Store data
- UK price
- £6.07
- US price
- Awaiting regional check
- Positive reviews
- 100%
- Total reviews
- 0
- Release date
- 10 November 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
2 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
Last sampled 11 Nov · 11:40 UTC
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 6 | — | — | 1 | — |
| November 2026 | 6 | — | — | 1 | — |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Experience the frantic energy of true 2v2 fighting where all four players battle on-screen simultaneously. The fight is always in your hands across 2v2, 1v1, or even asymmetrical 2v1 matchups. Join with a friend to play cooperatively in offline and online modes.
Master a roster of 10 highly distinct characters, each equipped with their own combo mechanics and a Unique Movement ability to control the stage. Before the round starts, empower your team by selecting one of 6 unique Gems, granting you access to tide-turning abilities ranging from an extra damage boost with Havoc Gem to slowing down time with the Stardust Gem.
Built on incredibly smooth GGPO rollback netcode, every strike connects exactly as intended across full 4-player competitive matches, co-op against the CPU, and even online training. For dedicated lab monsters, fully visible hitboxes and live frame data can be toggled on at any time, in any mode.
Simultaneous 2v2 Combat — A hectic but deep battle system where all four players fight on the same screen at the same time. Also supports traditional 1v1 and asymmetrical 2v1 modes.
The Gem System — Select from 6 different Gems to dictate the flow of battle, building your team's Gem meter to unleash powerful Singulars and Cosmos.
Flexible Control Schemes — Play your way with classic "Gamer" motion inputs or modern "Journalist" 1-button special moves.
System Mechanics — Outplay your opponents with Super Arts, parries, red parries, teleports, roll canceling, pushblocking, fast flying, crossups, invincibility frames, and much more.
Master the Roster — 10 fully unique characters (with more planned in the future).
Smooth Online Play — GGPO Rollback netcode supporting 4-player versus, online co-op vs CPU, online training mode, and spectator mode.
Frame Data Everywhere — Toggle live hitboxes and frame data in absolutely every game mode.
Comprehensive Training — Perfect your skills with 20 Combo Trials per character, Parry Practice, a dedicated Tutorial, offline/online Training modes, and 50+ total achievements to unlock.
Fully Customizable — Complete button configuration to match your preferred arcade stick, leverless controller, or gamepad. Note: Keyboard controls also exist but are not currently editable.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
| # | ||
|---|---|---|
| 01 | Ach Trials Az 5 | 5.1% |
| 02 | Ach Trials Az 10 | 2.9% |
| 03 | Ach Trials Khontay 5 | 2.9% |
| 04 | Ach Trials Leznever 5 | 2.2% |
| 05 | Ach Trials Bonso 5 | 1.4% |
| 06 | Ach Trials Leznever 10 | 1.4% |
| 07 | Ach Trials Leznever 15 | 1.4% |
| 08 | Ach Trials Spiros 5 | 1.4% |
| 09 | Ach Trials Arisette 10 | 0.7% |
| 10 | Ach Trials Arisette 5 | 0.7% |
| 11 | Ach Trials Bonso 10 | 0.7% |
| 12 | Ach Trials Khontay 10 | 0.7% |
| 13 | Ach Trials Rikki 5 | 0.7% |
| 14 | Ach Trials Arisette 15 | 0.0% |
| 15 | Ach Trials Arisette 18 | 0.0% |
| 16 | Ach Trials Arisette 20 | 0.0% |
| 17 | Ach Trials Az 15 | 0.0% |
| 18 | Ach Trials Az 18 | 0.0% |
| 19 | Ach Trials Az 20 | 0.0% |
| 20 | Ach Trials Barry350 10 | 0.0% |
| 21 | Ach Trials Barry350 15 | 0.0% |
| 22 | Ach Trials Barry350 18 | 0.0% |
| 23 | Ach Trials Barry350 20 | 0.0% |
| 24 | Ach Trials Barry350 5 | 0.0% |
| 25 | Ach Trials Bonso 15 | 0.0% |
| 26 | Ach Trials Bonso 18 | 0.0% |
| 27 | Ach Trials Bonso 20 | 0.0% |
| 28 | Ach Trials Khontay 15 | 0.0% |
| 29 | Ach Trials Khontay 18 | 0.0% |
| 30 | Ach Trials Khontay 20 | 0.0% |
| 31 | Ach Trials Leznever 18 | 0.0% |
| 32 | Ach Trials Leznever 20 | 0.0% |
| 33 | Ach Trials Lordpyre 10 | 0.0% |
| 34 | Ach Trials Lordpyre 15 | 0.0% |
| 35 | Ach Trials Lordpyre 18 | 0.0% |
| 36 | Ach Trials Lordpyre 20 | 0.0% |
| 37 | Ach Trials Lordpyre 5 | 0.0% |
| 38 | Ach Trials Rikki 10 | 0.0% |
| 39 | Ach Trials Rikki 15 | 0.0% |
| 40 | Ach Trials Rikki 18 | 0.0% |
| 41 | Ach Trials Rikki 20 | 0.0% |
| 42 | Ach Trials Sinaz 10 | 0.0% |
| 43 | Ach Trials Sinaz 15 | 0.0% |
| 44 | Ach Trials Sinaz 18 | 0.0% |
| 45 | Ach Trials Sinaz 20 | 0.0% |
| 46 | Ach Trials Sinaz 5 | 0.0% |
| 47 | Ach Trials Spiros 10 | 0.0% |
| 48 | Ach Trials Spiros 15 | 0.0% |
| 49 | Ach Trials Spiros 18 | 0.0% |
| 50 | Ach Trials Spiros 20 | 0.0% |
Online TrainingFix 1P not able to select the dummy's charAZ5H jump cancelable on hit
Read full update on Steam ↗SFXOn-hit noise for most projectilesOnlineFor online co-op modes where 2P becomes 3P (aka second red team member), move the Steam name to 3P slot on Character Select and Gem Select screensMusicDisable all songs not from AutoMattock (to try to avoid any copyright strikes, as did not test all songs on YouTube yet)Combo TrialsMove custom meter (AZ, Lord Pyre) to the right (to not be blocked by the Gamer/Journalist text; still some overlap in some languages) Meme Messages6 new messages (742 total). Listed below:Now this is podracing.Didn't ask + don't care + CURSE OF RA.#gemitupYo, that's od.Sin AZ is conceptually broken.One-handed Rikki to Grandmaster rank.
