
Casual Pro Wrestling
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Update 0.15.6: StuffFeb 9, 2025 - Community AnnouncementsWhile I'm still working on getting some wrestling into CPW, here's an update containing more or less random goodies! AdditionsInput: It is now possible to slightly change the direction while running by holding Left Stick (WASD on keyboards) in the desired direction.The direction change speed is governed by the wrestler's speed. Pressing against the current direction, as before, will cause the wrestler to stop running. Input: You can now slightly steer your wrestler when they are ragdolling by using holding Left Stick (WASD on keyboards) in the corresponding direction. This will apply a small force to the upper body, which can be used to somewhat control the direction in which the wrestler is falling. Rules: Added a Time Limit match rule.When the match time reaches the time limit, the match is ruled a time limit draw. If a time limit is in place, the match time display will show the remaining time rather than the already passed time. Time limits are not available for matches where new participants enter after the bell (e.g., for timed battle royals).ChangesAI: If applicable, AI will now rotate moves towards a direction prioritized in the following order. In battle royals, when inside the ring, moves will be rotated towards the nearest ropes as an attempt to eliminate the victim. When inside the ring, if the victim of the move is ready to be pinned, the move will be rotated towards the center. In case there is a nearby bulky weapon (e.g., stairs or tables), it will be targeted. If none of the above applies, a random direction is chosen. Arena: Removed the Christmas trees from the stage. CAW: Attires are now selected from a grid dialog featuring thumbnail previews. CAW: Split up Arms & Hands and Legs & Feet categories into separate categories (Arms, Hands, Legs, and Feet). CAW: When adding a new attire (or editing an empty entry), the attire selection dialog is shown automatically. CAW: When saving a wrestler, the old CAW file is now backed up before for the case that saving fails. The backup file will be contained in the wrestler's directory and have a .bak extension. Already existing backups will be overwritten. Restoring a backup is done by removing the .bak extension (the file should then have a .caw extension). If this is ever necessary, please contact the developer.Logging: Log entries now contain a timestamp. Logging: The game now keeps the 10 most recent logfiles and their filenames contain their creation timestamps. Menus: The pages in grid selection dialogs are now sorted alphabetically by the category. Moves: The Fingerpoke of Doom is no longer selected at random when randomizing a moveset. This behaviour may also apply for future moves that are more iconic than serious.FixesAI: Fixed AI failing to slide into the ring from running, e.g., when entering a Timed Battle Royal. AI: Fixed AI sometimes "charging up" a grapple but then going for a strike anyway. Input: Fixed being able to springboard (and also technically slide) right after hitti...Patch 0.15.5Dec 27, 2024 - Community AnnouncementsThis patch fixes a hard crash related to destroying weapons or getting them from underneath the ring.Anniversary and Update 0.15.4: CAW StuffDec 25, 2024 - Community AnnouncementsWell, would you look at that? It's CPW's first anniversary! A year ago, after deciding there's no good reason anymore to hide CPW from the public and that its further development would benefit from a release, I finally pulled the trigger on that. Even in lack of a great fanfare (referring to my marketing budget and effort of near-zero) and considering how much things have been and still are missing for this to be a complete wrestling game experience, CPW has far exceeded my very low expectations. To give you some numbers, back then I would have been happy if the game sold a hundred times. That number was crushed before Christmas was over and as of right now, make that times ten and then some! That threw my motivation off the charts and for that, thank you! Across 17 updates over the past year - some very small and some much bigger - I can safely draw the conclusion that my idea worked out and CPW's development did benefit from an early Early Access release. Core gameplay has improved plenty, and at the same time I was able to deliver (at least one part) of a major update to add more moves to the game, which is what players seemed and still seem to want most. Despite its pretty early stage still, the game has received surprisingly positive reviews here on Steam, which seems to confirm my go at things. Trust me that makes me very happy and keeps me motivated! Thank you! Talking about things keeping me motivated, I had been working very hard to get the Create-A-Wrestler mode fully integrated with the Steam Workshop for the Early Access release and man, did that pay out. The workshop counts over 1,000 creations from rebuilds and caricatures of real wrestlers next to totally crazy creations. A big shout out and honorary mention goes to JJ_Strife who outdid themselves by creating hundreds