Sifu | Steam Release Notes

Sifu

Sifu is a realistic third-person brawler with tight Kung Fu combat mechanics and cinematic martial arts action embarking you on a path for revenge.

Sifu is now available on Steam and it brought along a massive content update. Here's everything you need to know about it. New Features Recap: [b]Arenas:[/b] Nine brand new closed maps with five challenges each, for a whopping forty-five challenges across the board! We've also added a few new trophies related to the Arenas. [b]Cheats/Modifiers:[/b] New Cheats & Modifiers have been added. Alongside a slew of new ways to play the game, you can finally customize your moveset with new moves! [b]Outfits: [/b]Added 3 new outfits (including 1 Deluxe-exclusive) with unlock conditions tied to the newly added Arenas mode. [b]Cantonese Voiceover:[/b] We have added Cantonese voice-over to the game. ‍ [i]In Detail:[/i] [b]Arenas[/b] [list] [*] 9 new maps. [*] 45 challenges/5 challenges per Arena. [*] 5 game modes: Capture, Performance, Survival, Time Attack, and Manhunt. [/list] ‍ [b]Cheats, Modifiers and Goals[/b] [list] [*] 9 new Modifiers. [*] 28 Cheats added (including 16 moveset-related cheats, each replacing specific attacks with alternate moves). [*] Changed the "Double Damage" Modifier to "Damage Multiplier": you can now set the damage taken from enemy attacks with a multiplier ranging from 0.5x to 4x. [*] Reworked the "Chanbara" Goal: you now need the newly-added (and more thematically accurate) Golden Kodachi (previously required the Golden Machete). [*] Reworked the "Fast Recovery" Goal: has been changed to accommodate for the latest scoring system changes (time limit increased from 2 seconds to 10 seconds). [/list] ‍ [b]Trophies[/b] [list] [*] Tweaked the score-related Trophies requirements in accordance with the scoring system changes introduced after the game's launch. [*] 8 new Arenas-related Trophies have been added (4 of which have hidden requirements). [/list] ‍ [b]Tutorial[/b] New tutorials have been added, which are accessible from the main menu, or by interacting with the training dummy in the Wuguan. [b]Design Fixes[/b] [list] [*] Master Difficulty: Fajar's elbow combo now has a hitbox on every attack. [*] Fajar should no longer get stuck in a specific attack loop when the player flees. [*] The Disciple enemies can now use a wall jump attack from their left side. [*] The remapping option "Press Type: Toggle" is now properly taken into account in the training room. [*] Sparing bosses now rewards experience points. [*] The player character should no longer drop from ledges when avoiding near one. [*] Enemies should no longer drop from ledges when avoiding or blocking near one. [*] The Cheat "Health Management: Structure Only" should no longer alter bosses' behaviour. [*] The scoring now freezes when finishing the last enemy of a wave/area, and resumes only when engaging new enemies. [*] Enemies should now be more reactive to the player character using traversal actions (such as hopping over an obstacle). [/list] ‍ [b]Art[/b] [list] [*] Added more enemy variety (appearance only). [*] 9 new maps (Arenas), with dynamic transitions for 5 of them. [*] 3D Arenas menu. [*] New Golden Weapons. [*] Various minor art fixes. [/list] ‍ [b]UI/UX - Arenas[/b] [list] [*] Added a "Traversal/Jump" hint. [*] The Arenas can be accessed from the game's Main menu. [/list] ‍ [b]UI/UX - Replay Editor[/b] [list] [*] Can now delete keys directly from the Timeline. [*] Undo/Redo available on more screens. [*] [Steam/EGS] Replay size limitation removed. [*] Replays now display their "Last Modified" date in the Replay Manager. [*] Some options now have more detailed tooltips. [*] Improved Key Templates for Time Dilation and Fade keys. [/list] ‍ [b]Localisation[/b] [list] [*] Various fixes regarding the translation of Attacks/Skills names in Brazilian Portuguese. [*] Added the missing mention in most languages regarding a Shrine bonus affecting Focus gain on both avoids and parries. [*] Replaced all instances of the word "Temple" by "Sanctuaire" in French. [/list] ‍ [b]Sound Design[/b] [list] [*] An attack of which special properties are absorbed or nullified by an enemy will now use a regular "impact" SFX. [*] Added an SFX when enemies are knocked out when Gameplay Sound Effects are turned off. [*] Improved the audio sync from takedowns during Time Dilation effects from the Replay Editor. [/list]