Read full update on Steam ↗AZAdded on-hit SFX for some projectiles, including new freeze SFX for Ice FunctionVoiceline for A Different Animal is shortened and The Same Beast is delayed \TutorialAdd buttons for: Command List, Combo Trials, and Button ConfigurationGamer/ JournalistOnly show the pop-up to pick input type when going to Combo Trials (instead of first launch after language selection)BARRY-350Disable quick Special macro in the scenario where 2M can be kara canceled to command throwProjectilesAdjusted some projectiles to not be affected by lighting: BARRY drones+laser and Leznever fireball
Read full update on Steam ↗TutorialFinished text Tutorial with imagesLord PyreAllow EX moves cancelable to RefuelAirdash L+M MacroDecrease kara window (to prevent accidental dashes)Should not execute a Fly (Leznever, Sin AZ)Fight StatsDuring game end, show sections one at a time (instead of all at once). And remove the game count and timer from the UICPUParries against Super Art projectiles less oftenUIFix "Monét" song display (accent on e)Round CalloutsIncreased volume
Read full update on Steam ↗SystemGround roll = can hold any left/right (instead of strict left/right)Input ReaderFull-circle input (BARRY-350's command throw) = made more lenient by allowing for any up direction (instead of strictly up)Gem Cosmo Super FlashChange location of shaking Gem to behind the text. Also reduce shake amountSFXAdd support a sound effect for when a projectiles hits an enemies. Currently, only Khontay's Spiral Blades has thisOnlineAdd a "Connecting" message with reference to joining the Discord or emailing if the match doesn't start within 5 secondsMusicIncrease volumes of some songsBug FixFix CPU being able to parry Gravity FunctionTerms and Privacy PolicyAdd QR + URL to webpageAdd note that states: "Visit or scan to translate (English)"Main MenuImage to have no title logoCommand ListChange padding to fix some text cut off in some languagesTranslationsFix some missing translations and decr...
Read full update on Steam ↗Gem Cosmo Super FlashAdd sub-text: Havoc = Damage Boost Gravity = Heavy Gravity Aegis = Nullify Projectiles Cortex = Meter Regeneration Blood = Lifesteal Attacks Stardust = Time SlowdownRemove character's portrait in the back for Gem Cosmo'sCPUCPU will try to jump cancel more oftenCrouches less oftenImprove the randomness of the CPU: - Offline = true random - Online = deterministic psuedo-random (aka same as before) but with some added variabilityMenusMain Menu = button to view AchievementsOffline Menu - Images when highlighting optionsMain Menu + Offline = voiceover on button highlightVoiceovers for new options: Arcade, Tutorial, Parry Practice, AchievementsButtons = grow faster + shrink slowerArcade Mode = Update description to "under construction"Options = add "Audio settings under construction!"
Read full update on Steam ↗MenusMain Menu = add banner at top to replace "Main Menu" textMain Menu = remove the images for the feedback survey QR and company nameMain Menu + Online = show new Discord logoKeyboard Bindings + Command Lists = decrease back button padding horizontallyEULA + Privacy Policy = decline/accept was very laggy with the new shrink/grow button logic, so it is disabled hereOnline = add black+white borders to ranked, casual, privateLobby SearchFinding 0 rooms = show Discord infoOnline MatchIn modes where 2P is 3P (online co-op training/versus AI), 2P "Disconnected!" text should show on 3P's portraitThe "Disconnected!" text now shakes when visibleBug FixFix issue where Super meter was sometimes starting at 0 in modes that were not Combo TrialDuring Super Flashes, do not change the rotation of hitsparks \Fix bug where meme messages containing "trial" and "this combo" were still showing up durin...
Read full update on Steam ↗QOLRematching remembers previous character's color selection (unless moved on the grid)OnlineOnline training - should show messages logs in top cornersCombo TrialsGrid = hides the selected row+cell when highlighting the other buttonsCommand ListFix Aegis move names not appearingTranslationsSmall changes
Read full update on Steam ↗Voice SFXBonso = new VA (Splurgy)CPUCPU will parry more often (if possible): - Physical hits = rarely - Projectiles = very oftenCPU will block more often (if possible): - Overheads or lows = about 50% - Everything else = very oftenCPU will Pushblock more oftenRikkiChange Super on hit SFX to the old sound for the initial hitsBug FixFix excess yellow particles spawning at the end of EX moves: - Rikki Summer Salt - Sin AZ Commando Corridor - Bonso Temporal LightningAZ EX Magnetic Blost = was not spawning the yellow EX particlesLeznever = fixed a Souffle not appearing if there was too many existing ones on screenIn offline co-op, if 2P pressing back button to pause on char/gem select, it no longer shows 3P pauseTraining - clicking "State" no longer cycles the value of "Playback options"
Read full update on Steam ↗CPUCPU will change target if the other enemy is significantly closer than their current lock-on target \Lord PyreSpear It Lv3 = 3rd hit has increased hitbox heightRed King Lv3 = fix animation where sword is not in the hand at the end of the final swing for a few framesBARRY-350Rocket Punch (Light version) = 4f more recovery on the ground version so it should not combo to 5M in corner when hit later as OTG \AZSame Beast = no longer whiff cancelable to SpecialsTutorialChange note to say: "Cosmo!" Gem Meter
Read full update on Steam ↗Lord PyreIncrease volume of all Lv1s and some of the other onesSpear It Lv3 = new voice clipBARRY-350jM = point feet downwards during recoveryCreditsAdd voice actor sectionUpdate animations section to include myself MessagesAdd 17 more messages (671 total). Listed below:Are y'all tired of playin' the sidelines? Gotta make my own highlights.It's time to heat up for the fight of my life. Show 'em what I got, cuz you know that it’s my time.Brought 'til I fall, boy, give it my all, boy. Got me feelin’ like I could fight 'em all, boy.The time has come, the bell has rung. No weak ends here, you know that I'm a star, boy.And in my blood, sweat and tears. I've been struggling for years!I can feel it coming over me. I feel it all around me.Innnnnndeeee- structible~Blue, yellow, pink. Whatever man, just keep bringing me that.Hello, my habibi.I am the storm that is approaching.That is bullshet -...
Read full update on Steam ↗Training OptionsMore Meter settings: 1. Health 2. Super meter 3. Gem meter 4. AZ Different Animal stocksChange increments for Blaze meter to 5% (from 1%) and the above new applicable Meter settings as 10% \Blaze meter rapidly refills over time (instead of an instant refill) to the Blaze training setting amountLowered the volume of cycling settingsButton ConfigUnmap a button by pressing the Start buttonRemove "Gamepad B" defaultRemove default mapping of Frame Data for pad+sticksUpdate wording when clicking "Issues?"Sin AZFix bug where doing EX Air Sin Magnetic Blost was always cancelling to air dash (due to the new L+M dash macro)
Read full update on Steam ↗Co-op vs CPUWorks!!! CPU's are synced but some bug fixes. Listed below:Offline+Online Co-op vs CPUProperly label this mode as a "versus" mode, which will enable certain UI elements: 1. Fight anouncement text+voice for round intros+outro, 2. Fight Stats at the end of the matchOnline Co-op vs CPUPlayer icons to always show (1P, 2P, 3P, 4P, lock-on target, and "you" yellow triangle)For the 2nd player being in 3P position, fix highlighting scenarios such as the "You" yellow triangle icon, target icon, yellow circle in the player icon in char/gem select, pressing back in char/gem select, and highlighting the correct name in the Fight StatsThe 2nd player's Steam name + network stats should be moved to 3PPauseWhen pausing: 1. Stop playing all character audios, and 2. Lock the camera positionOffline Versus and GGPO Sync TestThere is a secret "Confirm All Players" input of pressing Light+Mediu...
