Full notes
Full FIGHT LIKE HELL update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Gameplay
- Compatibility
- Server
News: AI and Roadmap
27/01/2026
Special Thanks
Before getting to where the game is headed, I want to say that the first 5 days after launching FIGHT LIKE HELL have been awesome. A special thank you to the first 50 players who have played public- and private matches! A special code has been issued to your accounts which will unlock all future items in the Store for free in perpetuity.
Current State
Having very little content in the game right now and not being sure if the back-end (Hell.Net) was stable enough, I was afraid that there would be more connection/lag issues than reported so far. I am happy to report that matchmaking has been tested as stable and production ready. I also want to answer some questions I've received about the use of AI in FIGHT LIKE HELL.
AI Clarification
There is no Gen AI code present in FIGHT LIKE HELL . All of the 3D objects you see in the game are hand-made by either me or one of the 100+ designers from which I have bought assets from (3D models, textures, voxels, materials, shaders, etc). The only usage of Gen AI so far was to generate temporary placeholder images in the Main Menu which will be replaced by real artwork as soon as possible. The Cover Art was not designed by AI but enhanced with AI to provide the 'intense' feeling which I was unable to create myself. The model in the image was designed by Suriyun and what was lacking was the accentuation of the individual voxels from which the model exists. The overlaid intensity and outlining of the voxels was the part supplied by the AI. Being a solo developer I have to prioritize which things get polished and fixed first, so I used placeholder images for the time being, because I am funding this project out of pocket and assets (and designers) are added to the game steadily in phases. When the game leaves it's Beta stage the plan is to have zero Gen AI content in the game. When the Steam Store page says "AI was used in the development of this game", this is the exact process that I was trying to describe:
- I take a picture with personal meaning
- I spin up my AI workflow called Extractor
- The image is fed to Extractor as input
- Extractor extracts a specified amount of colors (or "palette") from the image
- Extractor makes a list of hex-encoded RGB colors from the palette as strings
- The strings are fed to a script which converts the hex-encoded colors to raw RGB decimal values
- The script creates a CSV file called "palette.csv" in the format required by the Qubicle Voxel Editor (also available on Steam)
- I load my 3D model into Qubicle
- The palette.csv file is loaded into Qubicle , giving me the exact colors provided by Extractor
- The colors are manually applied to the 3D Model using the paint tool The Extractor AI is not a Gen AI and creates no content of it's own. It's used to accurately extract colors and is a design aid/tool which assists me in applying colors to 3D models which have been handmade by artists such as Suriyun , Reactorcore Games and myself.
I do not classify myself as a designer or artist, but a programmer. As such I am using this 'paletting' method to apply a color scheme to an item so that it literally carries meaning on it's surface. When you see an orange item in the game, the colors used could - for example - come from a picture of my orange cat, which I then manually transpose onto the item. This is what I meant when I said that AI assists me in making textures for in-game objects.
Roadmap: February 2026
February 2 - adding second map to multiplayer - adding new gun - adding new equipment item - adding"info" button to each item in Weapon Loadouts (with usage tips and item overview) - fixing music bug in multiplayer matches
February 15 - adding tutorial/practice area
Thank you all for playing FIGHT LIKE HELL so early in it's development!
Source
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