of those, most in jaw-dropping quality which I didn't think possible myself given the resources. Playing timed battle royals with a random selection of these CAWs is nothing short of funny and that's exactly what Casual Pro Wrestling, in its core, was supposed to be. So yet again, thank you! Now I'm sitting here at the game's first anniversary - and also Christmas, by the way - and I don't have that massive update to throw out there that changes everything. Overall, I couldn't provide as much new content in this year's second half as I wanted. I have been stating and I will keep stressing that this is a one-man freetime effort. Until last year, that was next to an actual job and a little family with a baby boy. Since about halfway into this year, add to that that we're building a home for this little family, which by the way grew by one person in the meantime! Free time is a very limited resource right now and that's really the main thing holding me back from working upon the game. So please, never take the lack and sometimes small extent of updates as me "phasing out" on the game. The opposite is the case, I'm still kinda "phasing in", and, even if slowly, CPW will b...Patch 0.15.3Nov 20, 2024 - Community AnnouncementsThis is a small update fixing some AI logic as well as other minor bugs. It also adds a tiny bit of content. Additions Counters: Added Victory Roll pinning counter from Electric Chair positions. Music: Added background music theme "The Bomb". Changes AI: Prefer rolling the opponent into the ring when grappling outside and there are reasons to get it back inside. AI: Slightly increased the chance of going for a lock-up. AI: Slightly increased the chance of going for a heavy strike. Fixes AI: Fixed AI estimating a too low counter chance for opponents, causing them to go for grapples almost all of the time. CAW: Fixed submission holds stopping immediately in move preview. Music: Fix match music not turning on when setting the volume from 0 to anything else in the Pause Menu. Netplay: Fixed the Import content pack being required for clients if it exists on the host. Update 0.15.2: KickoutsSep 28, 2024 - Community AnnouncementsThis update adds a kickout system for pinfalls, submissions and similar scenarios such as mount. It also changes grappling to be collision-based, stabilizes ragdoll-based pinfalls and fixes a bunch of bugs. Additions Kickout: New kickout system for pinfalls, submissions and similar. You now have to actively kick out of pins and retaliate against submission holds by tapping buttons. There is a progress bar that tells you how close you are to kicking out. The maximum allowed mash rate is 8 taps per second - the closer you get to exactly that, the faster you will kick out. Pins will default to just last, so you can now also opt to let yourself be pinned. Wrestlers can no longer simply stand up from a ragdoll pinfall. Submissions may still alternatively be escaped by moving towards the ropes or end automatically if the holder's energy is exhausted.Mounting: Added the ability to kick out of a mounting situation. This uses the same kickout system as for pinfalls and submissions. Changes AI: Updated AI evaluation of whether or not to go for a pinfall. AI: Will no longer simply stand up while being on the good end of a ragdoll pinfall, but wait how it turns out. Grapple: Grappling is now collision-based. When you go for a grapple, your wrestler will play a grappling animation. Only if and once the hands collide with another wrestler, they will be grappled. This should completely fix cases where wrestlers temporarily freeze shortly before being grappled or turned around, and it also makes it possible to anticipate and quickly dodge a grapple attempt. Mounting: Sped up the animation to leave a mounting position. Fixes Moves: Fixed springboard Coffin Drops freezing and ultimately ragdolling a wrestler trying to execute it. Moves: Fixed the awkward behaviour of the Standing Sleeper Hold counter. Moves: Fixed the Superkick's hit detection. Physics: Fixed being able to perform ground moves through barricades. Ragdoll Pinfall: Fixed ragdoll pinfalls being stopped prematurely when involved ragdolls move slightly. They are now much more stable. Roll: Fixed roll attempt (block + direction while ragdolling) success evaluation being done every frame while a direction is held, unreasonably boosting the success chance. It's now down to at most one check when beginning to hold a direction, as originally intended.Delays AnnouncementSep 8, 2024 - Community AnnouncementsHello casual pro wrestlers! I had planned to fully release all three parts of the moves update by late autumn. However, I'm facing a few changes in my personal life at the moment. All of them are rather exciting and nothing to worry about, but they require quite some special attention. Since CPW has been and remains a pure hobby project, this immediately has an impact on its development and I won't be able to make my schedule. The second part of the moves update focuses mainly on updating pinfall and submission kickouts. The new system works and is in a fine-tuning stage, but other than planned, I have