Read full update on Steam ↗Fight UIShow failure messages randomly during the "Ready" of each round for regular versus games now \During a match with 3+ players, remove the player icon when they are deadDuring a match with 3+ players, remove the target icon when the local player is deadSlightly move the "big announcement" texts up slightly (like "Round 1")SFXBARRY-350 = fix the 2 popping sounds during Rocket PunchCharacter SelectRemove the WIP text for Lord Pyre and BARRY-350, and change last character's text to be yellow
Read full update on Steam ↗Button ConfigurationChange default gamepad layout to have Medium on Triangle (instead of X). Swap "Gamepad A" and "B" default presetsCombo TrialsAdd an empty row for Lord PyreMenusForce the survey QR code to be always hi-res
Read full update on Steam ↗Fight UIAdd combo damage text below the combo hits counterLord PyreSuper (6246L+M+H) = Scorch Lord Inferno Animation is a placeholder currently. - Lv1 = invincible dash punch - Lv2 = faster, further, launches, and jump cancelable - Lv3 = faster, further, hard knockdown, positive on blockRenamed moves to be "Blaze" relatedBlaze meter = changed colors of orange+red slightly2H = increased hitbox height (to juggle into it easier) and hurtbox's height shrinks during startup and active frames214EX = changed to be EX Criminal Deagle (instead of Volcanic Cobra)Character portrait in Fight UI = adjusted positioningHavoc GemRename Cosmo to: "Welcome to Die"MenusAdd Tutorial button that says not implemented yet and to visit the Command List and Combo Trials \Main Menu = QR codes for feedback survey and DiscordCombo TrialsAdded 54 failure messages (551 total). Listed below:spooby pls free usI can...
Read full update on Steam ↗Lord PyreAdd animations for Deagle lv2 and 3Adjust animations for: jL and Gem CosmoRefund (214U after a Special) = has a white flash nowCharge Blast (236H while holding 5U) = has a white flash nowAdjust character colors: - All = changed hair color and reduced armor scratches #1 = reordered and altered red and black colorsPortrait pics for all colorsFix attack trail during Volcanic CobraArisetteAdjust animation for: downed
Read full update on Steam ↗Lord PyreNew command normal: J-Dust (j6H) = big hitstun and pushback, but not dash cancelableNew Special move: Criminal Deagle (214L/j214L) = overhead attack. Lv2 is a knockdown. Lv3 is a launcher \Various frame data changes to normalsColor #2-4 now \Adjust cel shading valuesAttack trail color changed to orange-blueBlood GemCosmo = Decrease the passive health loss during the Cosmo by -50% to -1 HP/sec (from -2 HP/sec)Fight UIShow health points number in the health bar \TrainingFix bug where resetting when holding a direction was delayed (to the next reset afterwards)
Read full update on Steam ↗Performance OptimizationsGreatly improve character rendering (via a bunch of settings)
Read full update on Steam ↗Fight UINew glow implementation, which is for illuminating the characters (e.g., yellow for EX moves, blue/red for parries, etc.). Compared to previous: + Lord Pyre can now properly apply these glow states to his entire model. Also, it is more efficient in memory+performance - Some parts will no longer glow (mainly BARRY-350's head) and Khontay's sword still does not support glowing (the former may be fixed in the future)Note: above change could have a chance for issues. In particular, try rematching and changing (or not changing) colors and characters. Also, test rematching in online matches.Command ListMove Gems above the charactersSeparate Gem System to its own button (instead of being in "Common Actions")
Read full update on Steam ↗Input ReaderIncreased some buffers for it to be slightly easier to execute motion inputs for Specials and SupersArisette¡Que Qué Sí! Super = hitbox extended upwards2H = first hit's hitbox extended upwardsGround EX Huracan Aris = remove Unique Movement cancel for the first portion of this attack \SpirosSuper = renamed to "Fatal Cross"RikkiNew stomp move = SFX, attack trail VFX, and added to the command listBARRY-350Rename 2M stomp string in the command listSupers in Combo TrialsFinishing up the additing of Supers to trials by changing/moving existing ones and deleting the combo trial #1 for all characters. The trials that are changed are:Sin AZ = #12, 17, 20Arisette = #5, 7, 14, 16-17Spiros = #13, 17Leznever = #10, 16, 20Khontay = #12, 20Bonso = #12, 19Rikki = swap #16 and 17Combo TrialsEdited some failure messages but also added 5 new failure messages (497 total). Listed below:Damn! H...
Read full update on Steam ↗RikkiNew stomp move (j2M) = instant overhead, OTG, and unscaled hitstun. Can chain 3 times where the 3rd hit has better combo potential (more hitstun and less total frames)Blood GemBlood Gem Function (5G) = air version will now stop downwards acceleration if character was descending (to prevent the animation canceling via landing)Supers in Combo TrialsMove the custom meter (i.e., only Sin AZ Super or Lord Pyre so far) upwards to not be blocked by the combo UISuper meter starts at 4 now (instead of 3)Adding Supers to trials by changing/moving existing ones and deleting the combo trial #1 for all characters (but starting with only the below 2 first). The trials that are changed are:AZ = #11, 14, 20Rikki = #9-10, 12-20 (also included new Stomp move)Combo TrialsMove grid and portrait UI to the right
Read full update on Steam ↗SystemGround parry vs a physical attack = defender will get pushed back a bitRikkiGains some more speed halfway during kick flurries of SuperSin AZAir parry animationGravity GemGravity Function has stronger push/pull against a downed opponentDuring Gravity Function or Singular, the player can turn if their lock-on target changes sidesVFXFix bug where some glows (parry, red parry, and burst) were not as bright as previously \UIMore borders around various thingsStardust Gem has darker background colorBug FixFix super flash freeze always showing the default portraitTrailerQuick trailer vid (30-60 sec) and screenshots
Read full update on Steam ↗BonsoNew animations for all normal attacksFight UICharacter portrait = new triangle cut-out and combine with the health bar UIGame count = changed to just the number with a colored background and moved to the centerRound counters = moved a bitCharacter SelectAdd a slant to the grid and team bordersCharacter Select + Gem SelectAdd a scrolling design to the red+blue backdropsDecrease timer text sizeAdd some borders and paddings to some UIPause Options"Hide Fight UI" option = also hides game counter in Versus and network stats if OnlineNetwork UITexts moved to not overlap the new character portraits
Read full update on Steam ↗Gem SelectGem name capitalizedAdd subtitle description text for each Gem: Havoc = Damage, Gravity = Control, Aegis = Shield, Cortex = Resources, Blood = Health, Stardust = TimeCharacter SelectRandom select to support Lord Pyre's additionCompany LogoNew company logo on Main Menu and in CreditsButton ConfigurationHighlighted button is a darker green
Read full update on Steam ↗Lord PyreLord Pyre is the new name for OSOLCountry flag = custom-made called SolgarEX attacks = Lv 2 without spending any Charge (only Spear It and Volcanic Cobra) \White flash when doing any Lv 3 boosted moveImprove animations for: stand hitstun and Gem FunctionRound Win IconsKilling with certain scenarios have new icons: Double KO = skull Chip = cheese Super = red-orange S EX = white EX with yellow border Gem moves or during Cosmo = the selected GemMove round win icons slightly upwardsCharacter SelectAfter selecting the character's color: - The preview window closes, - The portrait changes to that selected color, and - Green border around this player's portraitChange the background colors of all characters slightlyMenusNew button UI for specific main menus (startup, main menu, offline) where non-highlighted state has a semi-transparent background and white text with a black outlineA...
