Full notes
Full FIGHT LIKE HELL update
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What changed
- UI and audio
- Maps
- Performance
- Gameplay
- Compatibility
Update
18/02/2026
The latest update to FIGHT LIKE HELL brings major changes to the graphics, audio and gameplay.
New Map: City 01
Until now there was only one small map in the game called Prototype (as seen in the Steam Store video). While the Prototype map is still in the game it's been disabled until the next update and replaced with a bigger and more detailed new map: City 01. The City 01 map is roughly 5 times the size of the original Prototype map and really allows players to make the most out of the lighthook and stealth equipment. The name of the map is not final and is still subject to change. And of course, like any modern city, the map has already been bombed by graffiti artists. How they did this will remain a mystery, but there you go.
Graphics
FIGHT LIKE HELL has a powerful post-processing system, but until now it wasn't really being utilized heavily. The new update showcases the quality and performance of the Beautify 3 system by Kronnect. In the older versions of the game only Bloom and Anamorphic Flares were present during post-processing. This update has improved/added:
Anti-Aliasing The previous method used for anti-aliasing was SMAA and this has been changed to TAA.
Outlines Outlines have been implemented and are turned on by default. FIGHT LIKE HELL's design is a combination of voxel meshes and pixel art (8/16/256-bit) textures. Adding outlines to this design adds a layer of depth (literally) that would otherwise go unnoticed.
Depth Of Field Blurs objects outside of the camera focus distance of the player.
Mipmap Streaming Reduces texture quality at a distance while increasing texture quality as the player moves closer.
Shadows Reduced shadow rendering distance. Truncated shadow cascading.
Rendering Changed the game's internal renderer mode from Deferred to Forward. Reduced VRAM usage and optimized lighting.
Audio
The audio system in FIGHT LIKE HELL has been completely reworked. This includes:
Multiplayer Songs played during matches now properly rotate. Different background songs will play with each match. Spatial audio blending has been added to each player's weapons. Weapon SFX now sound closer or further away.
Main Menu The theme song would not reload properly after ending the first match of the day. This has been fixed.
Weapon SFX Sound effects emitted by each weapon have been recalibrated. A proper multi-channel audio queuing system has been implemented to prevent sound effects from overlapping or being cancelled.
One thing that's still missing is the ability for players to change Music, Sound Effects and Voice levels seperately from each other. This will be added in a future update.
Gameplay
In terms of gameplay some critical corrections have been made to the weapons and lighthook.
Assault Rifle Bullet velocity increased. Bullet damage increased. Recalibrated SFX.
Eraser Bullet velocity increased. Recalibrated SFX.
Shotgun Recalibrated SFX.
- EquipmentLighthook Maximum distance decreased to 40 meters (~130 ft). Fixed bug where players would get stuck to surfaces.
As FIGHT LIKE HELL moves out of the Alpha phase and is now entering into Beta phase I am adding more weapons to the game. In the next 30 days I plan to add at least 4 more weapons to the Weapon Loadouts.
Coming Soon
The next update will see the introduction of two critical components:
Training Area For new players to learn how to play the game.
Combat AI Players will be able to play Public/Private Matches against real players or against computer-controlled bots.
Source
Changelog.gg summarizes and formats this update. How we read updates.
