Show/Hide Show/Hide

Punch Planet

 
Punch Planet - Version 0.8.0Mar 18, 2024 - Community AnnouncementsVersion 0.8.0 is now released! This major patch brings a full reworking to the menus and interfaces of the game, full reworking to the online and lobby system, a cinematic intro, a new juggle system and other gameplay updates, trial mode, and performance and quality of life improvements! Read the full detail changelog here {STEAM_CLAN_IMAGE}/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png General The whole game has been completely reworked from the ground up bringing new menus, interfaces, and a much stronger foundation for adding future features. CinematicAdded the intro cinematic to the actual game. Engine - UnityUpdated Unity to a much more modern version, allowing us a lot of development quality of life improvements including better workflow and performance. No longer supports Direct-X 9 (removed by Unity) but now supports Vulkan (if having performance issues please try this). Online LobbiesCompletely reworked how online functions, switching away from the third party matchmaking we used before and using a fully steam integrated approach. Lobbies now support multiple stations (so different groups of people can play each other in the same lobby), training mode while you wait (and all the features it has), multi game matches (ft1, ft2, ft3, etc), and much better privacy and invitation options. {STEAM_CLAN_IMAGE}/30948716/5753c28580d4a0a70c79f099b905d9fcc859d7ae.png Trial ModeAdded trial modes for all characters, each with 20 official trials that should help teach how to play them a bit and give players something to do. Trials range from easy, moderate, hard, and golden (which can require strict timing). {STEAM_CLAN_IMAGE}/30948716/05c840ffe1d38f59c09174084ab0c87a3b9a102e.png{STEAM_CLAN_IMAGE}/30948716/62aad22a76ac059270a501dbc0d425b3064b6e63.png{STEAM_CLAN_IMAGE}/30948716/50a147776de9c2f60b7875d5bdb415192c3ecae8.png There is also support for custom trials that can be shared with other players, record your own combos on the fly and save them as a trial. Menu UpdateAll menus in the game have been re-made from the ground up for a much more functional and flexible foundation for adding more options. Should feel much smoother, snappier, and look much better than before. {STEAM_CLAN_IMAGE}/30948716/5272adc3f42ee94f308bad1eb59c277ef11c7ca2.png Controls Menu - Greatly improved controls menu for selecting which controller controls which player, and how to map those controllers. {STEAM_CLAN_IMAGE}/30948716/7b3ecd99922e83c00a66d539348b78ed3858b4c7.png Move List - Updated move list to use the same art as trials / move display ui. {STEAM_CLAN_IMAGE}/30948716/346c0e5de236da403ee04201de8ad5e667e9c2a0.png Character Select - Smoother and sleeker. Gameplay UI UpdateFully reworked the gameplay user interface, inlcuing health bars, meter bars, combo ui, input display, and frame advantage display. {STEAM_CLAN_IMAGE}/30948716/aa5ac51f30c80a60b316dbb5b0345def8423fd3b.png {STEAM_CLAN_IMAGE}/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png Juggle SystemSimpli...Punch Planet - Version 0.7.7Feb 10, 2023 - Community AnnouncementsVersion 0.7.7 is now released! This patch brings animation system improvements, visual fx updates, and new universal mechanics! Read the full detail changelog here {STEAM_CLAN_IMAGE}/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png Animation System ImprovementsAdded sub-frame animation interpolation during hit stop for the attacker and defender. When characters are in hit stop ("frozen"), they will now slowly animate towards their next key frame of animation. This visual-only change should help interactions (hits) look and feel much more smooth. VFX System ImprovementsGreatly improved how visual fx are managed and used by the engine, will help us iterate much easier and have more re-use of assets. Also improved (fixed) the timing calculation for animations that have dynamic speed usage, things like stuns, juggles, and other animations that can have variable timing will now look correct. OptimizationsGame performance should be improved. {STEAM_CLAN_IMAGE}/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png Golden HitsAdded notion of perfect "Golden" hits. During a combo, moves that are input on the precise frame will show an additional hit spark and provide a benefit if they hit the opponent. On impact, the attacker receives:Increased damage (10%) Increased meter gain (10%) Increased hit stun (+1f) Decreased juggle remove (-1) Small amount of T-meterThis mechanic should serve as both a bonus for players who have precise execution and as positive reinforcement for players who don't. When a Golden Hit is landed, the attacker will have new opportunities to continue the combo with better attacks. The risk and reward that this adds should greatly improve the amount of possibilities for all characters, and make the game much less cut and dry as a whole. In training mode, Golden Hits can be set to "auto" in the Dummy Settings menu to have all possible perfect hits happen automatically. This should allow players to easily explore the insane things that are possible with "perfect" execution but hopefully the timing barrier keeps things reasonable. White HealthAdded notion of white (blue) health, a separate bar behind the main health that drains slowly down instead of instantly when taking damage. See HTC section for how it is used. T-MeterIncreased each round initial T-meter by 1 bar, rounds 1, 2, 3 will now start with 1, 2, 3 bars. ATCUpdated all ATC animations and how they work in-game. When a successful parry happens, the defender will now briefly animate into position before applying the hit stop, instead of instantly. Increased post-ATC leniency frames so that it's easier to execute a followup attack. Updated visual FX, should look more distinct and impactful when successfully parrying. Now has a low version (visual only). When parrying low attacks, the defender will go into a crouched version of the ATC animation. Now has a "Golden" version. If parry is input on the exact frame as the hit, now shows an additional visual spark and provides a sm...Punch Planet - Version 0.7.6Oct 29, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/30948716/d18ef5f1113a6e6c467a7269d9ec78d3a36b6def.png Version 0.7.6 is now released! This patch brings gameplay features, balance adjustments, and animation improvements. Read the full detail changelog here {STEAM_CLAN_IMAGE}/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png MomentumAdded concept of momentum to the game. Works same way as the push back calculation where you can supply distance, frames, and speed factor to have the character slide to a stop. All characters will now slide forward slightly when ending a dash, or performing a DTC, and additionally Dog when he stops from a run. Momentum can carry