Read full update on Steam ↗New Character\ He is a brawler with a unique Charge meter. Increase the charge meter by holding the Unique Movement button and then his Special moves become empowered with new follow-ups for huge damage.AZWhen activating the Super "A Different Animal", a new meter UI will appear to show that there are 3 stocks gained, which can then be depleted with the follow-ups of "The Same Beast" and "Samba Mamba Beam"Input ReaderDuring the startup of run dashes, do not allow some cancels (to nothing, crouch, normal attacks) for the first few frames \Unique Movement inputs are now checked after (instead of before) Gem moves and Special moves inputs. \Pause OptionsSetting to toggle visibility of the Fight UI HUDButton ConfigButtons to "Apply Default": Gamepad A/B and Arcade StickSteam Input seems to work for most controllers, so removing "Controller Type" and its note in the "Issues?" pop-up.Round...
Read full update on Steam ↗VFXNew hitspark slash VFX. Different size depending on strength of hit. Random angle
Read full update on Steam ↗SystemChanged base health to 1000 (from 140). This is so Super moves can have more varied damage (previously, was restrained to the 1 damage minimum per hit)New health values: 1100 = BARRY-350 1000 = AZ, Dontay 950 = Arisette, Bonso, Leznever 900 = Rikki, Spiros 800 = Sin AZDamage for moves have been increased to roughly 7x to match above health changes. Will be tweaked more over timeMinimum damage scaling for Supers to 60% (from 50%)Minimum damage scaling for EX Specials to 50% (from 60%)AnimationsImprove some slash animations by removing early active frames to simulate a swipe effect: - Arisette = 5M, 2H, 666H, jM - AZ + Sin AZ = 2M, 2H, jM - BARRY-350 = 5M, 5H, 2H, jM, jH - Dontay = 5L, 2M, 2L, 2M, 2H, jL, jM, jH, j2H - Leznever = 5M, 5H, 2H, jM, jH - Rikki = 214X - Spiros = 5L, 2H, 5U~M,5U~4MAdjust limbs in some animations: - Arisette = 666H - AZ + Sin AZ = jM - Dontay = 5L, 5M, 5...
Read full update on Steam ↗GraphicsAdjusting cel shading of characters and stages (on top of yesterday's fix)
Read full update on Steam ↗GraphicsCharacters were not getting cel shaded correctly this entire time but ONLY in the Steam build. Fixed finally. Super dumb.
Read full update on Steam ↗Multi- Controller Offline VersusWhen an offline match versus Humans has been started, multiple controllers worksKeyboard will always only be the first playerThe first controller plugged in will also be the first playerThe next 3 controllers will be assigned to 2P-4P2P-4P cannot move in menu screens except when they pauseWhen paused, only the player who paused can moveShow player number in the pause menuButton config should be fully functional to re-map inputs for 2P-4PIn Button Config for 2P-4P, hide re-mapping of "Frame Data" and "Reset Positions"Offline Versus SetupWhen changing to vs Humans/AI, do not change the number of players fieldWhen changing to vs Humans, remove the warning message that said multi-controller is not supported yet
Read full update on Steam ↗BARRY-350Bearly Legal (360+Attack) has a throw followup animation now with SFX and VFX, and each strength has their own use: - Light = longest range - Medium = midscreen combos - Heavy = corner combos - EX = invincible, long range, and combosThrow Follow-up AnimationsCurrently, the only attack to have a throw follow-up animation is BARRY-350's command throw (360 input)Cortex Singular (236G) will behave as it was (it functions as a throw but will not transition to a new animation on hit)A single throw can transition to its follow-up animation on both enemies at the same timeThrow collision detection occurs before collisions of all other attacks (so, a throw will always win on a trade)Moves that start throw state: - Always full hitstun scaling - Do not increment number of hits - Do not increment hits for scalingIf a player has a currently active throw hitbox, they will be invulnerable t...
Read full update on Steam ↗AZA Different Animal = now gives 3 "Different Animal" stocks (from 2) for its follow-up SupersSamba Mamba Beam = damage decreased to 10 (from 20) and hitstun decreased to 35 (from 60) \The Same Beast = now will use ALL remaining "Different Animal" stocks. Number of hits will vary depending on number of stocks used (changed from always 8 hits) to: 1 stock = 4 hits 2 stocks = 9 hits 3 stocks = 15 hitsCamera during Samba Mamba Beam does not zoom out if AZ is near the corner that he is facing towardsDontayNew sword model for his weaponAdjust some animations slightly so the new sword model faces towards the camera (from most angles): walk forward, walk back, dash forward5M and jM = reduce attack trail duration at the endSuper Meter in Fight UIThe current percent in the Super meter bar is now marked by a vertical white line that is surrounded by black edgesBorder around Super meter bar is t...
Read full update on Steam ↗DontaySpiral Blades = fix issue where hitstop was not being applied when doing attacks while Spiral Blades was active (as the Spiral Blades hitstop of "0" was constantly overriding)
Read full update on Steam ↗\ Dontay SuperSpiral Blades (1632143+L+M+H) = 8 revolving blades around Dontay for 3 seconds\ AZ SuperThe Same Beast (6H after "A Different Animal" install Super) = a slow, large 8-hit laser. Consumes 1 out of the 2 stocks gained from the "A Different Animal" SuperSystemWhen getting hit by any launching attack, apply an instant vertical position shift (similar to an OTG attack currently). This is for general scenarios but it's notably for Dontay's Spiral Blades so enemies won't stay grounded when getting hit by launchers and the Spiral Blades simultaneouslyOverheads must be parried high only (Previously, Dontay's 2M could be parried high or low due to its crouching status)AZAnimations for: Magnetic Blost, A Different Animal, ground/air Samba Mamba BeamGround Samba Mamba Beam increased recovery to 165f total (from 135)Camera less zoomed in during Samba Mamba BeamDontayHelm Breaka (j2H)...
Read full update on Steam ↗Combo Trials31 new failure messages (466 total). Listed below:Don't ask me for shit.Who is booing?But if there's not Santa, Daigo is my Santa.No matter how carefully and safely you live your life, you're still going to die.My xp bar is low.Get ready to learn Gemion, buddy.I got one more in me.If he dies, he dies.I'm not playing fighting games to come, bro.Omae wa mo shindeiru.I don't even play this game.I disagree the game. I serious fun.The devil make a revenge on him.Haters to be haters.Learn to sit back and observe. Not everything needs a reaction.I’m not locked in here with you. You’re locked in here with me!I am inevitable.For you, the day Bonso graced your village was the most important day of your life. But for me, it was Tuesday.Your soul is mine.I am the one who knocks.I can do this all day.Look at me. I am the captain now.I drink your milkshake.Do or do not. There is no try....
