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Steam News18 February 20264mo ago

Patch 0.5 | The Fluff Update

BUG FIXES Improved referee navigation to keep him further away from combat zone. Fixed bug allowing user to navigate after performing standing taunt during round breaks.

Full notes

Full Bloody Knuckles Street Boxing update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

4 fixes21 additions18 changes1 removal
  • Gameplay
  • Fixes
  • Balance
  • UI and audio
  • Security
changedImproved referee navigation to keep him further away from combat zone.
fixedFixed bug allowing user to navigate after performing standing taunt during round breaks.
fixedFixed bug causing extended counter windows from head movement.
fixedFixed bug causing interruption of multiplayer setup menu navigation when a new player joins.
fixedFixed bug allowing multiple users to control main menu.
addedNew fighter presets(archetype system).

Bloody Knuckles Street Boxing changes

changedImproved referee navigation to keep him further away from combat zone.
fixedFixed bug allowing user to navigate after performing standing taunt during round breaks.
fixedFixed bug causing extended counter windows from head movement.
fixedFixed bug causing interruption of multiplayer setup menu navigation when a new player joins.
fixedFixed bug allowing multiple users to control main menu.

BUG FIXES

  • Improved referee navigation to keep him further away from combat zone.

  • Fixed bug allowing user to navigate after performing standing taunt during round breaks.

  • Fixed bug causing extended counter windows from head movement.

  • Fixed bug causing interruption of multiplayer setup menu navigation when a new player joins.

  • Fixed bug allowing multiple users to control main menu.

CORE UPDATES

  • New fighter presets(archetype system).

  • Pick your opponent added to prefight menu.

  • Sweatsuit Lame is now available as a trainer.

  • Focus mitts streak resets on missed punches and value is saved as previous streak(your focus mitts score from Patch 0.4 will be lost).

  • Removed gloves and headgear option for arcade game modes.

  • Color of hand wraps correspond with your corner during old school bouts.

  • AI sparring partner settings reorganized to differentiate movement, defense, and attack settings.

  • Fight Simulator added to Sparring game mode(single player).

  • Sparring health context converted to Simulation.

  • Sliders for total stamina, total head health, and total body health added to vitals settings in sparring.

  • Visual damage system with blood, cuts, and swelling.

  • Blood stays on the ground instead of fading away.

  • Sweat splash density is determined by damage taken.

  • Excessive pushing penalty for simulation (4=warning, 5=harsh warning, 6=deduction, 7=harsh deduction)

  • Penalty for hitting downed fighter in Simulation Boxing (light punch = deduction, haymaker/counter = harsh deduction, haymaker + counter = disqualification).

  • NEW and improved save system (all old player files will be lost and this should be the last time you will lose saved players).

GAMEPLAY UPDATES

  • Improved balance of muscle spring sliders in fighter models resulting in smoother animations.

  • NEW AI Decision making logic: Decisions are based on factors like the health and stamina levels of the AI and the user(this logic will be expanded).

  • NEW Vulnerability system that modifies the amount of damage dealt based on guard strength, guard position, and current stamina level. Chances of flash knockdown/knockout increase as vulnerability increases.

  • NEW Damage system; recovery speed of each damage zone is determined by it's current health (low health = slow recovery).

  • NEW poses added to Showboat Modehands behind back, new parries, hands low, hands over head, etc(activate by blocking while showboating and moving R-Stick up/down).
  • Increased punching power while showboating (not just for counters).

  • NEW heavy bag model with improved physics.

  • Stamina regeneration speed directly influenced by squat value(left trigger).

  • Reduced the effect that stamina has on attack reach.

  • Stamina level influences the strength of your guard.

  • Light damage animations replaced with physics simulation of head torque(based on how clean punches land)

  • Critical damage animations are now influenced by the amount of damage dealt instead of punch strength.

  • NEW body parry command (RT+R3).

  • Parry slap-down/ follow-through animations added to high guard, long guard, philly shell, and showboat mode.

  • Single-handed combos added to move list for rear hand(ex: double rear hook).

  • NEW Adapt System inputs added to dash system(refer to controls module in menu).

  • NEW locomotion with faster movement.

  • NEW cover up/high block pose (R-Stick up while blocking)

  • Improved paw mechanic by using punch target as reference point (adjust target position up/down with R-Stick while pawing)

UI UPDATES

  • NEW Authentic Menu Art designed by Olovmetal.

  • Menu button layouts revised for consistency in scale.

  • View fighter attributes in fighter select menu.

  • Color presets added to color editor.

  • Auto scroll added to menus.

  • Damage feedback popups added to training games.

  • Head/body health bars have individual vulnerability meters.

  • Improved visibility of tracking target reticle.

FLUFF UPDATES

Source

Steam News / 18 February 2026

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