not been able to add any new moves to the game at all since the update from late July. Basically, this nixes my plans to release the second part the way it was planned and course, this also has implications on part three, which will focus on wrestling maneuvers. I'm therefore forced to reschedule things a bit. On September 29th, I will release an update with the new pinfall and submission kickout system, but without any new moves. From there, I will focus working on new moves as my time allows it to finalize the moves update by the end of the year. Even though it was not planned this way at all, this shall make a nice anniversary update. Sorry for making you wait! tl;dr things are going slower than planned due to life, all is fine, but updates are delayed Thanks! Apart from all of that, I'd like to take this opportunity to thank all of you for playing and supporting CPW. I will write a bigger retrospective for the first anniversary on Christmas, but let me tell you that I had very low expectations, and saying that they were exceeded would be the understatement of the millenium. Even though I'm pretty quiet most of the time, I see comments and notes on game stating on how people are having fun with it, and those make me very happy to say the least. The game is arguably still in a rather barebones state, and yet there are people comparing it to titles whose budgets exceed mine by several orders of magnitude. That's just awesome and also very motivating, thank you! Shout-Out In different news, if you enjoy physics-based wrestling but with what looks like way more realism, you should definitely have a look at another indie wrestling titled in the making called Neckbreaker: Visceral Pro Wrestling. I'm not affiliated with the author, but I will say that his Twitter/X development posts dating several years back really encouraged me to go for more ragdolling in CPW than was originally planned. Kudos and good luck to Steve for that project!Patch 0.15.1Aug 7, 2024 - Community AnnouncementsThis patch fixes a netplay issue and applies some minor improvements to moves. Changes Moves: Move rotation now centers around the instigator and no longer the centroid of the involved wrestlers. Moves: Revised depenetration timing for Electric Chair Drop, Electric Chair Facebuster and Powerbomb Throw for improved environment interaction. Fixes Moves: Fixed move rotation not updating precomputed additional motion. This caused wrestlers to go very off in some situations (e.g., the victim of an Electric Chair Drop when rotating while being lifted up). Netplay: Fixed being unable to join a network game if the host has too many active Steam Workshop content items.Update 0.15.0: Moves Update #1Jul 27, 2024 - Community AnnouncementsAlright, here it is! This is the first part of CPW's first major update. It focuses on adding many new moves, individual movesets featuring a move selection in CAW mode, springboard flying attacks and a set of new entrance themes. This sets two big milestones for CPW: First, and most importantly, not all wrestlers share the same moves anymore but they can have their individual moveset. Sure, the selection is still sparse compared to other games, but slowly we'll be getting there. This is by far not the last update adding new moves! Second, all stock wrestlers now have their individual entrance themes, some possibly sharing them with their future teammates. The springboard flying attacks are a neat new gameplay feature that should really add upon the madness. Your flying attacks are now available to be performed from the top rope to the outside or from the second rope to the inside (backward). The full changelog follows below. AdditionsBack Grapple: Added counter to back grapple of own. Back Grapple: Added new moves.Atomic Drop Back Breaker Electric Chair Drop Electric Chair Facebuster Reverse DDT Russian Leg Sweep Side SlamCAW: Added a move selection menu for editing the wrestler's moveset.Includes a preview. There's an option to copy an entire moveset from another wrestler. Only moveset entries where there's actually a choice right now can be edited. More moveset entries will become editable in the future as more moves are added to the game. Wrestlers created before this update will simply default to the original moveset.CAW: Added new themes.Absolute Drunk On Junk Going For A Walk In The House One Leg Man Party With Molly Punishment Renegades Sacré Bleu Sweet Love The Pain Will Thrive Tropical Island of RelevancyFlying Moves: Added new flying moves.450 Splash (against laying opponents) Coffin Drop (backwards) Shooting Star Press (against laying opponents)Front Grapple: Added new moves.Alabama Slam (with Canadian Destroyer counter) Chokeslam (with Elbow Strike counter) Falcon Arrow (with Knee Strike counter, also counterable as if entering a Suplex) Fallaway Slam (counterable as if entering a Body Slam) Falling Powerslam (counterable as if entering a Body Slam) Front Facebuster (counterable as if entering a Standing Headscissors for a Powerbomb) Piledriver (counterable as if entering a Standing Headscissors for a Powerbomb) Powerbomb Throw (counterable like Powerbomb) Powerslam (counterable as if entering a Body Slam)Ground Moves: Added new moves.Catapult Wishbone LegsplitterLock-Up: Added new moves.Fireman Carry SnapmareRoll: Added the ability to roll out of the way when laying on the ground.Hold Block (LT on gamepads, C on keyboards) while moving left stick (W A S D on keyboards) into any direction. The success chance depends on how long the wrestler has already been laying. If an attempt fails, it can be attempted again by moving the left stick back to the middle and trying again. If fully rested, success is guaranteed. Rolling requires energ...We Got The Moves - Part OneJun 30, 2024 - Community AnnouncementsIt's been a while since the last update here! I believe I've stated numerous times that I'm a solo dev and work on this project next to a job and having a little family. In that regard, don't ever worry if there's a month of silence. ːsteamhappyː Casual Pro Wrestling was released last Christmas and its reception really exceeded my expectations. It's a small game and the community is definitely still small, but that's fine, because the small amount of content doesn't justify advertising it as a huge game that's on par with the many other wrestling games we all know and love. I really want to thank everyone so much for supporting this game! One type of content has been lacking in particular: moves! Currently, all wrestlers share the same moves and because there simply aren't any more in the game, there is no move selection in Create-A-Wrestler. Well, I'm happy to announce that this is finally about to change! As announced in January, the first major update to CPW will feature new moves and the first batch will come by the end of July. From that statement you may be able to extract that there will be more batches - and yes, there will be. I'm splitting the update into at least three parts. We Got The Moves - Part One The first part will release on July 28, 2024. It will kick off the major update by adding a total of 16 new front and back grapple moves as well as a bunch of others. I will be sure to show some of these off until then. The update also adds springboard moves off the top rope! You can trigger this while running towards the ropes - your wrestler will jump on the top rope and perform any of their flying maneuvers to either the outside or the inside, depending on whom you are focusing. Finally, it introduces a move selection to Create-A-Wrestler mode. Even though the selection will still be small compared to other games, this will allow you to do first adjustments to your wrestler's fighting styles. We Got The Moves - Part Two The second part will release by the end of summer. It will focus on enhancing pinfalls and submissions, because the lack of control over what's going on - especially to the victims of a pinfall - has not been very great. With this, a batch of new submission maneuevers will be added as well as some new ways to enter a pinfall such as good ol' School Boy! I also promised that the community would be able to vote for some moves to be added. In my book, it makes sense to put this after some new moves have already been added, so expect a voting process that will launch in late summer. We Got The Moves - Part Three The third part will release in autumn. It will focus on wrestling - and that's when the lock-up / "weak grapple" will hopefully begin to make more sense. I'm talking headlocks, hammerlocks, wristlocks, takeovers and transitions between these and more serious predicaments such as grapples, pinfalls and submissions. Additionally, whatever moves get voted for in the move vote stated above will be included in this upd...Update 0.14.20: Timing Matters!May 19, 2024 - Community AnnouncementsBefore the first batch of new moves arrives in summer, this update addresses move countering. The way to counter moves so far was "hold LT and hope for the best". The idea behind this was to give something different from the science that other wrestling games make of countering a move. However, this turned out not too popular. The new system focuses more on timing the press of LT properly, as it is known from many other wrestling games. To put it briefly: the better you time the button press, the more likely you are to successfully counter a move. In online games, the ping of a connected player is respected. You can learn the new system using the new Counter Feedback setting: if you activate it, whenever you try to block a move, you will get a brief message telling you whether you pressed too early, too late or whether you hit it perfectly. The setting is off by default. You can read more about the new countering in the manual, which also includes some details for the nerds out there! Here's the full changelog of update 0.14.20: AdditionsOptions: Added the Counter Feedback setting that displays a message whether the Blockbutton was pressed too early, too late, too often or (close to) perfectly when attempting a counter. It is also available in the pause menu. ChangesCounters: Countering moves and grapples is now largely affected by timing the press of the Block button (LT on gamepads, C on keyboards) correctly. While a move is