Read full update on Steam ↗\ AZ Super\ AZ = A Different Animal (2424+Atks) = powers up with 2 stocks. Can use stocks on: - The Same Beast (6H) = \ - Samba Mamba Beam (236+Atks, grounded/air) = quick laser that can be steered with up/down and rapidly pressing attack buttons. Air version has less startup and recovery \SystemMinimum damage scaling changes: - Specials = 40% (from 50%) - Supers = 50% (from 75%)Adjoined projectiles (Dontay 623H, Leznever Super) to follow the player during hitstop (e.g. Leznever fly > Super > move)Projectiles that are multi-hit and have a delay between each hits now decrease their active frames during that delay \Havoc GemCosmo = Unaffected by pushblocks but damage boost decreased to 30% (from 60%)BonsoSattasuriya (Super) = reduced damage on projectiles that go backwards to 1 (from 2; overall damage decreased to 44 from 56)LezneverIncrease fly speed by 50%If Super during flight, reset...
Read full update on Steam ↗\ Super MoveBonso (Sattasuriya, 4264+Atks) = rains down seven bouncing sun projectilesInput Reader for Super MovesIncrease the window leniency between each directional inputBefore new motions (e.g., the second QCF in a double QCF input), increase the window before the next motion (was increased recently, but this is increasing it even more slightly)Also before new motions, allow the last input of the first motion to be held (i.e., previously, it did not accept when holding the last direction of the first motion for a while before the second motion)Increase window before last attack presses if the player is in pre-jump or early rising jump frames (to match special moves)Input Reader for SpecialsFor the increased input window while in pre-jump or early rising jump frames, increase it slightly moreFight UIAdd black border around MAX Super meterVFXBlood Gem Singular (214G) = more particle...
Read full update on Steam ↗Input Reader\ Fix specials moves not coming out sometimes. It occurred only when reset positions has not occurred in a while and a special move was done at a specific time.Fight UINew UI for Super meter. Slanted with stepsWhen Super meter is max, the colors now pulsate between colors (instead of just an orange marquee)The black border around the number of Super meter levels has been decreased slightlyFlagsChange AZ back to Brazil
Read full update on Steam ↗Gem SelectNew UI for a grid of GemsUpon re-visiting Gem Select in the same session, remember the previous selections of GemsAnimationsNew air hitstun animations for all chars (except BARRY-350 as he already had one)All characters = Airborne attack animations to be more natural (point toes down at least)Bonso = air idle animation is changed to crouching animLeznever = L+H+EX versions of Souffle to have arms at a deeper angleInput ReaderSummary of changes to the input reader are: #1 = Less accidental special moves (especially after Blood/Stardust Gem Singulars) #2 = Super moves are easier to do (e.g., if double quarter-circle, you can do: one QCF, wait/walk/etc, one QCF)Decrease leniency for doing special moves \For motion inputs for when the character is in pre-jump or early in rising jumping frames, the leniency is still extended (to the same as before this patch)For Super moves, adju...
Read full update on Steam ↗TrialsFlip input display horizontally when character faces to the leftBug FixWhile enemies are in long hitstop (e.g., Stardust Function), fix dashes going through the opponentsSFXNames for Blood Gem and Stardust GemDontay - Increase volume: Volk Kano, Heir Play, fire attacksHavoc Gem - Decrease volume: Function, SingularCortex Gem - Decrease volume: Gem's nameFlagsAZ as USA
Read full update on Steam ↗Stardust Gem ChangesStardust Cosmos = no longer doubles hitstop for enemies (only hitstun doubles now)Stardust air Singular = can now crossup vs an airborne enemySin AZCommando Corridor (214X) = only has unscaled hitstun once per non-EX strength (per combo) \AZFix EX Low Taiga Shot not being dash cancelableArisette2H = second hit has unscaled hitstun once per comboAir Huracan Kick (j214X) = first two hits have unscaled hitstun per comboBonsoFix teleports not crossing up in the cornerCombo Trials AdjustmentsRikki #16, 17Sin AZ #14, 16Dontay #18Arisette #19Spiros #17
Read full update on Steam ↗\ Stardust GemFunction (Shooting Star, 5G/6G/4G) = arc projectileSingular #1 (Nothing Personal; 236G) = teleport forwardSingular #2 (Yare Yare; 214G) = teleport backwardCosmos (Stardust: The World) = opponent is slowed by 50% (except during Super flash). If user gets hit or blocks or gets parried, the Cosmos ends immediately. Also, the user(s) have damage penalties: -25% on hit and -50% on block.SFXNew SFX for Gem Cosmos activationIncrease volume of Blood Function SFXVFXReduce attack trail VFX distance on AZ+Sin AZ 5HCameraFix issue where camera was not panning up during the Gem Cosmos super flash for just the Blood GemCommand ListRenamed "Easy Super Move" to "Cosmo Super"ImagesAlways show hi-res version of character portraits (Rikki and Dontay sometimes showed lower res image)
Read full update on Steam ↗Blood Gem Function (5G)Startup decreased to 12 (from 16)Total frames decreased to 40 (from 46). With above startup changed, it is now +8 oH (from +6 oH)Blockstun increased to 25 (from 22; now -3 oB).Decreased vertical velocity to match horizontal velocity; but if the projectile is traveling vertically only, double the velocity (this is to have Arisette 666H > Blood Function).Vertical spawn position is now at the mid-height of the characterNow stays active if hovering over a downed opponentUIShow images of the next two characters in char select gridCharactersInclude asset files for the next two characters. Increased install size to 1.19 GB (from 0.85 GB)
Read full update on Steam ↗\ Blood GemFunction (Sanguine Reality) = tracking ball with "high" durability (breaks most non-super projectiles). Costs health to use it. OTG also.Singular #1 (Rapid Coagulation; 236G) = small heal with very low recovery (6f total). It also has a special property where it can be canceled from most states (e.g., a whiffed Special move into 236G) \Singular #2 (Absolute Coagulation; 214G) = big heal but slowCosmos (Hemostatic Flux) = lifesteal oH+oB but health drainsAegis GemSingular upwards (22G) = decreased startup to 2f (from 4f) and total frames to 22f (from 24f)SystemMark EX projectiles with "high" durability (instantly break most non-EX projectiles)When projectiles with different durabilities collide, the weaker projectile is still destroyed instantly but now render it for the minimum amount of frames stillCombo Trials5 new failure messages and delete 2 old ones (432 total)OnlineA...
