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Steam News20 June 202616d ago

TooManyGames 2026 Indie Game Showcase + Patch v2.3.0.0

Steam post image Overview ❖ v2.3.0.0 We've been improving various gameplay systems and visuals since April while also preparing for the next season of content. We have a lot planned that we can't wait to show you!

In this update15

Full notes

Full Dojo Masters update

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

What changed

7 fixes17 additions75 changes13 removals
  • Events
  • Gameplay
  • Store
  • UI and audio
  • Fixes
  • Performance
changed❖ v2.3.0.0We've been improving various gameplay systems and visuals since April while also preparing for the next season of content. We have a lot planned that we can't wait to show you!
added❖ v2.3.0.0Additionally, July will be spent finalizing all backlogged Netcode fixes and improvements, as well as finally hunkering down to update Matchmaking to our new system (which will finally bring P2P(Peer-to-peer) support to matchmaking and not just Custom Lobbies). Along with that we will begin working through getting all systems in place for Ranked Mode which we want to have ready for Season 3's release.
changed❖ v2.3.0.0Stay tuned for more details regarding Season 3.
changed❖ TooManyGames 2026!Come visit the booth to play some matches, chat with the developers, and maybe win some merch. We'll be testing some Season 3 content early at this event.
removed❖ New AdditionsCapoeira's Animations have been revamped! As development continues it's natural to find things that no longer design standards. Capoeira was a glaring example of this. While they animated well enough, we felt that we could vastly improve upon their visuals. Below are a few examples of these changes: Steam post image
added❖ New AdditionsNew Free Reset ☆/★ added to Training Mode.
Parried Hitstop2040Parried Hitstop increased, buff

Dojo Masters changes

changedWe've been improving various gameplay systems and visuals since April while also preparing for the next season of content. We have a lot planned that we can't wait to show you!
addedAdditionally, July will be spent finalizing all backlogged Netcode fixes and improvements, as well as finally hunkering down to update Matchmaking to our new system (which will finally bring P2P(Peer-to-peer) support to matchmaking and not just Custom Lobbies). Along with that we will begin working through getting all systems in place for Ranked Mode which we want to have ready for Season 3's release.
changedStay tuned for more details regarding Season 3.
changedCome visit the booth to play some matches, chat with the developers, and maybe win some merch. We'll be testing some Season 3 content early at this event.
removedCapoeira's Animations have been revamped! As development continues it's natural to find things that no longer design standards. Capoeira was a glaring example of this. While they animated well enough, we felt that we could vastly improve upon their visuals. Below are a few examples of these changes: Steam post image

Steam post image Overview

❖ v2.3.0.0

We've been improving various gameplay systems and visuals since April while also preparing for the next season of content. We have a lot planned that we can't wait to show you!

Additionally, July will be spent finalizing all backlogged Netcode fixes and improvements, as well as finally hunkering down to update Matchmaking to our new system (which will finally bring P2P(Peer-to-peer) support to matchmaking and not just Custom Lobbies). Along with that we will begin working through getting all systems in place for Ranked Mode which we want to have ready for Season 3's release.

Stay tuned for more details regarding Season 3.

Steam post image Events

❖ TooManyGames 2026!

Dojo Masters will be making an in-person appearance at TooManyGames 2026!

Come visit the booth to play some matches, chat with the developers, and maybe win some merch. We'll be testing some Season 3 content early at this event.

Lastly, Dojo Masters has been nominated for TooManyGames'Best Fighter / Brawler award! Wish us luck!

Steam post image*The awards ceremony begins at 9:30 PM ET on Friday June 26th and will be livestreamed on TooManyGames'YouTube Channel.

Steam post image General Changes

❖ New Additions

  • Capoeira's Animations have been revamped! As development continues it's natural to find things that no longer design standards. Capoeira was a glaring example of this. While they animated well enough, we felt that we could vastly improve upon their visuals. Below are a few examples of these changes: Steam post image

*This is just the first of few that will be getting animation touch ups. Sumo and Shotokan Karate will be next on that to-do list (Currently no ETA).

  • New Free Reset ☆/★ added to Training Mode.

  • Cycle to this option and close the pause menu to store both player's positions.

  • Pressing [Select/Share] while highlighting the button will clear the stored positions.

  • Unpausing while a different Reset type is selected will clear the stored positions.