executed, there are one or more "sweet spots" that depend on the move at which a counter is possible (e.g., right after going into a standing head scissors for a powerbomb, or at the peak after lifting them up for the powerbomb). The shorter the time between the sweet spot and the press of the button, the higher the chance becomes to successfully counter. Mashing the button is penalized. Successful counters also depend on the momentum of the involved wrestlers. More details can be found in the manual on counters. The system also applies to grapples that are being initiated. In netplay, the ping of connected players is respected. Tutorial: The tutorial has been updated for the new countering mechanics. During the countering lesson, the new Counter Feedback setting is enforced. Fixes CAW: Fixed artifacts when trying to paint stamps on some hairstyles, particularly if they are mirrored. CAW: Fixed UV maps of female muscle shirt and tank top so painting stamps on them no longer creates artifacts. When loading wrestlers with in Create-A-Wrestler mode, any existing paintjobs on these particular attires may have to be re-done. Flying Moves: Fixed some flying moves not working when the affected directions were held.Modding Update #1: Stamps & OverlaysApr 14, 2024 - Community AnnouncementsThis update introduces the first modding featuring to CPW, making it possible to add custom stamps and overlay textures to Create-A-Wrestler mode. This comes with other minor improvements. If you're interested into modding, you're kindly invited to join the Discord server for asking questions, making suggestions and sharing your creations! Modding Content: Overlay textures (diffuse and normal maps) and stamps can now be imported from files and the Steam Workshop. They can be imported directly to a created wrestler. See the manual on Importing Content for more information. You can also create content packs with overlay textures and stamps and share them on the Steam Workshop for others to use! See the manual on Content Packs for more information and an example. Additions Content: The main menu will now show a message next to the Content button if new content has been installed (e.g., from the Steam Workshop). In the Content menu, new entries are highlighted. The first time after updating the game to this version, previously deactivated content is treated as new content even if it is not actually newly installed. Changes CAW: Overlay textures are now selected from a grid similar to stamps and organized into categories. This also allows selecting any clothing texture for hair, or any hair texture for clothing. CAW: Stamps are now organized into categories. CAW: When opening the stamp selection, the currently active stamp is now selected by default Fixes AI: Fixed AIs that are in a hurry running at the apron from very steep angles when already close to it, making them unable to slide in. Technical AI: Updated the pathfinding backend. Engine: Updated Unity (to 2022.3.21). Update 0.14.18Mar 16, 2024 - Community AnnouncementsThis update improves various gameplay aspects, particularly allowing to turn opponents to face you as well as more intuitive move rotation that allows you to aim for stuff! Note that the binding for move rotation has changed from Right Stick to Left Stick. Additions Actions: Grappling an opponent from a side will now turn them around facing you, creating the opportunity for a lock-up or grapple. Animation: When pressing down the Grapple button, a "charging" animation is now played while holding it to give immediate feedback. Changes AI: Reworked the AI's way to dispatch input so that they can no longer "hold" buttons instantly but take as much time as an actual controller would. Animation: Updated several animations for proper transitioning from the new grapple charging animation. Damage: Dizziness is no longer completely reset when receiving damage while already dizzy. This should reduce the time spent on the ground while being attacked. Heavy damage (e.g., from chairs or running/flying moves) will now increase the remaining dizziness time by 25% (but at most reset it). Weak damage (e.g., from stomps) will no longer affect the remaining dizziness timer at all. Damage: Weak damage can no longer cause a wrestler to go dizzy. Input: Move rotation has been changed to aim into a direction. When slamming or throwing an opponent or similar, they will be slammed into the held direction. For flying moves that allow rotation (e.g., the Frog Splash), the wrestler will rotate to face the held direction. Input: Move rotation has been rebound to the left stick (WASD un keyboards). Input: When grappling into the nothing, control is now given back earlier during the animation. Irish Whip: Irish Whips are now available from lock-ups (with a 10% higher counter chance). Irish Whip: Irish Whips now have move rotation enabled, allowing to choose the direction at which to launch the opponent. Fixes AI: Fixed AI insisting on completing a navigation link (e.g., climbing ropes) even when that failed. This should fix cases of AI wrestlers ghostwalking into walls. Input: Fixed grapple binding from crouching to behave