen (the GGPO Frame Delay explanation).


Pixel Lobby


Salt Mines
  • There are now icons beside the button prompts on the Salt Mines HUD, to help players better match the prompts to actions.
  • Press F to do whatever it is you bound it to do.


General
  • Fixed a sound attenuation issue that was causing certain sound effects to play at full volume no matter where a player was in the lobby. This affected fight clouds (start and end), emotes, and water splash sounds, which should all now respect the distance you are to them.
  • The length of a full day/night cycle has been extended to 10 minutes (up from 5 minutes).
  • The time it takes to transition from day to night (and from night to day) has been extended to 10 seconds (up from 2 seconds).
  • Overworld notifications no longer cut off long player names.
  • Overworld notifications now have a black outline, making them easier to see over bright terrain.


Gameplay


General
  • All characters' shadow palettes now have an improved, unified color scheme.
  • All characters now have improved swipes and hitsparks on normal attacks, with more on the way.
  • Tianhuo's stage now has additional background Longma characters.
  • All characters now properly transition to a falling animation when KO'd into a stagger state while airborne. No more "air flop", sorry.
  • Fixed various inconsistencies with the frame number meter is actually spent when activating a level 1 super. On all characters, meter is now spent on the same frame the input is completed, as intended.
  • It is no longer possible to prematurely land on the floor when an air throw connects close to the ground.


Arizona
  • Arizona's Headbucks and supers have a new set of swipes and hitsparks.


Velvet
  • Velvet now has a proper set of animation effects for her Wind ability.
  • The effect for Icicle Eruption now instantly disappears if Velvet is struck. Before, only the hitbox was doing so.
  • Fixed an error on Velvet's command list (introduced in the previous patch) that said her level 1 super was "air ok". It is not, and never has been.


Oleander
  • Oleander now has an entirely new animation for 6A. The frame data remains unchanged.
  • Oleander now has slightly-improved effect for the book's attack arc during 6C while Fred is out. We plan to do more with this later when there is time.
  • Oleander can no longer cancel her backdash into a forward dash during the i-frames.
  • Fixed an issue that caused Oleander's palette to scramble during her fall animation after certain knockdowns.
  • Fixed a bug that prevented Oleander from double jumping after an air tech if brought into the air from a grounded state. Air techs now always refund her double jump.


Paprika
  • Paprika's backdash now behaves more in-line with all other characters.
  • Paprika can no longer cancel the startup of Zippy Teleport into a throw.
  • Fixed a bug that caused Paprika to reappear in the wrong spot during Zippy Teleport while affected by Velvet's level 2 super, or when another Paprika teleported at the same time.


Pom
  • Pom can now combo Bark! into her level 1 super when her opponent is airborne and at max Juggle Decay. Previously, this would only work if the opponent was on the ground when hit by Bark!
  • Fixed various puppy palette miscolorations on spawn/exit animations.
  • The animation effect around Big Papa during Pom's level 1 super is no longer cardboard, again.
  • Fixed a bug that prevented Pom from floating or air dashing after an air tech if brought into the air from a grounded state. Air techs now always refund those options.


Tianhuo
  • All Firecracker attacks have a new swipe effect.
  • Fixed inconsistency in damage between grounded and air throws during Ran Shao Feng.
  • Fixed a bug that caused Volcanic Crash to push Juggle Decay beyond its limit.
  • Volcanic Crash no longer keeps a hurtbox through its animation (after it connects). Tian now loses her hurtbox when Volcanic Crash connects.
  • Tianhuo's collision box during her airdash now properly matches the position of her character model.
  • Tianhuo is no longer obscured by the flames of Volcanic Bash
  • Whiffing an air grab during Flight now ends Flight (while NOT in Ran Shao Feng).
  • Fixed a bug that prevented Tianhuo from air dashing after an air tech if brought into the air from a grounded state. Air techs now always refund her air dash.


Known Issues


  • If you choose "random" on character select and it lands you on the Tennis Shoes palette, the special announcer line may play improperly.

Post-Stream News: Shadow Palettes & More

Hey everyone! Aaron here, Production Manager of Mane6.

In case you missed our most recent ManeCast stream, I made some major announcements that I'd like to get down in writing. Here we go:

First off, I am now President of Mane6. Previously this honor was held by Lauren Faust herself, but since she's more of an art director these days, the team elected to transfer legal responsibility of the company to me. Nothing changes about my job. I still manage the team and run the admin side of the company, but now... it's more official!