passed an attack that gets used, allowing moves to hit farther than before and the possibility of combos that were not possible from a stand-still. Hit SparksAdjusted various hit spark positions. Jumping Normal Attacks Many jumping normal attacks have had their animations, active frames, frame advantage, hit/hurt boxes adjusted. Should make the air game a bit more nuanced. Hit Sequences - SpinAdded "Spin" hit animation and updated many attacks to use it. Hit Sequences - KnockdownsAdjusted all knockdown animations and how their physics get applied. TauntsSome taunts now have a small non-cancellable hit box that does 1 damage. DTCMovement now uses momentum instead of engine physics, moves slightly farther than before and allows better followups after the post-DTC attack. Dashes - ForwardNow appliers a small amount of momentum at the end of recovery, moves slightly farther than before and allows better followups after the post-dash attack. ThrowsUpdated various throw-tech animations. Attacks - Move BoxesSome moves have had their movement boxes extended during startup, this will help them push the defender out more and improve the visual look. {STEAM_CLAN_IMAGE}/30948716/0e4383a8ae2bffc701dff1d12c03e6f64a5fad0d.png RoyIdle: Updated animation Dash.Forward: Decreased distance Dash.Backward: Updated animation Throw.Forward: Increased juggle x velocity Taunt: Added hit box Jp.LP: Decreased hit stun, decreased block stun Jp.LK: Increased block stun St.MP: Decreased recovery frames, decreased hit stun, decreased block stun Cr.MP: Updated animation, decreased recovery frames, decreased hit stun, decreased block stun Jp.MP: Decreased block stun Cr.MK: Extended hit box range Jp.MK: Increased block stun Cr.HP: Extended move box range Jp.HP: Decreased active frames, decreased hit stun, raised bottom of hit / hurt boxes St.HK.Fast: Decreased juggle x velocity St.HK.Both: Updated animation, moves slightly farther Jp.HK: Decreased active frames Headbutt.All: Extended move box range, adjusted juggle physics / knockdown frames (net same) {STEAM_CLAN_IMAGE}/30948716/2b0b4cda21d54021697cf922acf4ebf0ae98c14d.png CidWalks: Updated animation Dash.Forward: Decreased distance Taunt: Updated animation St.LP: Extended hurt box bottom Jp.LP: Decreased hit stun, increased block stun Jp.LK: Increased block stun St.MP.Fast: Adjusted animation, decrease...Punch Planet - Version 0.7.5Jul 8, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/30948716/44d25aa1510f732cc0513224b92813ee6be38501.png Version 0.7.5 is now released! This patch brings balance adjustments, animation improvements, new game features and more. Read the full detail changelog here {STEAM_CLAN_IMAGE}/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png Training ModeCan now specify reversal actions separately for hit and block stun, will give more control over testing specific situations. Can now specify reversal actions for air resets, allowing support for testing this game situation more easily. Had to make some changes to how the resets worked but they should functionally work the same. Added new block setting "First_Random", which will block the first hit and then have a random chance to block any followups. Not super useful but it should allow players to work on their hit confirms after a block. When set to auto block, training dummies will now block correctly after an air reset (similar to stun / wakeup). Previously they would never block. Added new display option for "Frame Advantage" and decoupled it from the "Attack Info" display, players can now show the frame advantage flyup without needing the attack info display visible. UIAdded "PUNISH" flyout when characters are hit during their recovery frames, should help players identify when they have landed uncontestable hits or when they could have blocked. GraphicsSwitched game rendering to a three-camera setup (foreground/midground/background) from of two-camera (foreground+midground/background) and improved how it handles with layer overlap. Added support for specifying which layer the depth of field applies to, some stages that are considered "in-door" (Black Market, Training) will have smoother DOF blending between the foreground and background, while "out-door" stages will stick with background-only blurring. Added support for additional bloom channels on the midground and background cameras on a per-stage basis when depth of field is enabled. DOF kind of drowns out the bloom the more it blurs, wanted to add a way to bring it out more. Added subtle film grain and vignette post processing effects. Rewired (Input Middleware)Updated to latest version and adjusted mappings, should work the same support-wise and fix the scrolling down issue that could sometimes happen. OptimizationsGame is faster. {STEAM_CLAN_IMAGE}/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png Animation UpdatesAll characters have had their grounded hit, grounded block, ATC, taunt and match (select / win) animations updated, should look smoother and more visually distinct than before. AudioUpdated audio SFX for all characters' forward and backward dashes, updated wall bounce SFX, updated some characters' taunt / select / win VO. ATCStardardized all attacks to cause the same amount of hit freeze when performing a successful ATC (parry). Previously, attacks would freeze for different amounts of frames based on the strength (light, med, heavy, etc), now freezes for a sta...Punch Planet - Version 0.7.4Feb 14, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/30948716/7a0c1724667e7e42ce7f4a1e4eccbc20a17c2ad9.png Version 0.7.4 is now released! Balance Changes, Bug Fixes, Legacy Update Method, Support for non-16:9 monitor resolutions! This patch brings balance changes, bug fixes, option to use the old update method, and support for non-16:9 monitor resolutions Read the full detail changelog here {STEAM_CLAN_IMAGE}/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png Legacy Update TypeAdded graphics option to select the old method for running the game loop. Some players observed reduced performance with the new method, this should allow them to select the old method if that was more performant for them, shouldn't affect online performance. Non-16:9 Monitor ResolutionsAdded support for selecting non-16:9 monitor resolutions. Players can now select 4:3, 16:10, and other resolutions and allow the game to work on any aspect ratio. Playing the game at a different aspect ratio will have black bars around the border. {STEAM_CLAN_IMAGE}/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png ATCAdjusted ATC a bit to avoid the cross-under situation introduced with making it move forward. Using ATC against an opponent jumping over them should have a reduced change of crossing under and changing the orientation of both players. Also adjusted all ATC animations to remove the cancellable recovery state and standardized