Read full update on Steam ↗SystemRed Parry now gains 2.5 bars of Super meter (increased from 1.5 bars; note: a regular blue Parry gains 0.25 bars)VFXParry has blue sparks VFXVFXRed Parry has bigger+slower red sparks VFXVFXReduce particle effect of Arisette Super for better performanceVFXFix attack trails being unintended colors for Super moves in the prior Steam build for: Arisette, BARRY-350, Leznever, SpirosCommand ListAdd note for OTG attacks in "Offense" common actions.TrainingFix training playback setting for Sin AZ SuperBug FixFix bug where teleports (Bonso+Dontay) could pull the screen (still pulls it some pixels; just not the entire teleport length)OptimizationReduced game install size to 0.84 GB (from 1.11 GB) by reducing maximum texture sizes
Read full update on Steam ↗VFXVFX for Supers for: Arisette, Leznever, SpirosSFXSFX for Supers for: Arisette, Leznever, Spiros, Sin AZ, RikkiHavoc GemChange invincibility to start on frame 5 (from frame 1). The first 4 frames have a slightly reduced standing height of the characterLezneverWhen in Gem Cosmo and re-inputting it for the Easy Super, prioritize the Super over the Fly/Unfly input.2H = extended range and now has upperbody invinc during some of its startupjM = increase range upwardsAir super to stop movement on frame 1 (to prevent scenario of done very low, which makes her land and waste the Super meter)Allow Fly cancel from EX Creme BruleeFix ground+air EX Souffle Straight (and ground EX Souffle Angled) not being able to be Fly canceledArisetteWhen in Gem Cosmo and re-inputting it for the Easy Super, prioritize the Super over the Roll input.Allow Super to be kara canceled only during the early cancelab...
Read full update on Steam ↗SystemPushblock to not push away enemies who are in a Super animationBurst cannot be done if any enemy is in a Super animationVFXCharacters now have an "attack trail" VFX on most attacks and some movementsCharacters now have a "blue ribbon" VFX for Supers"Noise" VFX for Cosmo overlay. Goes in differect horizontal direction based on team who activated it.Dontay2L = increased range5L + 5M = head invincibility after a few framesjH = same startup, but now hitbox is a lot smaller vertically and accelerates downwards with the swordAnimationsSome animations altered (e.g., Dontay 2L, 5H, j2H)Bug FixFix bug where projectiles were disappearing instantly after making collision. Reverted back to 10f to be visible (was changed to only 1f in December 2025)In 2v2, there is a bug where walking towards an enemy BARRY-350 will cause the screen to shake. Cannot fully fix the bug now, but mitigating the...
Read full update on Steam ↗Formatted patch notes: https://x.com/NagooyenGames/status/2032569425891832281SuperBARRY-350 = Hyper Baikonur Drones. Change input to 4624+AtksArisette = KKZ (222+Atks). High damage, invincible OTG but slow and punishableLeznever = Meringue Ray (2626+Atks). Fast, safe laser that can combo after (notably, fullscreen can do Super > Cosmo > Super, and also do corner combos with 3-4 Supers with Cortex Cosmo)Rikki = Evil Moment #37 (6426+Atks). Invincible multi-kicks to launcherSin AZ = EMP Shockwave (26421+Atks). 7 pillars with invincibility and strong pushback. Can combo with the new 214L > Super to pull them to the opposite side (note: input via 214L > *switches sides* > 421L)Spiros = Fatal X (2624+Atks). Super fast invincible move that hits pre-flash and can combo afterNo supers yet for: AZ, Bonso, DontaySuper FlashDepending on the super, custom camera movement during the super flash (c...
Read full update on Steam ↗Formatted patch notes: https://x.com/NagooyenGames/status/2029633194291777560 BARRY-350 = Hyper Baikonur Drones (624L+M+H). Projectile graphics not finished Set invincibility for the single frame of the super flash animation SFX for Super If in Gem Cosmo, reactivating Gem Cosmo (via Unique+Gem again) will end the Gem Cosmo state and do a Super move (if possible; note: only BARRY-350 has a ground Super move currently) Add a 2f window for kara cancel of: Specials to EX Specials Add a 2f window for kara cancel of: EX Special to Super to cost only 2 Super meters (so it still costs 3 Super meters used overall, like with a raw Super) Cannot cancel to Gem Cosmo from a Super move or another Gem Cosmo Cannot cancel to Super move from a Gem Cosmo, Burst, or another Super move Add a priority system where higher priority projectiles will instantly destroy vs lower priority projectiles. The levels...
Read full update on Steam ↗Adjust colors of the Gem Cosmo to match the Gem better. The changes are done to: the lightning bolt during the flash, the persistent aura effect on each affected character, and the overlay on the whole screen Gravity Gem Function backwards (aka 4G) to have same range but with a decreased width. This is due to the VFX not able to be extended, but want to show that this version reaches a further distance than the other versions of the Function In Common Actions, add note that Gem Functions can be canceled to Gem Singulars at any point in time In Common Actions, add note that Gem Cosmos can use Gem Singulars but drains half of the timer (instead of the full timer, which was adjusted in the last patch) Add "Super Moves" section for characters set as TBD
Read full update on Steam ↗Gem Functions (e.g. 5G) are now cancelable (even on whiff) to Gem Singulars (e.g. 236G) Aegis Gem Function (aka 5G) has more range, less knockback (to combo into a cancel to 236G midscreen), more hitstun, and more blockstun (now safe at -4 on block) Gravity Gem Function backwards (aka 4G) has further range (for 4G at a further range, then combo into a cancel of 236G or 214G). The VFX for 4G has been extended Gem Singulars (e.g. 236G) during Gem Cosmo now only consumes 50% of the Gem timer (down from 100%) Burst and Gem Cosmo attacks to add 7 hits worth of scaling (so, if it's the first hit, the next hit will do only 30% damage and 65% hitstun) Gem Cosmo frame data changes: 7f startup, 7f active, 14f total, +5 on block, 8 damage (from 2) Arisette jM whiff cancelable to specials Do not reset Frame Adv, Hitstun, and Block Type when transitioning to a new state (so attack data persists on...
Read full update on Steam ↗Sin AZ Estaka (236A) has 12 active frames (from 6) Aegis Function to have piercing properties (it stays active if it makes contact with an opponent) Reduce horizontal pushback of Gem Cosmo activation against airborne opponents on hit Fix Sin AZ and Leznever not being able to execute Fly when already airborne Increase hitspark+blockspark duration (so it appears during normal xx Cosmo) Set auras' position to be relative to character's height (e.g., Gem Cosmo's white sparks to lower when the character crouches) Set auras' X-position to be slightly track player better Properly track players in scenario where highest player is invincible The remaining bullet points below are for the new Super flash animation Gem Cosmo to have super flash property Super flash of startup of 5f and total of 70f The character does an animation, but everyone else is frozen The timer does not stop Inputs can be...