Second, we're releasing our February patch sometime next week. It will mostly contain bugfixes and a few animation/FX updates, but there are two major pieces of content going in with it:


Backer-Exclusive Palette: Tennis Shoes




At last, the inside joke 8 years in the making will finally be released unto the world.

Those who contributed $12+ to our crowdfund will receive a Steam product key via email from Backerkit as the patch drops. Activate that key in Steam to unlock your palettes.

Please understand that we'd like to keep these as backer-only exclusives to preserve how "special" they are.

That said...


Shadow Palettes: TFH's First Unlockable Content




The next patch will make it possible to unlock Shadow Palettes (originally intended just for CPU-controlled cast members encountered in the Salt Mines) via either of these two conditions:
  1. Win the "Apex Predator" bonus during a Salt Mines run (on an official Mane6 Pixel Lobby server) to unlock the shadow palette for the character you played during that run. "Apex Predator" is obtained when a player earns enough salt to become the boss bear, then manages to defeat all the other players during the Final Showdown.

  2. Purchase the "Shadow Palettes Pack" here on Steam, priced at $1.99 USD (subject to regional pricing) that instantly unlocks shadow palettes for all current and future characters.

So, there are two ways to get these palettes: ingame by completing our top Salt Mines challenge, or by paying a small fee for an instant unlock pack. We thought through how to do this one for awhile. We're well aware that releasing a DLC package during a game's Early Access period can cause a negative reaction. Here's some of our reasoning:
  • A lot of players have been asking us to make Shadow Palettes playable and we want to honor that request, but they're too special to just give away.
  • Unlockables are an important part of fighting games, and games in general, to give players a reason for playing, a meaningful goal to strive towards.
  • We also wanted to offer players a convenient, affordable way to unlock the palettes without having to complete the ingame challenge.
  • And, there is precedent for this type of unlock condition in many other fighting games.

We hope you'll see this as a fun new reason to play the game whichever way you choose to approach the unlock conditions.


Upcoming Story Mode Progress Stream


Lastly, we'd like to announce that we're preparing to present our current story mode progress to the world during our next stream. We are feeling things out some more before revealing the broadcast date, but be assured it will be soon: in a few weeks.

It will take us some deliberation to decide what to show and what to save for the actual release. We're not about to spoil certain surprises, but you gotta see some of this crazy stuff we're trying to put in our four-legged fighting game.


That's all for now, folks... until the patch next week!

Aaron Stavely
President, Mane6

New Soundtrack Availability

We’re excited to announce new availability for both the "Best Of" and "Complete Recordings" soundtrack collections for Them’s Fightin’ Herds. There’s a lot of particulars, so let’s begin with a short summary:

First, the “Best Of” collection may now be purchased here on Steam. Previously it was available via the musicians’ Bandcamp site (and it still is). It’s priced the same on both sites: $9.99 USD (subject to regional pricing on Steam).

Second, the “Complete Recordings” collection may now be purchased (for the first time ever), via Bandcamp. It’s split into separate packs that group tracks together by stage or feature, to make it possible to acquire smaller parts of the greater collection. Each individual pack costs $1.99 USD. We don’t have a bundle offering at this time.

Have specific questions? Craving details? Please, read on...

FAQs


What’s the difference between the two collections?


The “Best Of” collection is our general-purpose soundtrack that contains all base stage themes, character themes, pixel lobby BGMs, title/menu BGMs, and a bonus Reine City chiptune track. It’s an easy-listening “traditional”-style album with 22 tracks (at the time of this writing).

The “Complete Recordings” collection encompasses absolutely every single variation of every track we use for the game’s Dynamic Music System, including all unique character themes for each of the stages and character select, in both looping and non-looping mixes.

I’m a crowdfund backer. Where do I get my soundtrack rewards?


As always, crowdfund backers who earned either of the soundtrack collections through rewards can retrieve them by logging into Backerkit.

Do these collections include high-quality audio formats?


Yes. All official soundtrack collections have both MP3 and FLAC formats. On Steam, the FLACs are an optional download.

Why is the “Complete Recordings” collection only available on Bandcamp?


The main reason we decided to do it this way was to avoid clogging up the market with too many SKUs. We feel it’s clearer to have the “Best Of” collection presented as “the soundtrack” while offering a central place to buy individual “Complete Recordings” packs if desired.

Will more tracks be added over time?