the move states / movement for all characters, should look more consistent. JTCAdjusted JTC so that the Hop version (neutral + MP + MK) and Dash version (Forward Dash -> MP + MK) are no longer functionally the same: Neutral JTC: No longer costs T-meter or produces clone FX, now grants +1 Juggle value instead of +2 Dash JTC: Still costs half a T-bar and grants +2 Juggle value This will now produce different combo routes using JTC depending on if the neutral or dash version is used. Using the dash version will give better followups but now has a higher T-meter cost compared to the neutral version. Most characters have been adjusted with this in mind. T-MeterChanged how much T-meter players start with each round. Players now start with bars of T-meter for Rounds respectively, matches will be more volatile as they go to the later rounds. Character ScaleMost characters have had their scale slightly increased. In general this does not affect collision box sizes, but any moves that have animation-driven movement will see a slight boost in distance. Some moves' collision boxes have also been increased to compensate but it is mostly a cosmetic change to increase the size ratio between the small and large characters. Proximity RangesAll characters have had the proximity range on their attacks re-adjusted, generally decreased across the board. This should make it slightly harder for characters to be "locked down" by proximity block and improve footsies. Airborne NormalsAirborne normals have also had their proximity re-enabled but at a reduced distance, jump ins should feel better at close range ...Punch Planet - Version 0.7.3.bDec 1, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/30948716/06e55128cdcc98fd99bf691ee381edd798067ded.png Version 0.7.3.b is now released! Balance adjusts, fixes, and Vsync! This patch brings balance changes, bug fixes, and support for in-game vsync. Read the full detail changelog here. {STEAM_CLAN_IMAGE}/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png V-SyncAdded new functionality for supporting in-game vsync. With Vsync enabled, this method now correctly limits the framerate to 60 fps instead of allowing the game to run at whatever your monitor's refresh rate is set to (not ideal). Players should now be able to use Vsync problem-free and produce a silky smooth PP. {STEAM_CLAN_IMAGE}/30948716/509c3f7adeb8a75b5d4848eabddd7e0d61ae7e11.png TyaraJumps: +fixed cancel window to make empty jump into landing moves easier (oversight from active frames reduced) {STEAM_CLAN_IMAGE}/30948716/9d760d0c577976cf93f3fba88ba77955861eb2b4.png Agent GFw.MK: +slighly adjusted juggle physics so that followup hits more consistent {STEAM_CLAN_IMAGE}/30948716/2789edef5fddc7c00557ab34419c5fabb43619c4.png MaxxFw.HP.Charged: +decreased juggle value, +adjusted juggle physics Cr.HK: -increased juggle value HookSwing.EX: -decreased damage, +decreased juggle value, -adjusted juggle physics HornyToad.All: +increased projectile invul GAP.L: +decreased juggle value {STEAM_CLAN_IMAGE}/30948716/d0a3277a8a77bfbad224b7c2715e71c8c2761d2c.png ARN-01DSt.HP: -Now considered a projectile Jp.HP: -Now considered a projectile DiveBomber: -Fixed being special cancellable RapidTaser.All: -adjusted final hit juggle physics {STEAM_CLAN_IMAGE}/30948716/8f81ec82e560f81a11278faf3e8cfe75ea5cba20.png GatCr.MK: -lowered hit box top, -reduced hit box range Read the full detail changelog here. {STEAM_CLAN_IMAGE}/30948716/a6e8c396d90668f877b3b4740a2dd36d0513014e.png Discord Website Twitch Twitter Patreon Instagram YouTube SoundCloud Punch Planet - Version 0.7.3Oct 28, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/30948716/06e55128cdcc98fd99bf691ee381edd798067ded.png Version 0.7.3 is now released! Animation and Gameplay updates! This patch brings updated animations for a number of characters and substantial gameplay balances. Read the full detail changelog here. {STEAM_CLAN_IMAGE}/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png Character AnimationsRoy and many character animations in the game have been improved. Turn AnimationsCharacters now turn when they are crossed up. {STEAM_CLAN_IMAGE}/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png Start DistanceDecreased the distance that players start from each other, still generally out of strike range. Push BackDecreased push back speed factor, characters will push back slightly slower (same total distance, spread out over more frames). DamageAdjusted damage scaling:Old: New: Falls off slightly slower but has a greater max reduction. CameraAdjusted battle camera movement for less vertical movement (when characters are airborne) but while also tilting up a bit more, should be an improvement and look more smooth. MeterT-meter is no longer gained by a constant amount. First bar comes faster than before, second bar slightly faster, third bar slower. Attack Translation ScaleIncreased the attack translation scale value from equal push, to favoring the attacker. This is a value that determines how far to push both characters when they come in physical contact while one is in an attack. Previously set to 0.5 so that both characters are pushed the same (effectively disabled, same as normal behaviour). Set to 1.0, the non-attacking character will be pushed for the full amount and the attacker will be pushed none. Will look substantially improved using moves that have a lot of movement point-blank. Throw Stun InvulIncreased throw stun invul from 3 to 4 frames. Characters coming out of hit / block stun, air resets, or getting up from a knockdown will have an additional frame of not being able to be thrown. Because of this, using a 4f move while being pressured should always allow the defender to defeat a throw instead of losing to it. {STEAM_CLAN_IMAGE}/30948716/6a5fefdfde8b971fae38e16a8205e70eea61d6f5.png ResetsDecreased juggle value to zero - resets will always hit Decreased corner push back - easier to stay in / cross under in the corner Adjusted reset arc - slightly more frames higher up but harder to cross under low ATCNow moves slightly forward on use during active / followthrough, has no net movement change if fully recovers Increased meter gain on success DTCNow moves slightly forward on use. JTCRestricted input to only MP + MK, can no longer hold a direction Adjusted movement for both hop / dash versions Adjusted active frame hit boxes and duration Adjusted hit boxes Adjusted advantage Air NormalsDisabled lower-body hurt box during startup state of all airborne normals. Ground NormalsRebalanced frame advantage for many normals (DTC included) in order to significantly reduce the amount ...Punch Planet - Version 0.7.2May 30, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/30948716/208c032f8fb618ed3958f688b2278d6ba350fb32.png Version 0.7.2 is now released! Costumes, a trip to the groomer, and gameplay updates! This patch brings new