September 14, 2026
Spiros New voice (VA: splurgy) Credits Add character images in the voice actor section

Developer posts and news about this game.

Spiros New voice (VA: splurgy) Credits Add character images in the voice actor section

CPU CPU will change target if the other enemy is significantly closer than their current lock-on target Lord Pyre Spear It Lv3 = 3rd hit has increased hitbox height Red King Lv3 = fix animation where sword is not in the hand at the end of the final swing for a few frames BARRY-35

Lord Pyre Increase volume of all Lv1s and some of the other ones Spear It Lv3 = new voice clip BARRY-350 jM = point feet downwards during recovery Credits Add voice actor section Update animations section to include myself Messages Add 17 more messages (671 total). Listed below:

Lord Pyre New voice (VA: metal8)

Hitspark VFX Sparks VFX on hits. There's three levels to the sparks (none, medium, heavy) depending on the hit Beginning of hitstun, the character flashes a soft red (stronger red depending on the move) then fades out Fight UI Add "Cosmo!" text (color matches Gem) near Gem meter:

Training Options More Meter settings: 1. Health 2. Super meter 3. Gem meter 4. AZ Different Animal stocks Change increments for Blaze meter to 5% (from 1%) and the above new applicable Meter settings as 10% Blaze meter rapidly refills over time (instead of an instant refill) to t

Training Options Some basic Dummy Settings rows: 1. State (Stand, Crouch, Jump, Playback) 2. Playback (old options; needs State=Playback) 3. Block (None, All) 4. Ground Recovery (all 3 directions; default=Forward) 5. Air Recovery (all 9 directions; default=Up-Forward) Meter Setti

Co-op vs CPU Works!!! CPU's are synced but some bug fixes. Listed below: Offline+Online Co-op vs CPU Properly label this mode as a "versus" mode, which will enable certain UI elements: 1. Fight anouncement text+voice for round intros+outro, 2. Fight Stats at the end of the match

Co-op vs AI Added as a new "Type" for Offline Versus Also added as a type in an Online lobby. It requires having exactly one person on each team (has an error if attempting to start without this). When starting, both players will be on the Red team against two CPU on Blue team On

Quick Super Move Macro Quick Super input as L+M+H+U but it costs 4 Super meters Dash Macro Easy dash input of L+M: - There is a buffer window of 6f - Can be plinked (L~M or M~L will work) but only if the attack is the first attack of the current chain cancel For "run" dashes: - S

Voice SFX AZ attacks Sin AZ attacks Lord Pyre attacks Adjust Khontay volumes

New Mode Parry Practice = implement six scenarios where the dummy is playing back a sequence to practice parrying. It automatically resets positions when: you get hit or you finish a combo. System During a Super flash: - Update parry cooldown window (first parry after the Super f

Fight UI Show failure messages randomly during the "Ready" of each round for regular versus games now During a match with 3+ players, remove the player icon when they are dead During a match with 3+ players, remove the target icon when the local player is dead Slightly move the "

Voice SFX Khontay attacks Fight UI Adjust when to show the you (yellow triangle) and target (target lock-on) icons: - When 2 players = only during round start - When 3+ players = always (except game start) When there is a match with 3+ players (CPU or human), add the red/blue pla

Online Enable Steam's "Remote Play Together" feature. This is a hotfix so players can play online with "black screen issue". System Increase Super meter gain for: walk forward, backdash, attacking with normals or specials Blood Gem Absolute Coagulation (214G) = decreased health g

System Forward and back ground roll recoveries have their final 5f to be: punishable and have a standing height. Command list updated for this change under "Common Actions" Aegis Gem Singular (236G / 214G / 22G) = increased to "high" priority (from "medium") to prevent Blood Gem'

Button Configuration Change default gamepad layout to have Medium on Triangle (instead of X). Swap "Gamepad A" and "B" default presets Combo Trials Add an empty row for Lord Pyre Menus Force the survey QR code to be always hi-res

Fight UI Add combo damage text below the combo hits counter Lord Pyre Super (6246L+M+H) = Scorch Lord Inferno Animation is a placeholder currently. - Lv1 = invincible dash punch - Lv2 = faster, further, launches, and jump cancelable - Lv3 = faster, further, hard knockdown, positi

Lord Pyre Add animations for Deagle lv2 and 3 Adjust animations for: jL and Gem Cosmo Refund (214U after a Special) = has a white flash now Charge Blast (236H while holding 5U) = has a white flash now Adjust character colors: - All = changed hair color and reduced armor scratches

Lord Pyre New command normal: J-Dust (j6H) = big hitstun and pushback, but not dash cancelable New Special move: Criminal Deagle (214L/j214L) = overhead attack. Lv2 is a knockdown. Lv3 is a launcher Various frame data changes to normals Color #2-4 now Adjust cel shading values At