A fighting game in card form. Learn your character, practice combos, and read the opponent's tendencies. Strategic, turn-based card battling that lets you experience the nuances of fighting games like Street Fighter and Fantasy Strike by a lead designer who worked on both.
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Another update for Yomi 2; we’ve added two new characters to the base roster (free for everyone who owns the game!) and a new location for the campaign mode! Read more below:
[b]July 26th, 2024 PATCH NOTES[/b]
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[b]NEW CONTENT[/b]
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—[b]Vendetta, the Undead Assassin[/b], is now available to play. Vendetta often does pokes of single hits or small combos, hiding behind the safety of his speed, Acrobatics, and Frost Web, while biding his time to land a super to close out the game.
—[b]Persephone, the Nox Oracle[/b], is now available to play. Her ability to control the opponent can be brutal when she gets fully set up. She gets a big bonus from knocking down opponents and keeping them down.
—[b]New career location: Matrix Future Cube.[/b] (There are now four different venues to conquer in Career Mode.) In this futuristic mega casino, you'll find yourself in the middle of a turf war amongst various colorful AI characters. Try to finish the quests, unlock the venue's tournament, and win it in order to unlock the Hyperspace Portal tournament at the city's Event Hall.
—[b]New Event Hall tournament ruleset:[/b] Hyperspace Portal: All starters and enders are linkers.
[b]Balance Changes[/b]
—Research and Development (Geiger ability) now allows you to Exchange cards one more time, on top of its existing ability.
—Changed Growth Surge (Green gem special):
OLD: This turn, your openers deal +8 damage on hit and your opponent's openers deal -8 damage on hit to a minimum of 1.
NEW: Fetch a super from your discard pile. This turn, your first hit deals +8 damage.
—Changed Breath of the Wild (Green gem storm):
OLD: Your supers don't cost meter to use.
NEW: When you play a super, it costs no meter and instead GIVES you 1 meter.
—Changed Inner Focus (white gem ability):
OLD: Choose one:
• Fetch a super card from your discard pile.
• Draw 2 cards.
NEW: Draw 2 cards, then discard a card.
—Changed Prismatic Shield (Diamond gem special):
OLD: When you block an attack, gain the edge.
NEW: When you block an attack, prevent block damage, gain the edge, ignore lockdown, and draw a card.
—Changed Healing Potion (orange gem ability):
OLD: Discard a block (and this card) to heal 7 life.
NEW: Discard a block (and this card) to heal 9 life.
—Changed War Stomp (orange gem special):
OLD: 4 damage
NEW: 5 damage
(Note: Green, blue, and black gems recently saw buffs which put them more in line with pick-rates of other gems, except the green gem still struggled to find a place on most characters. These changes are partly to increase the green gem's power level so it's closer to the rest, but also to adjust its role to be more clearly about gaining supers than the white gem. Meanwhile, the diamond gem's special block has been buffed to put its power level closer to that of the special moves of other gems, and the orange gem's Healing Potion ability is slightly buffed because it was hard to actually use the card at all given its high cost of requiring discarding a block.)
[b]Improvements[/b]
—Added new card tooltips explaining the keywords Disabled and Item.
—The orange gem storm card now shows a tooltip for "Armored".
—Rainbow Disc (Valerie Super 2) now shows a tooltip for "Armored".
—Added a VSync option to the options screen. Especially useful for portable devices like the Steam Deck, as a way to reduce battery drain from an overly-high framerate while the game is running.
—When launching the game for the first time:
—The game now defaults to your computer's language, if we support it (for French, Russian, Chinese).
—It now has a language dropdown, so you can change language without going to the main menu.
—It also has some protection against accidentally button-mashing your way through it.
—Quality of life: When the round is effectively already over because one player has reached 0 life, the game:
—Doesn't ask for a card to fetch for Purple Burst, Phase Out, and similar cards
—Doesn't bother showing info badges for Lockdown or Unsafe on block
—Doesn't ask to choose which Tyrant Crusher effect to use
—Changed Keep Away (Bal-Bas-Beta ability) text for clarity:
OLD: Long range.
Prevent all combat damage you'd take (including block damage).
The opponent can't combo or pump.
NEW: Long range.
If you would get hit or take block damage, prevent that damage and the opponent can't play more cards this combat.
(Note: the wording consistently handles all cases the same way, so you don't have to worry exactly which type and timing of thing prevented block damage to know what is or isn't legal to play next. Regardless of whether the damage prevention triggered on an opener, or block damage from an unsafe move, or BBB triggering the red gem storm's damage just before openers are resolved, etc, etc, in all cases various kinds of followups from playing extra cards are disallowed, rather than some accidentally allowed and some disallowed.)
[b]Bug Fixes[/b]
—The purple button to cancel your online matchmaking queue status is now correctly mouse-clickable in the character / gem select screen.
—Fix for the purple matchmaking box and the yellow spectating box: When you move the mouse while holding down the E key (by default), the little timer circle that shows how long you still need to hold it no longer disappears.
—When the game log shows a combat-reveal with a "hit" that was reduced to 0 dmg, because it was prevented by Keep Away, then it now says "DAMAGE PREVENTED" instead of "HIT" and "GOT HIT".
—Fixed a confusing lifebar animation during the combo playback when you take damage from abilities during combat (ex: Firestorm) as well as from combo cards.
—Fixed the Bare Your Soul UI showing the wrong player's gem icon when showing gem ability cards.
—Fixed that same UI (target card icons) overflowing the "(Gem) Ability" text from the icon in non-English languages.
—Fixed bad text "[cardname:-Î]" being shown in infobadges and logs when using items in the Wild Night ruleset.
—When Gimme a Jackpot (Lum ability) deals damage, the hit sounds will now be the same as for the Coin item, instead of incorrectly being those for the last combat card that Lum used.
—Fixed a UI crash when a game ends in a time-over draw game (when both players have equal life).
—Fixed Inner Focus (white gem ability) crash when it triggers a time out while drawing the final card of the deck.
—At the end of the turn, the game now always visually updates any card mods for cards in hand, instead of first waiting for the opponent's play sequence to end.
Ex: Attacks and throws showing as speed 10 for knockdown, or speed +3 for the edge.
—When you kill with a dodge into super, or an unsafe-on-block punish super, that super's video is no longer accidentally skipped.
—Geiger's Research & Development's effect icon tooltip no longer shows a broken text tag.
—The purple gem's Phase Out can once more correctly fetch a card when it dodges an attack and deals 0 damage (because of the opponent's Keep Away or Invisible).
Localization fixes, for things that previously always showed English text instead of the correct localized text:
—Career tournament brackets' player handles
—The Quick Rules p3 diagram (A > T, T > B/D, B/D > A)
—The career map markers
—The "Discard this from play" text from the cards Argagarg F and Bal-Bas-Beta F
—Several tutorial images
—Several popup messages from friend interactions
—Several default player names:
—"Player 1" and "Player 2" in Pass and Play
—The combo practice dummy's "Practice Dummy" name
—The generic "Yomibot" and "Yomibot (Hard)" names
—The default Career mode name "YomiChamp"
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We’re always working on new features for Yomi 2, so hang out with us on [url=http://www.discord.gg/fantasystrike]Discord[/url] and stay up to date on further developments! Thanks for being a fan of our games.