Yes. The game is still in development. As new music debuts (for example: in story mode chapters), we’ll expand the “Best Of” collection for no additional charge on Bandcamp and Steam. iTunes users will have to pay for the new tracks individually (sorry, there’s nothing we can do about that, it’s an Apple thing).

When a new track set becomes available, the dynamic variations will be gathered into a pack for the “Complete Recordings” collection to be released as a separate purchase.

Crowdfund backers will of course continue to receive track expansions according to their reward tier through Backerkit completely free of additional charge.

What happened to the pixel lobby track expansion on iTunes and Spotify?


At the time of this writing, we are still waiting for the musicians’ distribution “label” to add the latest tracks to those platforms. We are working on it and apologize for the delay. The process of releasing music on major platforms like those is more complicated than one might expect. When they finally do go through, we will make another announcement. Hopefully next time it will not take months.

Who gets the money from soundtrack sales?


100% of the proceeds from soundtrack sales (after platform fees) go directly to the musicians: Stuart Ferguson and Whitetail.


So ends the FAQ section. Thanks for your support, and enjoy the moosic.


ManeCast Stream #5

It’s time for another ManeCast stream! What’s ManeCast you ask?! Well dear reader, ManeCast is a podcast-like discussion show hosted by community manager MPK between the dev team and members of our community about the state of the game and the latest buzz surrounding it. We’ll also be watching some sets in the background that will occasionally distract us.

See ManeCast #5 live on Friday the 14th (Valentine’s Day for those stateside) at our usual time: 3pm PT, in our usual place: twitch.tv/manesix. The recording of the stream will be uploaded to our YouTube channel the day after.

We’ll kick things off with some info from us about the February patch: what will be in it and when it will be. Then, we’ll launch into a more freeform discussion, covering the recent Frosty Faustings and the huge community tournament at the upcoming Combo Breaker. As always, questions and topic suggestions from the chat are welcome!

Our community guests this time are BlackAtlas and Dalone, who masqueraded as Twiwink during the Saturday FF tournament. Dalone’s premiere caused quite a stir in the bracket, but created the opportunity for some salty runbacks.

It’s gonna be a good one. Hope to see you there.

Winter Holiday Event: Dec 20th - Jan 3rd

Season's greetings! It's time for our Winter Holiday event! In this update, we've put up decorations in all Pixel Lobbies and added 33 new holiday-themed accessories. The accessories can be purchased with salt from Cap'n'Cash's shop or found in chests in the Salt Mines.

To start things off, we've gifted all players a free Empty Saddle Giftbag to pair with the Santa hat from last year! Get your collection going!

This event runs from Dec 20th to Jan 3rd, during which Cap'n'Cash will stock only new winter collection items. The stock will rotate at the regularly scheduled times: Sundays at 12:01am and Wednesdays at 6pm, Pacific. After the event ends, the new apparel goes in with all the other items, so if you miss something you still have a chance to get it later.

Please enjoy the festivities, and Happy Holidays from everyone at Mane6.

Early Access Patch #24

We're pushing out a relatively small but significant patch to address some critical bugs in the menus and in the Salt Mines. There is a shiny new palette for Tianhuo: Royal Gold! Read on:

Menus/UI


  • Added pageleft/pageright icons on either side of the main menu newsfeed to make it more clear that you can manually scroll.
  • Added a black stripe on the bottom of the main menu to make navigation easier to see.
  • Fixed a bug that caused player portraits on the casual XP display to appear blank.
  • Fixed a bug that caused the “backer” portrait banner to appear for players who were not backers, and to not appear for players who were backers (on the main menu only).
  • There is now a “Mane6” portrait banner to help identify devs.
  • Fixed some errors/inconsistencies with keyboard button glyphs.

Pixel Lobby


Salt Mines
  • Fixed a bug that caused the screen to get stuck on black if a player entered a fight during a difficulty level transition, or as the Final Showdown began.
  • Many more predators now spawn during high-population runs to prevent starvation.
  • The controls display on the salt mines HUD has been expanded to include interacting/opening chests and mining in addition to throwing dynamite.
  • All players are now invulnerable to dynamite stun for 4 seconds just after coming out of a fight (yes, this includes the boss bear).
  • There is now a “diminishing returns” period on dynamite stuns, where if a player is stunned again shortly after coming out of their invulnerability period, that stun’s duration is reduced (yes, this includes the boss bear).

