Steam Deck Support
Antistatic 0.9 comes with an engine overhaul, random online matchmaking via Quick Play, and first-class Linux support for Steam Deck. My testing hasn't shown issues, but please let me know if you encounter any.

Developer posts and news about this game.

Antistatic 0.9 comes with an engine overhaul, random online matchmaking via Quick Play, and first-class Linux support for Steam Deck. My testing hasn't shown issues, but please let me know if you encounter any.

After 5 years, Antistatic is getting a new update. This is a feature-complete test release that will have some further bug fixes before I start on 0.10. I'll have full patch notes later, but here's a quick overview: Quick Play online: queue and play the first person who queues af

0.7.4 - Jan 23 2021 More handling changes, substantial bug fixes, and animation work. Features Improved (but still WIP) save/load state - v to save, b to restore on keyboard while offline Can now save/restore via controller inputs in Training - d-pad right to save, d-pad left to

A quick set of three patches over the last two weeks, featuring a new knockback curve and a little bit of menu polish. v0.7.1 - Dec 26 2020 Minor balance patch. Tweaks Can now jump and grab out of the start of dash attack animations Lag-canceling energy regen delay is now based o

It's been a while, but 0.7 is finally released. Headlining the changes, and the source of many delays, is refined netcode: mostly rewritten, and much more stable. There have also been substantial tweaks to knockback curves, several bug fixes, and polish passes over some parts of

For the one-year anniversary, this patch lays the groundwork for per-character models, improves hit response, and fixes several netplay bugs. Through the 0.5.x series of patches, the focus will be on improving Antistatic's aesthetic: more modeling work, replacing placeholder anim

0.4.6 - Nov 16 2019 Unicode support is finalized. Machine translations now included for Japanese, Simplified Chinese, Traditional Chinese, and Korean. More UI is now translated, including stage names. Text looks nicer, too. Features Full Unicode code point support - note, doesn't

New character: Rhodium. Rhodium's defining mechanic is Burn. After using a non-special attack, the move becomes burned and loses hit bubbles. This may result in less range, loss of a sweet spot, or a completely different trajectory. All moves are reset when using down-B, which ca

Mostly internationalization work. Most UI now goes through the translation system, so the game should largely be understandable (depending on machine translation quality). The next step is better Unicode support, to allow for CJK translations. Machine translations available for t

0.4.2 - Aug 11 2019 Internationalization prototype for the main menu, powered by Fluent! Tries to guess proper language, change with `config locale `; reads from `app/assets/ftl` directory. Right now, it's just temporary machine translations. Let me know if anything's particularl

Some random additions making progress to 0.5. Features Controls menu: no rebinding implemented yet, but should help to see keyboard controls Random character button/sandbags Pressing Special on menus now goes back when applicable Volume sliders v1 (mouse interaction isn't perfect

0.4.0 - Jun 8 2019 New UI infrastructure, used for the new main menu. Lots of random changes. Features Start of shiny new UI infrastructure, used by main menu and settings Moved settings from versus select to settings screen Added SFX to UI interaction (only on new infrastructure

More quality of life improvements, plus bug fixes. Still working on netplay reliability, and there's a new menu in the works that will hopefully be ready next week. Change log on Trllo: Netplay Fixed some more possible desync conditions Fixed pings not pinging correctly Fixed cas

Patch notes were previously only posted on Discord and Trello , but starting this week they'll be shared here as well. Quality of life update more than anything. Controls can now be rebound using a very basic `mapping` console command until a UI is built to make it simpler. Instr

First release of the netplay prototype: a lot of features are missing, problems are going to happen. But at a basic level, it works. Website | Discord | Official Subreddit | Twitter | Roadmap on Trello There are two netplay buttons on the Versus Select screen: host, and join from

After 7 years of on-and-off work, Antistatic is now available on Early Access. Some links to keep up to date and interact: Discord | Official Subreddit | Twitter | Facebook | Roadmap on Trello So, where are we at right now? Short list : local multiplayer, four characters plus one