costumes for our two latest characters ARN-01D and Gat, a full art / animation update for Dog, and new gameplay balance adjustments. Read the full detail changelog here. {STEAM_CLAN_IMAGE}/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png CostumesAdded new costumes for ARN-01D and Gat {STEAM_CLAN_IMAGE}/30948716/09e7fc32ef6551bebc5c582fff0556e380f8cc22.png ARN-01D - K-0 WarsBefore they were reprogrammed as civil peace keepers, the ARN Units were created for the frontline of the K-0 Wars. Following the withdrawal of the Galactic Agency from Punch Planet, any surviving ARN Units were repurposed. {STEAM_CLAN_IMAGE}/30948716/c70fb2c789f00bc4dfdfec7d0bc4a218f148c249.png Gat - VizierBefore Gat became the custodian of Punch Planet, it's believed he appeared throughout history to reap from times of chaos. There is much debate as to whether he is truly immortal or using some form of space wizardry to keep himself alive. {STEAM_CLAN_IMAGE}/30948716/f43234f7ba5c4d1d67dae27283e1a51ee91ac5db.png Dog - Art / Animation UpdateDog has been taken to the groomer and given a full overhaul on his model and animations, please enjoy a smoother boy. Here are a few of his updated animations in action: {STEAM_CLAN_IMAGE}/30948716/00375651b7caa348579b378ad4aeed42d06aa1fc.gif {STEAM_CLAN_IMAGE}/30948716/ad96102ee0783bef437ca2cd5860ebbf6fa5f41e.gif {STEAM_CLAN_IMAGE}/30948716/5446c99ee31bd0a71461f6f6130ac9e50d84beec.gif {STEAM_CLAN_IMAGE}/30948716/036ebe898e1c4427b4f135279a6d82b7aa43ccc2.gif {STEAM_CLAN_IMAGE}/30948716/2fe83ea62fb67a38f0b130d900f5b8038e6dffce.gif {STEAM_CLAN_IMAGE}/30948716/daabaca2b55c0ac2af87edcdd519dd6e18db1c67.gif {STEAM_CLAN_IMAGE}/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png ATCReverted hit stop adjustments to parries ThrowsDecreased hit stop on regular throws Adjusted grab trade logic to take attack strength into account, makes it so command grabs will beat regular grabs when landing on the same frame. MeterNo longer start rounds with 1 bar of T-Meter JugglesJuggle count now caps at 7 {STEAM_CLAN_IMAGE}/30948716/0e4383a8ae2bffc701dff1d12c03e6f64a5fad0d.png RoyCr.MK: Raised extended hurt box top St.HK: Adjusted followthrough / recovery frames, hurt box now moves downwards St.HK.Charged: Increased hit stop {STEAM_CLAN_IMAGE}/30948716/2b0b4cda21d54021697cf922acf4ebf0ae98c14d.png CidThrow.Backwards: Updated animation St.LP: Retracted hit box range Cr.LP: Retracted hit box range St.MP.Charged: Increased hit stop Cr.MP.Charged: Increased hit stop St.HP: Adjusted followthrough / recovery frames St.HP.Charged: Increased hit stop St.HK: Adjusted followthrough / recovery frames Cr.HK: Adjusted followthrough / recovery frames, retracted hit box top, retracted hit box range {STEAM_CLAN_IMAGE}/30948716/509c3f7adeb8a75b5d4848eabddd7e0d61ae7e11.png TyaraSt.LP: Now super cance...Punch Planet - Version 0.7.1.A - GATMar 20, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/30948716/af62a8ed9655936822e8549cdf962993b544a09d.png Version 0.7.1 is now released, Gat joins the fight! Read the full detail changelog here. {STEAM_CLAN_IMAGE}/30948716/8f81ec82e560f81a11278faf3e8cfe75ea5cba20.png INFO Little is known about the origins of Gat, but it's believed he has appeared throughout history to reap from times of chaos. He has returned once more and as the new custodian of Punch Planet. There is much debate as to whether he is truly immortal or using some form of space wizardry to keep himself alive. Name : Gat Age : Unknown Origin : Unknown Occupation : Space Wizard Health1000Unique MovesCoffin Kicks: Down + MK (in air, up to 3x) Special MovesGem: QCF + Punch Prism Cell: QCB + Punch Levitate: QCF + Kick (in air) Levitate Followups: -> Air Reaper: Punch -> Air Stake: Kick -> Levitate (EX): QCF + 2x Kick Super MovesGem Lancer: QCFx2 + Punch (Costs 2 Bars) Diamond Maiden: QCFx2 + Kick (Costs 4 Bars)NotesNormals can be chained into higher priority normals (Light -> Medium / Heavy, Medium -> Heavy), grounded and airborne Airborne normals are cancellable into Levitate (Jp.HP exception) St.MP, Cr.HP, and St.HK are jump cancellable on hit {STEAM_CLAN_IMAGE}/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png StagesAdded Crystal Desert Stage MusicAdded Gat and Crystal Desert Stage. When selecting stage music, can now choose music from other stages. Performance OptimizationsMade substantial optimizations to systems that manage many instances of objects, greatly improving how these objects are cached and used. Collision Box, Projectile, Sound, and Game Effect systems should all have a much smaller per-frame performance footprint, which should improve both normal performance and roll-back performance. {STEAM_CLAN_IMAGE}/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png Priority TradesAdded priority trade logic to the game. When two attacks collide at the same time, instead of always trading (both hits are applied), the strength of both attacks will be taken into consideration. If one attack has a higher attack strength value (Light -> Medium / Projectile -> Heavy -> Special), that move will win the trade and their attack will land as a counter-hit. Hit StopLowered hit stop across the board, should speed up the game flow quite a bit.Light: Remains 6/10 Medium: Decreased from 8/12 to 7/11 Heavy: Decreased from 10/14 to 8/12 Special: Decreased from 12/16 to 10/14 JTC: Decreased from 12/16 to 10/14 Throw: Increased from 10 to 12 InputSome adjustments to leniency to make links a little easier and cancels a little more strict (still easy). Also a slight adjust to make DP input slightly more strict. LeniencyHitCancel_Normal: Decreased from 8 to 6 HitCancel_Super: Decreased from 20 to 6 Link_Normal: Increased from 3 to 4 Link_Special: Increased from 3 to 8 Stun: Increased from 3 to 4 Wakeup: Increased from 3 to 4 Dash: Increased from 4 to 6SequencesDP_Forward: Decreased buffer frames after last direction input from 8 ...Version 0.6.1.eFeb 5, 2021 - Community Announcements- Improves netcode timesyncing, should help reduce the stutter when one player needs to wait for the others' machine to catch upPunch Planet - Version 0.6.1Dec 22, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/30948716/13b7b201a91b5768b46ee2f094f42d3fa6152147.png Version 0.6.1 is now released, ARN-01D joins the fight! Read the full detail changelog here. {STEAM_CLAN_IMAGE}/30948716/d0a3277a8a77bfbad224b7c2715e71c8c2761d2c.png Originally designed for the Sector-K Wars, any surviving ARN units were converted into peace keeping street units by the Galactic Agency. After years of wear and tear, they have developed a reputation for being aggressive and unpredictable. Move List Command NormalsBackward Medium Punch: Backward + MP Down Backward Medium Punch: Down + Backward + MP Backward Heavy Punch: Backward + HP Squat Kick (Left): Down + LK (After Squat Kick Right) Squat Kick (Right): Down + LK (After Squat Kick Left) Dive