  • ☆ Not Set

  • ★ Positions Saved

  • New Input Symbols which display across responsively throughout text:

❖ Gameplay

  • Added new " Punished! " State that occurs when getting hit immediately after being Parried:

*This interaction gives the aggressor slightly more advantage.

  • Improvement to the readability of attack interactions by lingering on the previous action's sprite for a few frames:

*It's a subtle effect, but this makes it so that you can get a better feel/visual of which action was interrupted in certain cases.

  • Tech jump arch and invulnerability has been standardized across the entire cast.

  • Limbs are now more susceptible to being Hit after getting parried.

  • Cross-ups have been universally buffed. Most attacks that can auto-turn now wait between 5~10 Frames before being able to turn when crossed-up. Performing that action before that window will keep you facing the same direction.

  • Some Backwards-Directional Actions were also given the ability to redirect and switch to the opposite Forwards-Directional Action on Cross-up.

❖ Netplay Improvements

  • Furthered support for edge case connection types when playing online.

  • This fix is primarily targeted at the user @DrCondor, but if your game previously soft-locked when playing online, this will probably solve that issue for you.

  • Fixed a longstanding Netcode bug that could caused desyncs when a connection hiccups for a prolonged period of time.

  • Dynamic Input Delay no longer fluctuates when navigating in-game menus (ex. Results Menu).

  • General minor improvements to P2P (Peer-to-Peer) connections.

  • Reminder that P2P currently can only establish in Custom Lobbies (Matchmaking implementation is still in development).

  • Implemented fallback server lists for users who's IP address gets flagged/blocked by our webserver.

❖ Localization

  • Major improvements to PT and PT-BR text (Thanks @8-Kit).

  • More improvements to come.

  • Minor improvements to ES-ES and ES-LA text.

  • Minor improvements to ZH-CN and ZH-TW text.

  • Minor improvements to KO text.

  • Minor improvements to FR text.

  • Minor improvements to AR text.

❖ Bugs

  • Score and High Score HUD elements now properly display again in Arcade Mode.

  • Dash Macros now properly function in the following states:

  • Training Mode: REC Playback

  • Training Mode: CMD Behavior

  • Training Mode: ECHO Behavior

  • Training Mode: HUMAN Behavior

  • Replays: Replay Takeover Mode

  • Training Mode's ECHO behavior wasn't also mirroring your [Select/Turn] Input.

  • General improvements to Training Mode's Frame Data Timeline.

  • Minor improvements to Martial Art Trials.

  • This primarily targets unnoticed oversights that arose due to adjustments in the game engine.

Balance Changes

❖ Shotokan Karate

  • Shotokan Karate's Crouch is less susceptible to jump attacks.

  • Punch is now less likely to hit behind them.

  • Uppercut Blockstun increase by +1 Frame.

  • This value was never adjusted along with the rest of their kit a few patches ago.

  • Power Strike Blockstun increase by +1 Frame.

  • This value was never adjusted along with the rest of their kit a few patches ago.

  • High Kick is now less likely to hit behind them.

  • Minor animation fixes.

❖ Muay Thai

  • Reduced input buffers of Forward Jab and Forward Kick to prevent accidental inputs.

  • Adjusted Pushbox of Neutral Kick recovery after being parried to prevent awkward pushout.

  • Knee Strike:

  • Made adjustments to Pushbox during recovery/descent to interact better with Sumo's Sumo Charge Pushbox.

  • When Knee is interrupted during airborne Recovery, Muay Thai will experience +15 Frames of Hitstop. This allows the Target to combo Muay Thai more easily.

❖ Kendo

  • Improved VFX.

  • Run and Backward Dash now has higher input priority during attack recovery.

  • Stab:

  • OnBlocked Hitstop increased to make it easier for the Target to punish you.

  • Now Pushes out of opponent more OnHit.

  • OnHit VFX now better aligns with Bokken.

  • 3-Hit Slash:

  • Attacks now apply more Hitstop when hitting someone who is in Hitstun.

  • Slash 3's Base Hitstop has been increased.

  • Slash 3 no longer whiffs against Sumo due to Pushbox interactions.

  • Kendo now experiences +5 Frames of Hitstop when Dash Attack is Blocked.

  • Early Death Blow applies +5 Frames of Hitstop OnBlocked.

  • Counter:

  • You can no longer cancel Counter's recovery into another Counter.