General
  • Fixed yet another spectate bug where if a player canceled at the spectate ready screen, they would no longer be able to fight or spectate other players.
  • Added pageleft/pageright icons to the hintstripe of the wardrobe menu.
  • Players will no longer receive matchmaking requests while they claiming an overworld chest. If a matchmaking accept prompt is already onscreen and a chest is claimed, the matchmaking prompt cannot be accepted. The player remains in the matchmaking queue (This change is intended to prevent the occurrence of a bug that breaks matchmaking (until that player leaves and rejoins the lobby) if they receive a matchmaking request while claiming chest).
  • Fixed a bug where the GGPO ping display would not be the same as the actual match ping.
  • The Bunny Ears hat now layers properly with Oleander’s horn.

Gameplay


Tutorials/Trials
  • Fixed a bug in Velvet’s tutorial during her specials section where the dialogue explaining Shatters were using QCF glyphs instead of QCB.
  • The font of the input display list during combo trials has been condensed to allow more lines to appear onscreen at once.

Velvet
  • Instructions on how to perform “Slide” now appear on Velvet’s command list.

Tianhuo
  • New palette: “Royal Gold”.

Early Access Patch #23

We are pushing a maintenance update to prepare for NEC that includes revisions to the tutorial, more finely-detailed command lists, and some tightening across various menus. Also, there are now longma NPCS hanging out in the background of Huoshan, with animation!

General Updates/Bugfixes


Tutorials/Trials
  • The tutorial now takes you to your character’s stage instead of just Arizona’s.
  • Dialogue in all “basics” sections have been revised for better clarity. The rest of the tutorial will get a pass later on.
  • Oleander now wears her glasses in all “basics” sections... She’s been reading too much.
  • The tutorial dialogue’s font has been increased in size... For Oleander’s benefit.
  • Fixed the “Rebound” bug where a successful execution of Arizona’s level 2 super would fail the trial if done a little on the late side.
  • Fixed a bug where the advance dialogue arrow would not show up for any prompts past the very first intro.
  • Input display across all tutorials is now locked to stick only.
  • Renamed certain options in the tutorial pause menu for better clarity.
  • There is now a “previous section” command in the tutorial pause menu that takes you to the start of the section before the one you’re on currently.
  • During objective tests, the "FAIL" text now says "TRY AGAIN". (Oleander is slightly nicer to you… But you still failed.).
  • Greater input leniency is now allowed for the basic combos section. Example: rapid fire jabs no longer fail the trial.
  • Fixed a bug in the Combo Trial move list where Crouch Rapid Fire A moves wouldn’t show the crouching arrow icon.

Menus/Classic Lobby
  • Fixed an oversight that set Xbox controllers’ pageleft and pageright defaults to RT/RB. The defaults are now LB/RB, respectively.
  • In options menus, fixed a bug where a section’s “restore defaults” would restore defaults for options that were moved to other sections.
  • Added a “restore defaults” to video options, excepting display resolution options.
  • Fixed a bug where player portraits would not appear next to players’ names in the Classic Lobby.

Pixel Lobby
  • There is now a nicer background while you’re waiting to join a Pixel Lobby via “Quick Join”.
  • We believe we have fixed “spectate bug” #8. This one required you to watch your next match before you could spectate anything else or enter a fight, even after closing the game.
  • Fixed a bug where ping information on the match ready screen would be wildly incorrect if a player had previously timed out from the server.

Gameplay


General
  • All command lists have been updated to include more details on moves (as room allows).
  • Tianhuo’s stage now has additional background characters, including animated longma NPCs in the distance. There was always a population in Huoshan, we swear!

Arizona
  • All of Arizona's "reference" palettes now properly list credit as "Mane6" rather than "Mane6 Original.

Oleander
  • We have temporarily removed the (intentional) asymmetrical leg color on the “Dusk Royalty” palette to fix widespread color errors with Oleander’s palettes in general. (Meanwhile, we've committed Leed and Anu to the laughing academy).

Known Issues


  • The Video Settings menu will not scroll back up once scrolled down. Don’t worry, no options are missing, just the header for Display Settings.
  • Tianhuo’s specials tutorial doesn’t yet contain an explanation for Volcanic Bash. We are working on it!

Early Access Patch #22

Greetings and salutations. We've got a maintenance patch going out to tie off the majority of the features planned for the previous Main Menu 2.0 update. There's not a whole lot here gameplay-wise (yet), but we do think you'll enjoy this collection of tasty UI improvements and bug obliterations.

