Characters of consciousness clash! A tribute to '90s fighters, KONSUI FIGHTER puts you in control of ten characters, each representing an aspect of Ayumu’s personality as he strives to wake from a deep coma. Join the fight to save their world in the premiere hand-drawn fighter from Circean Studios!
Hello everyone!
Our v133 build is now live on the experimental channel! To opt into this build, just open your game properties and switch to the 'experimental' channel under the 'Betas' view:
[img]{STEAM_CLAN_IMAGE}/44359554/892d5078b5585aa5db0cd3261db4769c6881906f.png[/img]
This channel is intended for early previews and coordinated testing on cutting-edge game features and balancing adjustments.
The v133 experimental build's main focus centers around security for online play. Our online protocol has been updated to incorporate encryption into our various network modes, helping to prevent bad actors from negatively impacting online play. For testing, we ask the community to help us run through some online matches to ensure the gameplay experience is consistent. Currently, both players must be on the experimental version to be able to play together. As always, if you do encounter any bugs or issues, please reach out to the team in our official Discord so we can take a look!
In addition to the secure protocol, there are a few other minor updates included in the build:
[list]
[*] [b]Network Efficiency[/b] - In addition to the security enhancements for online play, we've also updated the protocol to reduce bandwidth which should improve the efficiency of online sessions.
[*] [b]Combo Compensation[/b] - We've made some adjustments to the damage scaling curve for combos to prevent combos from reducing damage as aggressively.
[*] [b]Grappled Interrupt[/b] - We fixed an issue that would cause a grappled fighter to continue to be in a grappled state even after the opponent's hold is interrupted, typically by a projectile or delayed attack. Now, fighters will immediately drop the grappled state if their opponent breaks their hold due to being hit.
[*] [b]Yasu's Roundabout[/b] - Yasu's Roundabout attack has been revised with a new input to make triggering it easier while mid-jump. Due to the new input, it no longer features an ES variant, though we may explore this again in a future update.
[*] [b]Held Input Improvements[/b] - Fixed an issue that was causing held inputs not to persist between move executions as intended in certain situations. Now, the last directional held will continue to count toward held inputs even after an attack is triggered, aiding charge attack execution.
[*] [b]Updated Runtime[/b] - We have migrated to an updated runtime for the game that is now using the latest openjdk revision and is more generally supported.
[/list]
Until next time!
-The Circean Studios Team