In this update6
Full notes
Full MATCHO update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Gameplay
- UI and audio
- Fixes
MATCHO changes
For this demo patch, we'll keep it short. While we're still investigating a few random crashes and some rare enemy weirdness, this update brings one bigger thing from the full game.
This time it's all about speed. Based on your feedback, we're unlocking SPRINT in the demo as a small preview of how fast the movement system gets in the full version.
Sprint isn't the only change. We also adjusted how Double Jump recharges around wallrunning - you can now use a double jump both before and after a wallrun. It opens new routes for speedrunners and gives new players a cleaner platforming window.
Patch 4 also includes the usual round of fixes and small optimization tweaks. We're aiming for more stable FPS as we continue to polish performance across different setups.
Our results from testing various configurations
We would like to share with you the current performance table from the latest patch.
| Test configurations | Quality | Resolution | AVG FPS |
|---|---|---|---|
| Steam Deck | Medium + FSR Performance | Native Display | ~30 |
| i5 7400, 16 GB RAM, GTX 1050 Ti | Low | 1080p | ~30 |
| i7 14700K, 64 GB RAM, RTX 5090 | Epic | 3840x2160 | ~70+ |
| i7 14700K, 64 GB RAM, RTX 5090 | Epic + DLSS Quality | 1440p | ~120+ |
| Ryzen 5 5600, 32 GB RAM, RX 6700 XT | High + FSR Performance | 1080p | ~60+ |
| i9 9900KS, 32 GB RAM, RTX 3080 | Epic + DLSS Quality | 3840x2160 | ~60 |
| Ryzen 7 7700X, 64 GB RAM, RTX 3060 | High + DLSS Performance | 1080p | ~60+ |
| Ultra 7 265K, 32 GB RAM, RTX 3080 | High + DLSS Quality | 3840x2160 | ~80 |
| Ryzen 5 5600, RX 6600, 16 GB RAM | Mix High + Medium | 1080p | ~80 |
| Each setup is different, and your results may vary. We always strive to achieve 60 FPS with the best possible graphics details and effects. |
One quick note if you run into stutters after changing settings: some graphics options (especially Global Illumination when switching to High/Epic) can trigger shader recompiles. If you change these settings and don't restart the game, you may feel extra hitching.
For the best performance, always restart the game after tweaking values in settings.
Patch Notes (Demo Patch #4)
[NEW FEATURES]
Double Jump now recharges when you touch a wallrun.
Sprint is now available in the demo - a taste of the faster movement system from the full game.
Until you unlock Dash in the full game, SHIFT/LT behaves as Sprint.
[FIXES]
Fixed getting stuck in the grapple when coming from very specific angles.
Fixed some out-of-bounds collision issues.
Fixed a death animation issue where players could briefly see the "FPS hands/body" glitch.
More invisible wall fixes.
[TWEAKS]
Movement Boost Speed now lasts longer.
Some platform sections got revamped to be easier to reach.
Better navigation in the environment.
[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 OFF for now.
In rare cases, a few remaining enemies may fail to spawn correctly, forcing a checkpoint reload.
Keep sending feedback:
Discord: https://discord.gg/mZaejnW
Feedback form: https://forms.gle/vFg6icLSAmiTLKR66
Thanks again for helping us make MATCHO better.
On behalf of the whole FiolaSoft Studio team,
Filip Kraucher, Producer
Source
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