Read full update on Steam ↗BARRY-350 = Colors. Command List. Frame data changes, including 2 additional prejump frames. Working on Supers for the entire cast now. Will return to BARRY-350 later for: combo trials, command throw hit animation, and fix lighting of his face for different stages Command List - Update HP values for BARRY-350 (160, aka highest by 20) Fix small typo in Bonso's command list
Read full update on Steam ↗Barry changes. Rocket Punch has unscaled hitstun for first use in combo per strength. Laser has unscaled hitstun for first use in combo and higher launch vs airborne. Air normals have unscaled hitstun during Fly. EX Drones sends one drone of each strength. Remaining TODO's: Drones VFX, colors, combo trials, command list Change Dontay #18 ender that is no longer possible 4 new failures messages (428 total) Fix Arisette's air hurricane's first hit having unscaled hitstun Arisette move names to have title casing
Read full update on Steam ↗BARRY-350 - All animations (including 2MMMM to do four stomps) done except for the follow-up when command throw hits. Also, still need: colors, finish mechanics, combo trials, and command list. Have universal actions (e.g. Gem moves, pushblock) use the standing height+width of the used character All backdashes and backruns build less Super meter 16 more failure messages (424 total) Adjust UI for new (disabled) row for BARRY-350 Remove Discord QR from Main Menu Remove error message when selecting too high of a trial number (just makes error noise and teleports to the first unfinished combo of that row) Fix the darker lighting of hurtbox+hitbox viewers on just the M8 Saloon stage
Read full update on Steam ↗BARRY-350 - Added lots of new animations and tweaked a bunch of things, but still not ready 100% finished
Read full update on Steam ↗Renamed to BARRY-350. Added 360 input for command throw. Hitstun animation for standing/air. Change default animations to T-pose for missing animations. Increase render frequency of blue parry's flash (from 1/2 frames to 2/3 frames) so they can render properly during 30 FPS videos Move character names up slightly 9 new messages (408 total) Changing port number to 55327 (from 7000). Adjust Online's sections for tips and black screen troubleshooting Voice for selecting for "Versus", "Cortex Gem", and "BARRY-350"
Read full update on Steam ↗BARRY-420. Fly = 214U and must hold U to stay flying. Can Fly 5 times in one jump. Can press a direction (from neutral) mid-way through fly's startup to do actions earlier (white flash when done correctly). Command list shows inputs of some command normals and special moves, but command throw is not implemented yet. Also not done yet = normals from Fly to have unscaled hitstun, hitbox data, animations, etc. Fix training playback or " Shot Loops" Dontay Stinga (6H) to only have unscaled hitstun for its first 3 usages in a combo (down from infinite usages which caused an infinite with Gravity Function) Arisette overhead (6M) with 9f less blockstun to be -4 oB (from +5 oB) Decrease height of black background of health bars Increase black outline of character names on health bars Add black border to yellow "You" icon (to stand out when overlapped with the health bars) Change text of "AI"...
Read full update on Steam ↗Sin AZ air Mine Goblin is now an overhead (from mid) Neutral tech options (aka ground getup and air tech) now gain +0.5 Super meter and +10% Gem meter (compared to no gains when teching in a direction) Change colors of connection thresholds of green/yellow/red to be: 84/134/135+ ms (from 41/76/77+ ms) Command list - Small adjustments and fix a typo
Read full update on Steam ↗Burst restores one bar of Super meter per enemy hit Change yellow cube icon for current player to an upside-down yellow triangle Change purple cube icon for lock-on target to a red target symbol Hide current player icon and target icon for: offline versus with human players and online spectator Hide target icon if less than 3 players Show button icons instead of names Remove ability to re-bind Pause button Fail button binding if attempting to assign to the "Special Right" button Add ability to re-bind "Reset Positions" Change name of "Target Change" to "Target Switch (2v2)" Move the info about movement not working to an "Issues?" button to show the troubleshooting info 13 more failure messagea (total 399)
Read full update on Steam ↗Parrying multi-hit projectiles is fixed to previous state (as prior patch added a delay between hits). If projectile is adjoined to the player (e.g. Dontay Jam Sesh), both the attacker and their projectile is slowed to the same as the defender (previously, attacker and their projectile were frozen for longer). For all other projectiles (notably multi-hitting projectiles), the attacker is not slowed down at all (same as before) but the projectile now has same freeze as the defender (previously, the projectile was frozen for longer accidentally; this current behavior now matches the behavior from about 1 month ago) Fix dummy playback options for 236H, 214H, and 236G 11 new failure messages (386 total) Fix issue where a multi-hit projectile will succeed two consecutive trial inputs if they are the same (e.g. AZ #20 with the two consecutive 421H's) Move the combo overlay UI up slightly Mo...
Read full update on Steam ↗Change song if played more than 2 minutes and clicking "Next Trial" or "Retry" after a successful trial 71 new failure messages (375 total) New image for "Any attack" as "ATK" in a gray square. This should reflect in Command List and Combo Trials (e.g. Arisette #10) Yellow font color for recommended layout texts Add tip for the Discord in Online menu
Read full update on Steam ↗Change camera vertical panning to use the top of the highest player (instead of the bottom) Add additional vertical panning if all characters are airborne (based upon the lowest player's vertical position Trials - 17 more messages (304 total) Credits - Add an early supporter
Read full update on Steam ↗In 1v1, double the passive Gem meter Adjusted keyboard controls Havoc Singular (236G) less damage (15 from 20), less blockstun (-16 on block from -5), less pushback on block , less horizontal range Havoc Function (5G) less damage (12 from 20) for ground version only New "tipper" mechanic where certain normals will only get max damage if hit from the tip (if it does not hit within the last 25% of its range, it will only do 35% damage). Applied to Rikki's 5H, 2H, and jH. AZ: Ice Function (624A) adjusted blockstun per hit for L/M/H/EX to 14/14/14/6 (from 1/1/1/40) AZ: Fix EX Ice Function retaining its invincible throughout its recovery frames Leznever: 214EX changed to shoot two projectiles upwards (and j214EX downwards) Rikki was accidentally doing 90+ damage for no meter, so damage has been reduced. Invincible moves have been nerfed as well: EX Summer Salt not cancelabele on block and...
Read full update on Steam ↗Fix the broken Dontay #9 combo trial after recent changes 5 new failure messages (up to 287) Add QR code for Gemion tourney on Main Menu Add confirmation message to enter sync test New character not ready yet, but added to Character Select screen, and in the setup on only the Training stage Change AZ to Brazil flag (from US) Add more supporters to Credits
Read full update on Steam ↗Sin AZ combo trials Do not allow non-chained normal attacks when holding any up direction; will jump instead Fix jab chains (e.g. 2L from AZ, Spiros, etc.) not being working when delaying them Cortex Gem Function less startup (22f/22f from 24f/39f for grounded/air versions) to gain Super meter
Read full update on Steam ↗Change ground roll input to be strictly forward or back Sin AZ rework. Bunch of changes and still maybe more changes. Trials are being worked on. Flight (only Sin AZ and Leznever) can now have air control movement during any attack during the Flight For 8-way air dash characters (only AZ and Sin AZ), the diagonal-upwards air dashes have stronger vertical acceleration Add a Training menu where it's similar to Versus, except there are only settings for Players and Stage Fix Game Count UI not appearing for online Casual matches (when not editing the FT setting)
Read full update on Steam ↗Fix dead body being able to be hit when other teammate is still alive
Read full update on Steam ↗During attacks that expand hurtbox, only expand the hurtboxes forwards No chip damage taken during any Gem Cosmo No chip damage taken during a Pushblock Pushblock to have stronger pushback Add playback for Arisette PTVD (aka just-frame uppercut+Medium) On Saloon stage, add a frog behind the counter Add Gem actions in "Common Actions" Add note for Spiros on EX Hop can be done during round starts for no meter Adjust the order of Stage Select
Read full update on Steam ↗Saloon stage - the background is all 3D models, so check if FPS drops on this stage Remove "Unrighteous - Beat Mekanik" song due to YouTube copyright 7 new failure message (282 total) Decrease volume of Bonso thunderball SFX Add warning message when starting the Online menu for users using Linux with Proton
Read full update on Steam ↗During any Fight modes, unpausing to also close all sub-menus of the Pause options 19 custom failure messages from early supporters Add names from some early supporters Very small changes to some menus
Read full update on Steam ↗Hello everyone,I have reduced the price of Gemion Function to $7.99 and will stay this way for most (or maybe all) of its early access period. There are two main considerations when coming to this decision:Listening to community feedback: There are several users who purchased the game who have shared their positive feedback in the Steam user reviews and in our community Discord server, which I deeply appreciate (and please see the next section in this post!). However, I have had feedback from others who felt the price was too steep for an early access title. So, I want to lower this barrier so Gemion Function can be more accessible to people and to be more easily played with their friends in the multiplayer game modes.Some personal circumstances: I am still committed to finishing the launch version of Gemion Function around Q2 2026 (with more characters, Gems, stages, Ranked matches+l...