  • You can no longer cancel Counter's recovery into movement options.

  • Minor adjustments to Training Mode CPU Acts to be more useful.

❖ Taekwondo

  • Jump Kick is now less likely to hit behind them.

  • Jumping Roundhouse Kick now deals more Hitstop to the Target OnHit.

  • Jumping Double Kicks now deals more Hitstop to the Target OnHit. Landing recovery was also adjusted to prevent the Feinted (single hit version) this attack from becoming too neutral dominant.

  • Tornado Kick now deals more Hitstop to the Target OnHit.

  • Flip Kick now deals +30 Frames of Hitstop on Counter-Hit, which allows Taekwondo to combo afterwards.

❖ Boxing

  • Uppercut:

  • Upper body is now hittable by jump attacks during Startup/Active.

  • Hitboxes are now active for far less time.

  • All Hitboxes now properly clear during OnHit's Recovery.

  • Now less likely to hit targets who are at the apex of their Tech jump arch.

  • Juggle potential now stales if the Target has been in Hitstun for too long.

  • Startup/Active now ignore rising mid/high attacks.

  • Super Knockout Punch Hitbox now reduces in size after the first frame of Active to prevent visually distant late hits.

  • Yellow Spin Dash can no longer cross-up mid screen similar to its behavior in the corner.

❖ Krav Maga

  • Parried Hitstop has been increased across the board.

  • This change was done to make it more rewarding to parry Krav Maga, which is already a super rare occurrence.

  • Increased Dash Cancel Buffer for all attacks after OnHit Recovery.

  • Weak Counters:

  • Now apply +5 more frames of Hitstop OnBlocked.

  • Increased the buffer window for Dash after whiffing a Weak Counter.

  • Increase the amount of Hitstop that the Countered Target is placed in to prevent Krav Maga from being interrupted before landing the follow-up hit.

  • OnBlocked VFX of Weak Kick Counter has been adjusted to align lower towards the ground.

  • Weak Kick Counter can now properly hit Sumo's Grab Fakeout if there is enough overlap.

  • Slightly increased Hitstop of Krav Maga's Perfect Counter in prep for a new/reworked attack.

❖ Sumo

  • Sumo now experiences -5 Frames less Blockstun.

  • The lost Frames get applied as Hitstop so that timing is still the same visually.

  • Sumo's Hurt and Block Reactions can no longer cancel their recovery into Walk.

  • Palm Strike:

  • OnBlocked, Sumo now flashes red and adds +4 additional recovery once the Palms are capable of dealing chip damage. (This penalty does not apply when a Palm Strike is Charged.)

  • Hitstop applied when parried has been increased by +6 Frames.

  • Palm Strike now loses the trade against Taekwondo's High Kick at mid range.

  • Reduced distance at which Krav Maga's Weak Punch Counter can interact with Palm Strike.

  • Grab:

  • Startup no longer speeds up against airborne targets.

  • Buffer windows for Grab have been adjusted to be more easily performed from Palm Strike interactions.

  • Grab Break window has been increased by +2 Frames.

  • Sumo Charge/Tackle's Low Crush Hurtbox now carries over to Grab Startup for a few frames. This change was made to make Low Attack feel more reliable when challenging Sumo's Charge/Tackle.

  • Sumo Charge/Tackle:

  • On contact of the Tackle now applies additional Hitstop and spawns the Feed Text "Slowed!".

  • On contact Hitstop no longer applies against airborne targets.

  • Advancing Tackle is no longer usable against airborne targets.

  • Reduced Teeter Recovery's applied Hitstop to Target to not place Sumo at such an advantage (Especially against airborne Targets).

  • Sumo would previously have too many somewhat unfair guaranteed advantage states on Teeter recovery.

❖ Kyokushin Karate

  • Jumping Back Kick is now less likely to hit targets behind them.

  • Wheel Kick (normal and Overdrive'd) now applies more Blockstun/Hitstun OnBlocked.

  • This change does not change the resulting frame data, but it becomes more visually punchier.

❖ Capoeira

  • Revamped animations!

  • Minor adjustments to the movement, pacing, VFX, sounds, and Hitbox/Hurtbox placements for various actions/attacks compliment revamped animations.

  • Fixed a few errors that would cause Hurt Reactions to lack Hurtboxes.

