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Steam News23 February 20264mo ago

MATCHO Demo Patch #3

Steam Next Fest has started, and we've shipped another patch to celebrate the event's launch. We fixed several smaller issues, but also delivered brand-new features requested by players.

Full notes

Full MATCHO update

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

What changed

8 fixes7 additions19 changes0 removals
  • Events
  • Gameplay
  • Balance
  • Performance
  • Fixes
fixedSteam Next Fest has started, and we've shipped another patch to celebrate the event's launch. We fixed several smaller issues, but also delivered brand-new features requested by players.
changedThe MATCHO Demo now includes an example of the full combat system, giving you more freedom to choose your playstyle. Oh — and that auto-aim of ours? You can tweak it now.
addedAuto-Aim Strength SliderFollowing our recent update (where we added the Damage Indicator option based on player feedback), we've now added a configurable Auto-Aim Strength slider as well.
addedAuto-Aim Strength SliderEven when set to 0%, auto-aim will not be fully disabled due to how tagging and matching work across gameplay systems. However, you can now narrow the selection window and reduce auto-aim's influence on targeting.
changedAuto-Aim Strength SliderWe hope this tweak makes the experience feel better for more of you.
changedUnlocked FPS in the cutscenesThis feature is highly experimental.

Steam Next Fest has started, and we've shipped another patch to celebrate the event's launch. We fixed several smaller issues, but also delivered brand-new features requested by players.

The MATCHO Demo now includes an example of the full combat system, giving you more freedom to choose your playstyle. Oh — and that auto-aim of ours? You can tweak it now.

PATCH HIGHLIGHTS

Original MATCHO Experience & Adventure Mode

Many demo reviews mentioned that the combat feels "too easy." That was intentional - we specifically chose Adventure Mode for the demo because we thought it would present this level in a clearer, more accessible way for a quick preview.

We slightly underestimated many of you, though - a lot of players were looking for a more complex combat ruleset. And yes, we do have one. With Patch #3, the demo now includes the Original MATCHO Experience, where you can't just aim and shoot. You first need to charge color by tagging Color Rifts. This changes the dynamics of combat entirely.

Auto-Aim Strength Slider

Following our recent update (where we added the Damage Indicator option based on player feedback), we've now added a configurable Auto-Aim Strength slider as well.

Even when set to 0%, auto-aim will not be fully disabled due to how tagging and matching work across gameplay systems. However, you can now narrow the selection window and reduce auto-aim's influence on targeting.

We hope this tweak makes the experience feel better for more of you.

Unlocked FPS in the cutscenes

This feature is highly experimental.

Our cutscenes were originally built around a locked 30 FPS, mainly because of how we produce cinematics as a small team. We understand that for many players, the sudden switch to 30 FPS during a cutscene feels jarring, so we decided to revisit that approach and test an experimental change.

It will require more work, and in some cases, you may still notice occasional visual glitches. But for now, cutscene FPS should be unlocked, resulting in a much smoother experience overall.

Same as with Patch #2, this update includes many more fixes. You can read the full patch notes below, or jump into the updated demo and tell us what feels better (and what still needs work). We're actively shipping improvements, and your feedback is helping shape the next patches.

Patch Notes (Demo Patch #3)

[NEW FEATURES]

  • Auto-Aim Strength slider added to settings.

  • The Original MATCHO Experience Playstyle now includes Color Rift mechanics for more advanced combat.

  • The Adventure Mode Experience Playstyle defaults to the gameplay without Color Rifts.

  • All cutscenes now have unlocked FPS [Experimental].

[FIXES]

  • Force Pillars shields were overbright (too shiny, not in a good way).

  • Improved collisions around the DFZ area.

  • Videos now respect the Overall Volume Slider, including the startup logo.

  • New indicators added to the Pillar Puzzle.

  • New screen setup for the Pillar Puzzle that no longer costs ~10 FPS.

  • Some cutscenes now correctly capture sunlight, resulting in proper shadows.

  • The Danger Field Zone pole in the cutscene was off-center.

  • After DFZ, Max's landing smoke was too white (looked like smoke rather than dust) and darkened.

  • Helper platforms now rise out of the water properly.

  • New navigational indicator cables in the platform piston challenge.

  • Building lighting could remain dark depending on how the player moved near the tower's entrance.

[KNOWN ISSUES]

  • If a bug gets knocked into a killzone while stunned, it may fail to respawn forever. (Rude.)

  • Ray Reconstruction is still unstable - please keep it turned off for now.

  • In some cases, you can find a few enemies stuck inside a rock, forcing a checkpoint reload. (We are investigating this!)

  • In some cases, a few remaining enemies may fail to spawn correctly, forcing a checkpoint reload.

[POSSIBLY RESOLVED]

  • A rare crash may occur during combat. The investigation is still ongoing.

  • Sometimes the tower doors may not open after the first tower fight. Reloading the checkpoint can fix it.

  • Fixed the DualSense controller not working for the Steam build.

Keep sending feedback:

Thanks again for helping us make MATCHO better.

On behalf of the whole FiolaSoft Studio team,

  • Filip Kraucher, Producer

Source

Steam News / 23 February 2026

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