the same way as when standing.Patch 0.14.17Feb 23, 2024 - Community AnnouncementsThis patch addresses miscellaneous issues. Changes Menus: Added a hint on the Wrestler Select screen that you can hold Y (R on keyboards) to randomize all following selections. Menus: In the Wrestler Select screen, holding B (ESC on keyboards) now unselects all wrestlers at once and goes to the previous screen. Moves: Disabled depenetration for several moves once letting loose: Back Drop, Body Slam, German Suplex, Powerbomb, Suplex. Moves: The Back Drop now has the victim's position adjusted to the instigator's height and slows down for heavier victims. Fixes Matches: Fixed the countdown appearing sometimes even after the last participant has entered. This caused an internal loop that would never allow the match to end. Menus: Fixed Attendance being unselectable when entering the Arena Setup screen. Netplay: Fixed an error preventing that the same wrestler can be loaded up multiple times at the beginning of a match, causing connecting players to time out. This problem was specific to network games. Physics: Fixed wrestlers occasionally being warped back to the center of the ring in the Training Gym due to overly strict world bounds.Patch 0.14.16Feb 3, 2024 - Community AnnouncementsThis patch addresses performance problems related to having many wrestlers created and/or installed. Changes Performance: Fixed full-body renders of wrestlers being kept in memory at all times, potentially causing the system to run out of memory if the roster is very large. Renders are now loaded on-demand, which may cause very brief delays in the wrestler selection as a trade-off. As a side effect, this change should also lower the game's startup time.Update 0.14.15Jan 26, 2024 - Community AnnouncementsThank you all for your feedback on AI Difficulty! This update adds some customization of the AI's behaviour, allows having matches in the training gym and addresses a variety of other issues. Additions Menus: Added an arena selection that allows choosing from the default arena and the training gym. Menus: Added a Custom AI mode that can be selected in the Player Setup screen and allows for tweaking some AI parameters via the Customize menu. Counters – Scales the overall AI counter success chance. Striking / Grappling – Tweaks the fighting style of the AI. Decisions – Sets how fast or slow the AI takes to decide what to do next between actions.{STEAM_CLAN_IMAGE}/41669788/75e4b0e970bcd30d1bcc75bd88b51e3ddcf68e6f.png Changes AI: No longer attempts to block running strikes but will instead dodge. AI: When outside and in a hurry (e.g., due to an impending count-out), AI will now run towards the ring even when close to it. Arenas: The Training Gym has undergone some changes to allow for entrances. Counters: To an extent, the chance of successful counters now scaled with the wrestler's Energy. This should make counters less common towards the end of the match. Dodge: The dodge animation speed now depends on the wrestler's Speed attribute and current condition. Grapple: Sanitized grapple and lock-up positioning. Moves: Disabled depenetration for Suplex once the victim is lifted. Menus: When going back from the ready screen, only the last wrestler is unselected now and no longer all. Netplay: The match join timeout time has been increased and scales with the number of wrestlers to be loaded. Reactions: Heavy strikes now interrupt lock-ups, grapples and ongoing moves. Settings: Settings are now saved in the file Preferences.json in the game's data directory and no longer in the Windows registry. Settings: The Entrances setting from the arena setup is now memorized between game sessions. Fixes CAW: Fixed negative weights being possible by setting an absolute minimum weight of 30 kg (~66 lbs). Input: Fixed grappling, striking and running input being accepted prematurely while standing up, causing unintendedly rough transitions. Match Setup: Fixed the result of matches declared unsanctioned being counted anyway. Menus: Fixed back button in the ready screen being unclickable if there are many wrestler renders showing. Menus: Fixed ring names not being localized. Netplay: Ensure that connecting players receive a remote controller after joining. This should fix cases where joining players cannot control anything. Community Feedback: AI DifficultyJan 7, 2024 - Community AnnouncementsCasual Pro Wrestling's Roadmap was just recently announced. One aspect that doesn't appear on the roadmap but has been discussed since release and on nearly all channels (including game refunds) is the difficulty of the AI wrestlers. Apparently, it's giving some players a hard time. On one hand, I'm flattered: if the AI is difficult, that means I did a good job on AI programming, especially considering that it does not use any cheats, but a virtual controller that AIs have to use just like you have to press buttons on a gamepad. On the other hand, of course, it shouldn't be too discouraging to play against an AI. The plan is therefore to introduce different difficulty levels with the default being "Hard". In that sense, I would like to introduce lower