Colossal Kaiju Combat™: Kaijuland Battles

Sunstone Games, LLC.

Released
Aug 11, 2014
Platforms
Last updated
Wishlist on SteamAdd it on the Steam store page. Opens in a new tab.

Updates & announcements

20 posts
  1. Developer post

    Build #467 Notes (09/24/2015)

    Combat changes continue! This week we've tuned a bunch of Komododon (and some Robo) attack anims, as well as enhanced our Chain attack combat flow system. Now that Quick attacks can interrupt & dominate Chain attacks so easily, Chain attacks can finally "combo" into one anoth

  2. Developer post

    Build #467 Notes (09/24/2015)

    Combat changes continue! This week we've tuned a bunch of Komododon (and some Robo) attack anims, as well as enhanced our Chain attack combat flow system. Now that Quick attacks can interrupt & dominate Chain attacks so easily, Chain attacks can finally "combo" into one anoth

  3. Developer post

    09/02/2015 - Patch notes on KLB Build #451

    Attack Priority Update Patch! Our last official build was #373 - this is #451. That means we've made nearly 80 significant updates to the game - it's been a long while! This is going to be an active development month on KLB - look for 3 more updates during September. This patch t

  4. Developer post

    09/02/2015 - Patch notes on KLB Build #451

    Attack Priority Update Patch! Our last official build was #373 - this is #451. That means we've made nearly 80 significant updates to the game - it's been a long while! This is going to be an active development month on KLB - look for 3 more updates during September. This patch t

  5. Developer post

    Build #373 Notes (04/29/2015)

    Combat Update Patch! We've been really focused on getting feedback from all of you after each game, and we've rolled a ton of that feedback into our latest combat patch. We've started to slow the pace of combat down a bit - let us know how it feels! Gigashark and Robokomododon ar

  6. Developer post

    Build #373 Notes (04/29/2015)

    Combat Update Patch! We've been really focused on getting feedback from all of you after each game, and we've rolled a ton of that feedback into our latest combat patch. We've started to slow the pace of combat down a bit - let us know how it feels! Gigashark and Robokomododon ar

  7. Developer post

    Build #361 Notes (04/14/2015)

    Defense Cell Patch! At long last, they're not just for show! There are a few small changes in this build which will have very big gameplay rammifications. Plus, a whole ton of minor improvements. Please keep submitting your thoughts, suggestions, feedback, and bug reports to our

  8. Developer post

    Build #361 Notes (04/14/2015)

    Defense Cell Patch! At long last, they're not just for show! There are a few small changes in this build which will have very big gameplay rammifications. Plus, a whole ton of minor improvements. Please keep submitting your thoughts, suggestions, feedback, and bug reports to our

  9. Developer post

    Build #311 Notes (02/04/2015)

    Jump Patch! Patch #311 is now live on Steam - and it brings big changes to jumps! We've been carefully looking at jump timings - we've actually been using very different jump timings for each of our three characters, to see how that changes player behavior. And based on that data

  10. Developer post

    Build #311 Notes (02/04/2015)

    Jump Patch! Patch #311 is now live on Steam - and it brings big changes to jumps! We've been carefully looking at jump timings - we've actually been using very different jump timings for each of our three characters, to see how that changes player behavior. And based on that data

  11. Developer post

    Build #303 Notes (1/25/2015)

    Gameplay Fixes Tail Issues Fixed! Tails now animate when they should, and stop when they should not. This impacts MANY issues - prone states, getup attacks, and tail-using attacks most of all. Charge and Weapons set to different reaction classes. Weapon knockbacks increased in ma

  12. Developer post

    Build #303 Notes (1/25/2015)

    Gameplay Fixes Tail Issues Fixed! Tails now animate when they should, and stop when they should not. This impacts MANY issues - prone states, getup attacks, and tail-using attacks most of all. Charge and Weapons set to different reaction classes. Weapon knockbacks increased in ma

  13. Developer post

    Build #302 Notes (1/16/2015)

    Big balance pass today! Gameplay fixes: Ducking now reduces weapon damage by 50%. Victory & Knockdown animations should ALWAYS play when you are KO'd. Getup attacks now cancel charges. Increased L/R head firing arc. Prone monsters can now only be hit by overhead attacks. Bala

  14. Developer post

    Build #302 Notes (1/16/2015)

    Big balance pass today! Gameplay fixes: Ducking now reduces weapon damage by 50%. Victory & Knockdown animations should ALWAYS play when you are KO'd. Getup attacks now cancel charges. Increased L/R head firing arc. Prone monsters can now only be hit by overhead attacks. Bala

  15. Developer post

    Build #296 Notes (01/09/2015)

    Back from the holidays! Back at last from the holidays! As you can see from our build number, we've been working hard all through December, but never had the time to carefully review for a build. Now we're back, so expect frequent builds all through January! Gameplay fixes: Magna

  16. Developer post

    Build #296 Notes (01/09/2015)

    Back from the holidays! Back at last from the holidays! As you can see from our build number, we've been working hard all through December, but never had the time to carefully review for a build. Now we're back, so expect frequent builds all through January! Gameplay fixes: Magna

  17. Developer post

    Build #270 Notes (11/17/2014)

    Our Tuesday & Thursday play sessions were VERY successful - we hope to continue seeing such great turnouts! The data & ensuing discussion led to a number of specific fixes - particularly the jump tweak & Charge input change. Note that the previous Charge input still f

  18. Developer post

    Build #270 Notes (11/17/2014)

    Our Tuesday & Thursday play sessions were VERY successful - we hope to continue seeing such great turnouts! The data & ensuing discussion led to a number of specific fixes - particularly the jump tweak & Charge input change. Note that the previous Charge input still f

  19. Developer post

    Build #261 Notes (11/4/2014)

    Big update for combat! Gameplay Fixes: Bracing has been REMOVED from the game! L-Trigger now causes characters to DUCK. R-bumper (R2) now initiates a GRAB animation! (No effect - you can't actually grapple yet.) Many attacks now flagged as HIGH - meaning characters who DUCK are u

  20. Developer post

    Build #261 Notes (11/4/2014)

    Big update for combat! Gameplay Fixes: Bracing has been REMOVED from the game! L-Trigger now causes characters to DUCK. R-bumper (R2) now initiates a GRAB animation! (No effect - you can't actually grapple yet.) Many attacks now flagged as HIGH - meaning characters who DUCK are u