Read full update on Steam ↗For multi-hit moves (e.g. Aegis Gem Function), non-last hits have unscaled hitstun Burst input changed to M+H+U (instead of H+U) Spiros buffs/rework: 5M and 5H less hitstun but are unscaled for the first 2 usages in a combo . jM bigger hitbox downwards. jH less hitstun but has unscaled hitstun vs an airborne opponent. Shirt Rippa unscaled hitstun always. Waterloo (aka Spin) launches slightly higher on the first two hits vs an airborne enemy. AZ buffs: 6H (aka High Shot) more damage (3 from 1), Prone Low Shot more damage (4 from 1), EX Prone Low Shot more damage (9 from 3) Rikki nerfs: 5H+2H+jH expands hurtbox throughout recovery, 5H smaller hitbox on bottom-side , jL+jM less blockstun Bonso nerfs: jM expands hurtbox throughout recovery New/edited Spiros trials: 12, 15, 16, 17, 18, 20 Move "Target Change" to the top Add sub-point for wave dash input for "run" characters Have "Health Po...
Read full update on Steam ↗Cortex Gem. Function = gain Super meter after a set time. Singular = command throw that freezes the opponent. Cosmo = passively gain Super meter (about 5 meters in total) If parrying a physical attack, increase the ability to punish by increasing hitstop freeze for the attacker upon the defender's parry: on blue parry (defender 16 frames, attacker 26f), and on red parry (defender 24f, attacker 38f) Prevent the attacker in a combo crossing under a cornered opponent Projectiles that were adjoined to the player (only Dontay Jam Sesh) are now nullified if the player (Dontay) was hit Havoc Gem nerfs: ground+air Singular less damage (20 from 30) and less blockstun (20 from 30) AZ nerf: EX Ice Function decreased active frames (120 from 180) Rikki nerfs: jH less hitstun (24 from 34) and less blockstun (14 from 28) Spiros buffs: 5M increase acceleration, 2M decrease startup (10 from 12) and in...
Read full update on Steam ↗Fix Havoc Cosmo damage not rounding up (e.g. Dontay Jam Sesh did not have increased damage) Minimum damage scaling on Gem attacks (from 50%): Function 25%, Cosmo 100% (Singular unaffected) Fix bug where piercing projectiles (e.g., Dontay Driver) would not be nullified if colliding with a projectile Dontay changes: 2M overhead (instead of mid), EX Driver less damage but more hitstun and launches, Heir Play more hitstun (32 from 30), Helm Breaka bigger hitbox backwards Rikki nerfs: increase pushback on 5M+5H+2L+2H and increased hurtbox width in recovery frames for 5H+2H Spiros buffs: 5L increased hitstun, jH more damage and bigger hitbox, Confused Resolution (aka Hop) can pass through into the corner, Waterloo (aka Spin) more damage. New extension during Boogeyman: EX Confused Resolution that is invincible and accelerates diagonally. Spiros nerfs: 5L less blockstun, 5M less acceleration...
Read full update on Steam ↗For analog sticks, have deadzone of 25% (previously 1%). Other controller types should be unnaffected Add numpad for attack buttons (456=LMH. 789=UGT) and menu navigation Properly fix the "counters" used for characters in combos (e.g. Spiros 2 spins in one combo, AZ one strength of Ice Function per combo, etc.) Restrict chainable lights (e.g. 2L from Spiros/AZ/Leznever/etc.) to three in one attack string Gravity Gem change: Gravity Singular (236G and 214G) have less blowback on hit/block (20 from 30) Spiros nerf: 2L increased total frames (16 from 14) Bonso nerfs: health nerf (130 from 140), expand hurtbox before active frames of most ground normal attacks AZ buff: Magnetic Blost (896A) has more hitstun (42 from 30) Sin AZ buff: Sin Magnetic Blost (896A) has more hitstun (46 from 30) Arisette buff: 666H is special cancelable on hit Replace AZ trial #19 with an Aegis combo Adjust Arise...
Read full update on Steam ↗Change health values. Mid health (140) = AZ, Bonso, Dontay. Low (130) = Arisette, Leznever. Very low (120) = Rikki, Sin AZ, Spiros. Fix bug where Bursting after being hit while in a move that continues their animation after landing (e.g. Rikki Summer Salt, or Dontay Kila B) will result in being frozen in the burst animation infinitely when landing Arisette buff: uppercut to hit crouching Spiros Spiros nerfs: lower health (120 from 140), Waterloo (aka Spin) less horizontal range (75 from 95) and less damage (9 from 16) and its last hit has less blockstun (18 from 40) and now launches, 5L less damage (2 from 3) 2L less blockstun (8 from 12), 5M less damage (3 from 5), 5H less damage (4 from 7), jL less hitstun (20 from 24) and less blockstun (10 from 20) Spiros buffs: Shirt Rippa bigger horizontal hitbox (160 from 100), 5L more blockstun (17 from 15), 2H more damge (10 from 4), jM more...
Read full update on Steam ↗Huge graphical update with cel shading for all characters and most stages Re-ordered the Command List's contents for characters Small UI and flow adjustments
Read full update on Steam ↗6 concurrent players — the highest daily peak recorded at that point.
Online TrainingFix 1P not able to select the dummy's charAZ5H jump cancelable on hit
Release date supplied by the Steam store.
SFXOn-hit noise for most projectilesOnlineFor online co-op modes where 2P becomes 3P (aka second red team member), move the Steam name to 3P slot on Character Select and Gem Select screensMusicDisable all songs not fr…
AZAdded on-hit SFX for some projectiles, including new freeze SFX for Ice FunctionVoiceline for A Different Animal is shortened and The Same Beast is delayed \TutorialAdd buttons for: Command List, Combo Trials, and B…
TutorialFinished text Tutorial with imagesLord PyreAllow EX moves cancelable to RefuelAirdash L+M MacroDecrease kara window (to prevent accidental dashes)Should not execute a Fly (Leznever, Sin AZ)Fight StatsDuring ga…