difficulties. While reversals are certainly a topic that must be addressed, I decided to turn to you with the following question: What do you expect from a less difficult AI? Pleas share your thoughts by replying to this Steam feed, take it to @CasProWrestling on X or join the discussion on the Discord server. Your feedback will help me get this right!Patch 0.14.14Jan 5, 2024 - Community AnnouncementsThis patch fixes ground move warping and a few other things. Changes Reactions: Introduced a minimum velocity in addition to minimum impulse for a ragdoll to cause a strike when hitting another wrestler. This should mitigate issues handling really heavy wrestlers when they are grounded. Fixes AI: Fixed AI potentially getting stranded on the apron when in a navigation behaviour (e.g., eliminated wrestlers leaving the arena). AI: Fixed AI sometimes still getting stuck in a loop attempting to drag an opponent. Physics: Fixed scheduled collision enabling overriding any disabling that occurred meanwhile (and vice versa). This was the root cause for a lot of unwanted warping and displacement affecting mostly ground moves (due to the timing), including the infamous Camel Clutch warp. Menus: Fixed match result screen showing after making changes in the Content screen when a match has been finished earlier in the same game session.Patch 0.14.13Jan 4, 2024 - Community AnnouncementsThis patch contains some critical fixes. Fixes Netplay: Fixed online matches being invisible. Steam Workshop: Fixed only the first 50 shared Workshop items having their share information correctly displayed.Announcing: We Got The MovesJan 2, 2024 - Community AnnouncementsFirst things first: Happy New Year! It has been little over a week since the release of Casual Pro Wrestling. I received lots and lots of feedback - both positive and negative, but all of it very constructive. Seeing the Workshop literally explode with people's creativity and watching those streams harnessing the ragdoll madness really warmed my heart over the holiday season! The first week proved to me that Early Access was the right decision to make for the game in its current state. It has been in development for many years, but what it really lacked was player feedback. Thanks to the fruitful discussions on the Discord server and the ability to observe people play the game, the gameplay could already be improved massively in what has only been the first week. As you may imagine, I have a long long list of plans for the game. It's time to bring some structure into those. Announcing: We Got The Moves The arguably - and understandably - biggest point of criticism on Casual Pro Wrestling is the fact that every wrestler shares the same set of very few moves. As a result, there has been no move selection in Create A Wrestler. During development, to an extent, I made the decision to work on the gameplay "breadth-first": it was important to me that basic move types were in place and worked properly before going ahead and adding loads of different moves. The first major update entitled We Got The Moves will address that with the following planned changes: Allow wrestlers to have individual movesets and add a selection to Create A Wrestler. Add 40 new moves into the existing systems: 8 Front Grapple Moves 8 Back Grapple Moves 8 Lock-Up Maneuvers (including some chain wrestling) 4 Standing Attacks 4 Ground Attacks and Moves 8 Flying Attacks Add apron moves (ring to apron, apron to ring, apron to apron). Add moves against running opponents. Add a roll-away counter when grounded. Add springboard attacks that work like any flying attack, but from the top rope, accessible from running against the ring ropes or from the apron. What moves exactly will be added is going to be disclosed in regular updates, some will also be up for voting. The update will not be released as a whole at once. The plan is rather to add a first batch of new moves, enough to justify a move selection in Create A Wrestler. This will then be released as version 0.15.0 of the game. Subsequent versions will then add more and more moves and iron out issues that may occur with added moves, until everything's done and we proceed to the next major update (see below). This approach should minimize the time you have to wait for new stuff! A first release is aimed at Spring of 2024, but please keep in mind that this is a one-man hobby project and expect a fixed release date only few weeks prior. Early Access Roadmap Of course, it doesn't stop with adding moves. As mentioned earlier, there is a long long list. Part of that list is laid out in the first version of the Early Access Roadmap in the o...Patch 0.14.12Jan 1, 2024 - Community AnnouncementsThis patch contains some AI hotfixes. Changes AI: Made the AI slightly more pessimistic about pinfalls. This should cause them to stop dragging around rather healthy opponents. AI: Adjusted the AI's way of determining whether an opponent is near the ropes and should be dragged towards the center of the ring. Fixes AI: Fixed the AI still freezing at times trying to drag their opponents to the center of the ring.
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