Bomber: Down + MK (In Air) Special MovesEnergy Turret: (Charge) Back -> Forward + Punch Rapid Taser: (Charge) Back -> Forward + Kick Orbital Strike: (Charge) Down -> Up + Punch Battery Discharge: (Charge) Down -> Up + Kick Jet Pack (Charge) Back -> Forward + Punch (In Air) Back Boost 2x Kicks (In Air - EX Only) Super MovesMaximum Thrusters: (Charge) Back -> Forward (x2) + Kick (Grounded + Airborne, Costs 2 Bars) Access Denied: QCFx2 + Punch (Costs 4 Bars) {STEAM_CLAN_IMAGE}/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png Performance OptimizationsMade some engine improvements to the projectile, game effect, and sound object caching systems, should improve per-frame performance and rollback performance. Input LeniencyChain: Increased from 4 to 10 {STEAM_CLAN_IMAGE}/30948716/6a5fefdfde8b971fae38e16a8205e70eea61d6f5.png A few characters also received a few balanced adjustments {STEAM_CLAN_IMAGE}/30948716/509c3f7adeb8a75b5d4848eabddd7e0d61ae7e11.png TYaraCr.MP: Added standing frames during startup, fixed counter hit giving heavy frame advantage instead of medium St.MP: Decreased extended hurt box frames Cr.HP(Charged): Increased juggle value St.HK: Increased juggle value Jp.MK: Fixed counter hit giving heavy frame advantage instead of medium Jp.HK: Fixed counter hit giving medium frame advantage instead of heavy FlyingGoddess.Regular: Decreased juggle value BreakYourBones.All: Increased damage scaling, increased damage, extended hit box range BreakYourBones.Regular: Increased recovery frames, increased knockdown frames BreakYourBones.EX: Increased juggle value ShieldCharge.Regular.Hold: No longer gains armor initially ShieldCharge.Regular.Fast: No longer gains armor ShieldCharge.Regular.Charged: Increased armor frames WarDance.Super: Increased startup animation distance, decreased standing pushback, decreased final hit corner pushback MeteorGoddess.Super: Extended hit box range {STEAM_CLAN_IMAGE}/30948716/8a8a68451c27b7e8acd7cbb7aedb23fff748cc4e.png DogSt.MK: Increased followthrough frames, decreased advantage St.MK (First Hit): Increased hit stun / advantage, decreased block stun / advantage Cr.HK (Slide): Increased push back on hit PinWheel->Dive.Regular: Increased hit stun, increased block stun Run.EX: Moved up armor...Punch Planet - Version 0.5.5.bOct 21, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/30948716/1bf0d89d1bcadb5d7296bc913e09502ff9364b4f.png Version 0.5.5.b is now released! This update contains gameplay balance adjustments. Read the full detail changelog here. {STEAM_CLAN_IMAGE}/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png JTCFixed JTC input priority so that it doesn't conflict with special attacks, addresses an inconsistency when using this input while trying to cancel into special moves at the same time. ThrowsExtended range, should be a bit more strong. TauntsDecreased cancel window into DTC, should get better advantage when using Taunt and trying to get away with it. Chained Light AttacksLight attacks can no longer chain on whiff, should be it easier to buffer these moves into light special attacks without producing a chain and also make these light attacks slightly more whiff punishable. Collision BoxesExtended empty jump hurt box bottom, should be slightly easier to hit jumping opponents from below. InputSlightly increased the normal link leniency (reverted to previous), decreased special link leniency (same as normal now), and increased the leniency coming out of hit / block stun. Push BackSlightly adjusted the push back calculation, should look a bit smoother. {STEAM_CLAN_IMAGE}/30948716/0e4383a8ae2bffc701dff1d12c03e6f64a5fad0d.pngRoyWalk.Backward: Increased move speed Dash.Forward: Decreased distance Fw.MP: Decreased push back, reduced hit box range St.MP: Decreased push back St.HP: Decreased push back St.HK: Updated animation, decreased damage St.HK.Hold: Updated animation HeadButt.All: Decreased damage HeadButt.EX: Increased followthrough, adjusted wall bounce physics, decreased block stun / adv SuperPunch: Extended hit box bottom {STEAM_CLAN_IMAGE}/30948716/2b0b4cda21d54021697cf922acf4ebf0ae98c14d.pngCidWalk.Backward: Increased move speed Cr.LP: Increased recovery, decreased hit / block adv St.MP.Charged: Decreased hit stun / adv Cr.MK: Decreased push back, increased hit stun / adv, increased block stun / adv St.HK: Decreased damage Cr.HK: Increased startup Grenade.Projectile: No longer gains meter on collision KnifeWheel.All: Fixed armor priority for later active frames KnifeWheel.EX: Fixed issue when hit during certain landing frames would cause her to be standing above the ground SuperBall: Decreased damage {STEAM_CLAN_IMAGE}/30948716/509c3f7adeb8a75b5d4848eabddd7e0d61ae7e11.pngTYaraJumps: Increased jump height Throw.Forward: Decreased knockdown frames Throw.Backward: Decreased knockdown frames St.LP: Updated animation, increased recovery, increased hit stun St.LK: Updated animation, reduced hit box range Cr.LK: Updated animation Cr.MK: Updated animation, reduced hit box range, adjusted followthrough / recovery ratio St.HK: Updated animation, decreased damage, increased startup, reduced hit box range Cr.HK: Decreased knockdown frames Cr.HP: Decreased damage St.HP: Decreased damage Jp.HP: Decreased damage Jp.HK: Decreased damage Dw.Jp.HP(Splash): Decreased damage Shield.L/M/H: Updated anim...Punch Planet - Version 0.5.5Aug 25, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/30948716/6bfd119c3c79c28f3421c6c96dbd972b56b4019c.png Version 0.5.5 is now released! This update contains gameplay balance adjustments, character animation improvements, and engine quality of life enhancements. Note: I hit the character limit for this steam announcement and had to cut out some of the changes, you can read the full detailed notes here {STEAM_CLAN_IMAGE}/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png INTERFACEAdded network connection display when playing online matches Added interface option for toggling network connection display Added interface option for toggling player info when playing online GRAPHICS OPTIONSAdded Framerate Type option. This lets the engine to adjust how and when it processes the game loop, and allows the game to run at frame rates other than 60 frames per second. Available options:Locked (60): 60 FPS locked (default - current functionality) Unlocked (VSync): Enables Unity's VSync, FPS tied to monitor refresh rate Unlocked (Refresh Rate): Does not enable Unity's VSync, FPS still tied to monitor refresh rate Unlocked (Uncapped): FPS is not bound, game will render as fast as possible These options can be helpful for running on machines that have monitors with higher-than-60 hz refresh rates, which can reduce visual stutters and provide a smoother experience. Some of these may have an effect on input lag depending on the machine, so please test and see which one is right for