  • Fixed inconsistent velocity/gravity during their Tech.

  • Topple mechanic now disables while Knocked Out.

  • Rhythm Strike Hitstop now decrements the further into the Rhythm Strike chain you go.

  • Meaning, it becomes increasingly harder to continue a Rhythm Strike combo the more hits you land.

  • Performing a "Bad" stance Special Kick pushes you further into the decrement than normal.

  • This change was primarily made for match pacing, but also doubles as an added skill/execution check for longer combos.

  • Special Kicks now have +10 Frames of extra OnBlocked recovery when performed from a Forward Dash.

  • Special Kicks now have +10 Frames of extra OnBlocked recovery when performed from "Bad" stance.

  • Neutral Palm Slap OnHit visual layering bug has been fixed (Foreground hand and Background hand were ordering in reverse.)

  • Palm Slaps can now be more easily canceled into Front and Back Cartwheel after a Rhythm Strike.

  • Front and Back Cartwheel:

  • Fixed a bug that caused to always be a Rhythm Strike regardless of input timing.

  • Increased Parried Hitstop from 20 → 40 Frames.

  • Push Kick:

  • Is now less likely to hit targets behind them.

  • Removed an infinite Blockstring interaction when timing Neutral Push Kicks with the right timing in the corner.

  • Performing a Directional Special Kick from a Neutral Stance Push Kick now properly applies the "Bad" stance state.

  • Cartwheel Strike:

  • Has worse startup when performed from a "Bad" Stance.

  • Parried Hitstop has been increased.

  • Vingativa (Trip Grab):

  • Startup is now low profile.

  • Whiffing Vingativa now places Capoeira into a dizzied Hurt state for 40 Frames.

  • Minor improvement to Training Mode CPU Acts.

Workshop

❖ Doodle Chan (Official Workshop Character)

*Can be downloaded from the in-game Steam Workshop.

  • Hitstop values have been brought up to the standard of the current cast.

  • Various Hurtboxes have been adjusted to prevent Pushout against certain pokes.

  • Fixed inconsistencies in Doodle Chan's Hurtboxes.

  • Grounded Hurt Reactions now have a front side hurtbox that is hittable by rising attacks.

  • Previously, certain launchers would whiff unintentionally.

  • Fixed scripting errors that allowed Doodle Chan to indefinitely cancel an action during startup.

  • Dash Canceling logic has been improved to be more predictable.

  • New Feed Text " Special! " to signify a Special Attack being used.

  • New " Cancel Spark " mechanic: Performed by canceling an attack's OnHit recovery before returning to Idle.

  • Allows Doodle Chan to cancel into attacks quicker.

  • Canceling into a Special Attack spawns " Super! " Feed Text.

  • Canceling into a Special Attack applies additional Hitstop to the Target.

  • Canceling into a Special Attack adds a bit more forward momentum to the attack (Excluding Fireball).

  • Punch:

  • Punch now reaches further against Targets now in Hitstun.

  • Punch recovery after an interaction now lingers on the punch for visual clarity (This doesn't change any Frame Data).

  • Uppercut:

  • Visuals have been reworked to be more visually impactful.

  • Removed various infinites.

  • Hurricane Kick:

  • Amount of hits has been reduced by 2 for better game pacing and more fair damage output.

  • Initial launch properties have been made predictable (There was previously too much variance).

  • Backwards momentum on startup is now dampened to prevent aggressive backwards sliding when performed from a Back Dash.

  • Travel Distance has been reduced to prevent full-screen carries.

  • Low Kick's proximity execution range has been reduced to have better application.

  • This means you will no longer whiff and instead due to farther proximity will instead perform the Roundhouse Kick.

  • Overhead Punch:

  • Startup has been increased to help differentiate this attack from the others as well as improve visuals.

  • Hitstun has been drastically increased to offset the higher startup and allow for easier combos.

  • Grab:

  • Proximity execution range has been reduced to make Grabs a more committal option and make Punch more reliable.

  • Adjusted the visual pacing of the Throw for better readability and easier follow-ups.

  • Ragging Doodle:

  • Stamina requirement to perform has been changed to only be usable while Weakened instead of while not Weakened.

  • Improved pacing and VFX of the action to better sell the impact.

  • New " ERASED " text appears on Doodle Chan's back after landing the Ragging Doodle.

Source

Steam News / 20 June 2026

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