We won't be doing a post-patch stream for this update, but there are some exciting announcements coming down the line soon. We'll be in touch.

Patch notes below:

Menus


  • TFH now supports button glyphs for “Fun-Location Shaped-Based”™ controllers. (Please don’t sue us.)
  • An option to manually specify the type of button glyphs you want displayed for each player has been added to the button config menu.
  • Accepting a matchmaking prompt is now done with Start/Pause instead of Utility 1.
    • Utility 1 is now an entirely vestigial input, but we’re looking into repurposing it for other modes. It remains an empty shell in button config until then. Don’t think about it too much or you’ll give it power.

  • During config all in button config, Voice Chat (formerly Utility 2) now uses the correct text in the prompt.
  • The game now displays a notification if you have less than 2GB of RAM available when you start the game, which is recommended for a smoother experience.
    • You may disable this notification in the options menu.

  • Fixed some inconsistencies with confirm/cancel buttons across various menus and prompts.
  • Fixed a bug that showed an odd notification if you mashed join on a full Pixel Lobby server.
  • Targets Mode: Fixed an issue where the hover/selection bar would be white instead of magenta.


Pixel Lobby


Salt Mines
  • We’ve added unique glyphs to show when you’re in range to interact with chests, ore, and characters.
  • You should now be able to stand next to both a chest and salt ore and interact with either (using the relevant button) without having to move your character.
  • Fixed a bug where the boss bear could use its super from the background during its magic attack.
  • Fixed a bug where players would not be awarded salt if they started a predator fight during a difficulty level transition.

General
  • The overworld HUD now tells you when you’ve reached the salt cap of 50K.
  • The salt mines gate now asks you to confirm you still want to enter the mines despite having max salt.
  • Fixed a bug where the matchmaking icon displayed over a player sprite’s head layered over the quick chat menu.
  • The bone pile on the east cliff of Arizona’s lobby now has proper layering on the top edge.


Gameplay


General
  • Classic Lobbies have been un-broken’d.
  • We’ve added a feature that automatically resets a player’s button config if their controller is removed and an entirely different controller is plugged in. This is intended to alleviate an issue with button configurations remaining from a previous controller, particularly at local events.
    • To clarify: it only does the reset for one player if you swap that player’s controller while the game is running. It will not reset if the same controller is unplugged then replugged, nor if you shut the game down, unplug the controller, launch the game, then plug a different controller in.
    • This feature is disabled by default, for now. You can enable it using the "Automatic Controller Reset" toggle in the gameplay options menu. We would like to make this the default option in the future if it doesn’t cause more problems than it solves, so please try it out and give us your feebdack.

  • Adjusted analog sensitivity to allow for more consistent diagonal inputs on certain gamepads.
  • In Training Mode we’ve added a “standing” state for the dummy, which is now the default on new configs. This is intended to give players a way to have a standing dummy without the risk of accidental inputs from player 2’s controller.
  • The image previews on stage select for Pom’s stage now use the new stage instead of the old one.
  • Tutorial mode: dialogue for all character’s specials and magic sections has been revised.
  • Tutorial mode: clearer circle-gate input glyphs (that show up better on a black background) have been added to all relevant sections.
  • On the tutorial section select screen, the titles of various sections have been revised for better clarity.
  • Added the blinking red “low time” visual warning to minimal HUD.
  • Fixed a bug that allowed juggle decay settings from Training Mode to carry over to Arcade Mode and the Salt Mines.
  • Fixed a bug that allowed characters to take damage after the match timer had run out.
    • This issue would have never made the difference between a win or lose, it was purely visual. Matches were already decided before the extra damage was taken. Still, we added a safeguard that prevents characters from taking damage after the game decides a winner, to make things more clear.

Pom
  • Walk animations have finally been sped up to better fit her current walk speed.

Predators
  • Bear can no longer do foreground specials and super while in the background.


Known Issues


  • There’s a color error on Oleander’s far-front leg during certain animations.
  • 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.

2019 Halloween Event is Over

Our 2019 Halloween event has come to an end. Time to take down all the spooky decorations in all our Pixel Lobbies. If you missed your chance to grab one of the new hats, don't worry, they're included with the regular rotation, which is going back to its normal schedule.

It's probably worth mentioning that the bear boss didn't want to give up its new costume... and quite frankly we're not gonna try and take it. Have you seen those teeth?