you. {STEAM_CLAN_IMAGE}/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png ANIMATIONSUpdated almost all animations of characters being hit and knocked around, combos and attacks should look better across the boardUpdated hit / block stun animations Updated wall bounce animations Updated juggle animations Updated knockback animations Updated sweep animations Updated rise animations Updated proximity block animations This is a pretty extensive quality improvement overall and should really help sell the visual impact from the defender's side. BATTLE CAMERAMore changes to the in-game camera, should generally feel more consistent and readable, especially for air-to-air situations. CHAINED LIGHT ATTACKSAdjusted and re-balanced the timing window for all chained light attacks. Generally the rule is that chaining into light-punch attacks as quickly as possible will now yield a true-block string. Chaining lights as quickly as possible will now "jail" the defender (none of their inputs will come out), which has a few implications for both the attacker and defender:The attacker can push the defender out without risking retaliation The attacker no longer receives a free frame-trap, they must delay their chain input if they want to allow the defender to attempt a counter The defender must risk more when attempting to counter while they are being chained, since their input is not guaranteed to come out COLLISION BOXES - HURT BOXESAll body types have had their hurt box width decreased, which generally makes them thinner and a bit...Punch Planet - Version 0.5.4Dec 19, 2019 - Community Announcements{STEAM_CLAN_IMAGE}/30948716/e5a88e206708d99ab8c01890587eeb554ca27006.png Version 0.5.4 is now released! This update contains new free DLC costumes for four of the characters, gameplay system changes, and character balance adjustments You can read the full detailed notes here {STEAM_CLAN_IMAGE}/30948716/99b9af69db692225fa27cc93cad9c4b3686171be.png COSTUMES- Added new free DLC costumes for TYara, Dog, Agent-G, and Maxx {STEAM_CLAN_IMAGE}/30948716/9c468dd741219705d04ba7571c07cc34067d7b14.png TYARA - HUNTRESS COSTUMEBefore she was Princess to her people she was a Huntress like many others. Featuring huntress armor made from the beasts native to Punch Planet. Costume for TYara in Punch Planet Includes 10 Colors \ {STEAM_CLAN_IMAGE}/30948716/71c41fe9366a405c3f8e64476c89f6e7baa16380.jpg{STEAM_CLAN_IMAGE}/30948716/72c07ecafe14ee20f80a668b8aa36f406dcfd937.jpg{STEAM_CLAN_IMAGE}/30948716/6eb8d1e91cf24e01d2da1b571127059d2ccd278a.jpg{STEAM_CLAN_IMAGE}/30948716/dc1de9cdda4e9d8588a5f05409d0c6ed19b20d8b.jpg{STEAM_CLAN_IMAGE}/30948716/42ef37b67929dfa29e9d8fd67871c6c87e3da4d9.jpg {STEAM_CLAN_IMAGE}/30948716/a8d6ec336a57897f22a8c4b47a8be9d34b1fa59d.png DOG - TERMINATE COSTUMEBefore Dog escaped the secret government lab he was sent on "Special Assignments". Featuring battle damage revealing some of his many modifications. Costume for Dogin Punch Planet Includes 10 Colors {STEAM_CLAN_IMAGE}/30948716/486995b4f5a61d3794a6caaee2c82cdd1d10c2f3.jpg{STEAM_CLAN_IMAGE}/30948716/bc52c1be3de61a83d316fd4299ae2a05323a961b.jpg{STEAM_CLAN_IMAGE}/30948716/386d1d2b830accd6097ed01b8e1990725f1dac9c.jpg{STEAM_CLAN_IMAGE}/30948716/7f22df76ca3cdaea387a9f63ec598a730831713b.jpg{STEAM_CLAN_IMAGE}/30948716/e7d776e57e6a4a460e7da34ab8b8c792c28e169c.jpg {STEAM_CLAN_IMAGE}/30948716/47de2200b24f38099c8f97a7bd9780d6928329e5.png AGENT - PROTOTYPE COSTUMEBefore the signature Power Suit was created Galactic Agents field tested various prototypes. Featuring bulky batteries and non inlaid energy wires. Costume for Agent-G in Punch Planet Includes 10 Colors {STEAM_CLAN_IMAGE}/30948716/d303cb8d7c0cb1b7980177a96ff9352abc486924.jpg{STEAM_CLAN_IMAGE}/30948716/193864425960cd751b56acc67e2de2e8a4a2049f.jpg{STEAM_CLAN_IMAGE}/30948716/07f0861fbd26986c1c46303b7ed8fd42b06f86eb.jpg{STEAM_CLAN_IMAGE}/30948716/ee6d232fea87cd527988c96074d9d5966e392445.jpg{STEAM_CLAN_IMAGE}/30948716/790778c4114357373f88aee084516bc502a96f05.jpg {STEAM_CLAN_IMAGE}/30948716/ad364aea5894f942678163efd3f82f93eac21c9e.png MAXX - LUNAR LEAGUE COSTUMEBefore Maxx became a bouncer in the Black Market District he was a semi famous Lunar League player. Featuring his signature Lunar League equipment and torn jacket.Costume for Maxx in Punch Planet Includes 10 Colors {STEAM_CLAN_IMAGE}/30948716/f34b6a3850b035a9d535906b9c7edcbc0ac54d82.jpg{STEAM_CLAN_IMAGE}/30948716/c8f098ea93c0d3eb5acaa61394297a795b34fbf0.jpg{STEAM_CLAN_IMAGE}/30948716/628e0d0597c6e520cdc4de01add383855244ee99.jpg{STEAM_CLAN_IMAGE}/30948716/469d7e7e4fa5f0ce9594d6c5ce7bd604c08f3430.jpg...Punch Planet - Version 0.5.3.bSep 21, 2019 - Community Announcements{STEAM_CLAN_IMAGE}/30948716/d2e87558ddc4e7e9ce2621ba07609feae6812521.png Version 0.5.3.a is now released! This update contains a few game optimizations, new VO for Tyara, a new Training Stage + Music, and some small gameplay adjustments. You can read the detailed notes here. {STEAM_CLAN_IMAGE}/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png Optimizations - CPU Bunch more CPU optimizations, game should feel better in general. Optimizations - Characters All character models have been optimized. There should not be any visual changes but should perform much better. Optimizations - Stages All stages have been optimized. Background animation has been removed for the time being until we revisit them in the future. More CPU optimizations, character model optimizations, and stage optimizations. Training Stage Added a "Training Stage" level and unique music. Controllers Controllers should now reassign to a player when they are disconnected and reconnected {STEAM_CLAN_IMAGE}/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png Battle Camera Slightly adjusted game camera so that it raises and looks slightly higher when characters are in the air. Push Back - Trades Fixed trade push back and decreased the amount further. {STEAM_CLAN_IMAGE}/30948716/6a5fefdfde8b971fae38e16a8205e70eea61d6f5.png {STEAM_CLAN_IMAGE}/30948716/509c3f7adeb8a75b5d4848eabddd7e0d61ae7e11.png All voice over lines have been updated Updated smear visuals Updated shader visuals You can read the detailed notes here. As always if you want to keep up to date with development, please follow us on social media. If anything, definitely join the discord! Discord Website Twitch Twitter Patreon Instagram YouTube SoundCloudPunch Planet - Version 0.5.3Jul 6, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/d450adc1c9d9ce4ae599c8f51d5e3787420f8f4d.png Version 0.5.3.a is now released! This update mostly contains balance adjustments, meter system overhaul, general optimizations, and some other general gameplay changes. Full detail notes can be found here https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png Optimizations Bunch of optimizations done, game should perform better and feel snappier. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png Meter - System Overhaul Refactored how meter that gets awarded when landing attacks gets defined and used in the engine, so that it's more consistent and easier to balance. Previously every attack (and hit of an attack) had a specific value for how much meter was given to the attacker and defender when it landed. This made it pretty hard to adjust these values because it required changing a lot of individual values (takes time and prone to error). Now every attack can reference a shared value for this. For instance all medium attacks can reference the same meter values, which allows us to balance all medium attacks' meter gain from a single source rather than many. Attacks can also define custom data if they need it. With this in mind, the meter gain for all characters when landing attacks have been re-balanced. Proximity Boxes - Projectiles Proximity boxes for projectiles now starts from the center, rather than a few units in front (like character attacks). This is only really useful for the new proximity boxes on Maxx's bottles (to avoid the situation where someone can walk in and out of proximity by holding backwards if the bottle is right on top of them). Battle Camera Adjusted movement so that it averages over more frames, but moves a bit faster, should feel a bit more aggressive. Hit Stop Slightly less hit stop for medium and heavy attacks, should feel a little faster. Super Freeze Adjusted the movement curve of the camera so that it's a bit smoother but faster, should feel snappier. Push Back - Trades When trades occur, the amount of push back applied to each attacker is reduced from 100% to 75% of the distance. ie if two moves each with 5.0 push back trade with each other, both attackers will be pushed back 3.75 instead. Crossups Fixed an issue when calculating the character direction (left / right) when both characters are directly on top of each other (and not in the corner). Previously if both character's X position was the exact same (one player is directly above the other), it would make a decision based on who was higher up and on which side of the stage. This was pretty rare outside of the corner (which has separate logic) but it allowed for inconsistent situations depending on where it happened and which direction the characters were going. Now when this situation happens, it will just ...Punch Planet - Version 0.5.2.cApr 21, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/32d01b52fd3d4e07ebf4650280354789ec973f25.png Version 0.5.2.c is now released! This update contains training mode improvements and some performance optimizations. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png Training Mode - Reversal Actions Added the ability to have the training dummy perform actions after being struck or getting up from a knockdown. Players can choose up to five actions that will be done automatically. Actions can be chosen from a list of available moves per-character and are saved between game sessions. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/68f99952c9d241ed68f9345f6609614ce47008ca.jpg This will be extremely helpful for players who want to learn the ins-and-outs of the game engine, by allowing them to set up specific situations in order to test their frame traps, knockdown setups, whiff punish spacing and more. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/d116f8eefc007258029b48ec11e7412e18290ea3.gifhttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/68e04616b1ad64061ceb97cd1b1c42a386acb300.gifhttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/07bdf345361857424d82be18df62c4ad31ac0a50.gif This implementation is pretty good but it doesn't quite allow for testing of all the situations, but it will be serviceable for a majority of use cases. Eventually we will add support for recording your own actions, but setting up the UX for that is substantially more work. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/787ba55cceb538971b84d55145509dab0fe8a51f.gifhttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/fa3458fbb1ed28ef4c24b73ea3b92e90d393e4e9.gifhttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/372afc06a2ea632e1e93ec583525d6591bc99cf2.gif Training Mode - Block Type "First" Added ability to set the training dummy to block the first attack of a sequence, and get hit by the rest. This allows players to test situations where their first hit is blocked but their followup attack lands. Training Mode - Block Type "Auto" Updated Updated auto blocking logic for the training dummy, which should cover some situations that were previously not working: Will now block when being air-reset Will now block when rising from a knockdown Will now block when being hit with a mid->low true-blockstring Training Mode - KO Enabled Added ability to KO opponents in training mode. Training Mode - Health Start Settings Added ability to set the starting and refresh value for health. Training Mode - Health Regen Settings Added ability to toggle whether health regenerates or not in training mode. Training Mode - Per Player Settings All above player settings in addition to T-Meter, E-Meter, and Maxx-HappyHour settings, are no...Free Costumes & DLC For Early Access Supporters!Apr 12, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/99b9af69db692225fa27cc93cad9c4b3686171be.png Galactic Citizens We are excited to share our plans for DLC during Steam Early Access IT'S FREE! Steam Early Access Supporters of Punch Planet will receive any available in-development Costumes and other DLC free of charge, which will also carry over into the full release of the game. Today we are kicking it off with two new costumes, one for each Roy and Cid! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/ce4083e573e8a2b9f98d3365a91bd487edac08f1.png Sport Cid's getup from her time in the Galactic Forces, featuring commando gear and a serrated combat knife. Available in ten colors, more info on the store page https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/eea7c051c4bb1ce2880a679ff91ac16eeb7b3bac.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/c2d71af6828e8d04c4d91b94125e2717e51f6849.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/622a70756d1ea02446ea7986c2be9f9d6aafa1ee.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/14710bc09b0590bd7ed8d25391090c4fb99a57eb.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/4a15577f2c179fc7cd8813afcdd182becd184c10.jpg https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/5027f7a67236a79aaadc24a894584ccc7e526919.png Before Roy went undercover, he patrolled the streets in the standard Luna PD uniform. Featuring riot armor and the standard issue laser pistol. Available in ten colors, more info on the store page https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/14004433f09df74c4bb61af17d1930244c1213ab.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/659f650dd259d2cb8d56340199de15817233d3cc.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/ce88ff3a9400468373d0c0ca41037fed6ce2f19a.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/11ea40ca82bcabb929ce31e7b7066c973888ca77.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/ee80b20857fad2f8a66563c0ab8ae5a82eef12aa.jpg Here's a bit of footage of both the costumes in action https://www.youtube.com/watch?v=auLgCbJ14fc&feature=youtu.be These costumes are now available for all Early Access owners! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png Also included in this update are some improvements to the lobby system, main menu music changes, and some small balance adjustments. Online - Lobby Improvements We've made a few small improvements to the lobby functionality. Players can now choose to move themselves down in the rotation queue. If a player has someone behind them in the rotation, they now have the option to switch places with that person and giv...Punch Planet - Version 0.5.2Apr 1, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/e40d05676a547fe22f8d206bf1de219a7e3039d6.png Version 0.5.2 is now released! This patch includes visual fx improvements, skippable intros, gameplay ui changes, depth of field adjustments, gameplay balance tweaks, and some other small polish things. Full changelog can be found here https://www.youtube.com/watch?v=vr7kEeBp5lM https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png Visual Improvements - Improved Character FX The effect that happens with characters' clones when they use T-meter and E-meter has been improved. When using universal mechanics, the blue dissolve now looks better when fading in and out. EX and Super moves are now accompanied by a scan-line effect on the clone. This should help make their two uses feel more distinct and look cooler. Visual Improvements - Super Freeze Re-introduced the background lines that become visible when using a Super attack. The technique for rendering these has been changed from using particles to using a shader with scrolling textures, should be more performant and look better. Visual Improvements - Meter Bar Improvements Meter bar art assets have been updated. Visual Improvements - "Shiny" Characters Certain character materials can now be "shiny", like Agent's armor and Roy's gun. Visual Improvements - Depth Of Field The depth of field effect that we've been using during super freeze has been functionally changed. Previously this would toggle on while zooming in on a character during a super or command grab in order to focus on the characters a bit more. Now it is an always-on background effect, used to help give more depth to the far-background elements and also helps the characters "pop" out a bit more. Visual Improvements - Stage Lighting All stages have had their lighting adjusted, should give the characters more depth and look better. Intros - Now Skippable Players can now skip their own character intros in versus modes by pressing the start button. Character Select - Saves Local Selections Character select will now retain character, costume, color, stage, and music options between matches when playing locally. Settings are reset when changing game modes (Versus -> Practice, etc). Settings Files - Format Change The format for all the local settings files has changed from XML to JSON. These will now be more human readable and easier to use on the engine side, but your settings will all be reset to default, sorry! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/52d4d9e1f334f503f7242653afec79f88ecbc330.png Battle Camera Adjusted the camera to be slightly more 2D feeling. Field of view got slightly smaller, distance zoomed slightly closer, no more depth change when jumping. Character Shake Slightly adjusted the character shake when players take hits, should be a bit more subtle. Hit Stop Slightly increased medium, heavy, and special...Punch Planet - Version 0.5.1Feb 16, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/4734c13eb4e00efb4f30e4d48b0ef667b3e90650.png Version 0.5.1 is now released! This patch contains new CPU versus mode, more training room features, a demo mode, and as always more gameplay improvements. https://www.youtube.com/watch?v=PY7JhoPBkWk https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30948716/e572ab093ffe28e7933593865b6d8f2d49980cd3.png CPU Versus Mode Added CPU / AI functionality! Players can now fight against computer opponents in versus mode and training mode. There are three difficulties to choose from (Easy / Medium / Hard), the difference between them is that the harder difficulties block more often, tech throws more often, make decisions quicker, and react to things faster. There is also two behaviour types to choose from. One is the Default option where they will use all their moves, and the other is a Footsie option where they will just use movement and a select few normals (can be fun to practice against). The AI itself is not particularly smart, but sometimes it does cool things and decently fun to fight against for a version 1.0. In the future we plan on improving on this and adding more behaviour types to fight against. Soon we will also add other game modes like survival and arcade. Also, Maxx cheats (doesn't need charge) Demo Mode Added a demonstration mode that creates random cpu vs cpu matches, and initiates automatically from the press start screen if no input is supplied. There are no intros or outros, and pressing start at any time will bring the game back to the main menu. Training Mode - Dummy Added functionality for selecting the behaviour of the training dummy in the "Dummy Settings" sub-menu. The available options are: Default (Counter Hit / Blocking) Jump Crouch CPU (Difficulty / Type) Human Record Playback Training Mode - Quick Change Moved quick character / stage / music selection to a sub-menu under "Quick Change". Also added the ability to select character color from this menu. Training Mode - Functions Added a "Functions" menu to the training mode which serves as a way to access the keyboard-mappable training keys from a controller. This will allow players to Pause / Step / Toggle Playback / Toggle Recording / Save Game State / Load Game State with their controller, which before was only possible from the keyboard. While in training mode: Open the dialog by holding the "Utility" button (previously mapped to the load game state functionality) While continuing to hold the Utility button, move up and down to select the desired function Release the Utility button to execute or Start button to cancel Tap the Utility button in-game to repeat the last selected function (map to load game state and it will function same as before by tapping) This menu can also be accessed through the pause menu under "Functions". Training Mode - UI Adjusted how the sub-menu options work (player / dummy / display / etc). Changed to just bein...