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Steam News29 October 20223y ago

Punch Planet - Version 0.7.6

Version 0.7.6 is now released! This patch brings gameplay features, balance adjustments, and animation improvements. Read the full detail changelog here Momentum Added concept of momentum to the game.

In this update15

Full notes

Full Punch Planet - Early Access update

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

What changed

0 fixes19 additions142 changes7 removals
  • Balance
  • Gameplay
  • UI and audio
  • Performance
changedVersion 0.7.6 is now released!This patch brings gameplay features, balance adjustments, and animation improvements.
addedMomentumAdded concept of momentum to the game. Works same way as the push back calculation where you can supply distance, frames, and speed factor to have the character slide to a stop. All characters will now slide forward slightly when ending a dash, or performing a DTC, and additionally Dog when he stops from a run. Momentum can carry passed an attack that gets used, allowing moves to hit farther than before and the possibility of combos that were not possible from a stand-still.
changedHit SparksAdjusted various hit spark positions.
changedJumping Normal AttacksMany jumping normal attacks have had their animations, active frames, frame advantage, hit/hurt boxes adjusted. Should make the air game a bit more nuanced.
addedHit Sequences - SpinAdded "Spin" hit animation and updated many attacks to use it.
changedHit Sequences - KnockdownsAdjusted all knockdown animations and how their physics get applied.

Punch Planet - Early Access changes

changedThis patch brings gameplay features, balance adjustments, and animation improvements.
addedAdded concept of momentum to the game. Works same way as the push back calculation where you can supply distance, frames, and speed factor to have the character slide to a stop. All characters will now slide forward slightly when ending a dash, or performing a DTC, and additionally Dog when he stops from a run. Momentum can carry passed an attack that gets used, allowing moves to hit farther than before and the possibility of combos that were not possible from a stand-still.
changedAdjusted various hit spark positions.
changedMany jumping normal attacks have had their animations, active frames, frame advantage, hit/hurt boxes adjusted. Should make the air game a bit more nuanced.
addedAdded "Spin" hit animation and updated many attacks to use it.

Version 0.7.6 is now released!

This patch brings gameplay features, balance adjustments, and animation improvements.

Read the full detail changelog here

Momentum

Added concept of momentum to the game. Works same way as the push back calculation where you can supply distance, frames, and speed factor to have the character slide to a stop. All characters will now slide forward slightly when ending a dash, or performing a DTC, and additionally Dog when he stops from a run. Momentum can carry passed an attack that gets used, allowing moves to hit farther than before and the possibility of combos that were not possible from a stand-still.

Hit Sparks

Adjusted various hit spark positions.

Jumping Normal Attacks

Many jumping normal attacks have had their animations, active frames, frame advantage, hit/hurt boxes adjusted. Should make the air game a bit more nuanced.

Hit Sequences - Spin

Added "Spin" hit animation and updated many attacks to use it.

Hit Sequences - Knockdowns

Adjusted all knockdown animations and how their physics get applied.

Taunts

Some taunts now have a small non-cancellable hit box that does 1 damage.

DTC

Movement now uses momentum instead of engine physics, moves slightly farther than before and allows better followups after the post-DTC attack.

Dashes - Forward

Now appliers a small amount of momentum at the end of recovery, moves slightly farther than before and allows better followups after the post-dash attack.

Throws

Updated various throw-tech animations.

Attacks - Move Boxes

Some moves have had their movement boxes extended during startup, this will help them push the defender out more and improve the visual look.

Roy

  • IdleUpdated animation
  • Dash.ForwardDecreased distance
  • Dash.BackwardUpdated animation
  • Throw.ForwardIncreased juggle x velocity
  • TauntAdded hit box
  • Jp.LPDecreased hit stun, decreased block stun
  • Jp.LKIncreased block stun
  • St.MPDecreased recovery frames, decreased hit stun, decreased block stun
  • Cr.MPUpdated animation, decreased recovery frames, decreased hit stun, decreased block stun
  • Jp.MPDecreased block stun
  • Cr.MK: Extended hit box range

  • Jp.MKIncreased block stun
  • Cr.HP: Extended move box range

  • Jp.HPDecreased active frames, decreased hit stun, raised bottom of hit / hurt boxes
  • St.HK.FastDecreased juggle x velocity
  • St.HK.BothUpdated animation, moves slightly farther
  • Jp.HKDecreased active frames
  • Headbutt.AllExtended move box range, adjusted juggle physics / knockdown frames (net same)

Cid

  • WalksUpdated animation
  • Dash.ForwardDecreased distance
  • TauntUpdated animation
  • St.LP: Extended hurt box bottom

  • Jp.LPDecreased hit stun, increased block stun
  • Jp.LKIncreased block stun
  • St.MP.FastAdjusted animation, decreased followthrough / recovery frames, decreased decreased hit stun, decreased block stun
  • Cr.MP.ChargedDecreased juggle x velocity
  • Jp.MP.FastDecreased hit stun, decreased block stun
  • Jp.MP.ChargedDecreased hit stun, decreased block stun
  • Jp.HP.FastDecreased hit stun, decreased block stun
  • Cr.HKDecreased pushback on hit
  • Jp.HKDecreased active frames, decreased hit stun, increased block stun
  • KnifeRush.AllExtended move box range, retracted hit box range, updated animation
  • KnifeRush.EXAdjusted knockdown
  • KnifeWheel.AllDecreased juggle spike x velocity
  • Grenade.LMHDecreased active frames
  • Super.Ball: Extended move box range

Tyara

  • Dash.ForwardDecreased distance
  • JTCUpdated animation
  • ATCUpdated animation
  • Throw.BackwardIncreased animation horizontal distance
  • DeathUpdated animation
  • Jp.LPRetracted hit box range, retracted hit box bottom, updated animation
  • Jp.LKDecreased active frames, retracted hit box range, increased block stun
  • Cr.MPDecreased juggle x velocity
  • Jp.MP: Retracted hurt box range

  • Jp.MKUpdated animation, decreased active frames
  • St.HPAdjusted knockdown, extended move box range
  • Jp.HPIncreased active frames, retracted hit box range
  • Jp.SplashIncreased active frames
  • Jp.HKDecreased block stun
  • Shield.All: Extended move box range

  • Shield.L/M/HUpdated animation, moves slightly farther
  • Shield.EXAdjusted reversal knockdown
  • HeadLopper.M/HRemoved OTG
  • BreakYourBones.L/M/HUpdated animation

Dog

  • Collision Boxes: Extended standing / crouching hurt box width

  • Dash.ForwardDecreased distance
  • DeathUpdated animation
  • Jumps.AllUpdated animation
  • St.LPDecreased hit stop
  • Cr.LPDecreased hit stop
  • Jp.LPDecreased active frames, decreased block stun
  • St.LKDecreased hit stop
  • Cr.LKDecreased hit stop
  • Jp.LK: Hit box now moves downwards

  • St.MPDecreased hit stop, increased push back
  • Cr.MPDecreased hit stop
  • Jp.MPDecreased active frames, extended hit box range, updated animation
  • St.MKDecreased first hit-1 hit stop, increased hit-1 block stun / adv, increased followthrough frames, increased hit-2 block stun / adv
  • St.HPNow special cancellable, increased push back, adjusted hit box, decreased followthrough / recovery frames, decreased hit stun, decreased block stun
  • Cr.HPIncreased push back
  • Jp.HPDecreased active frames, decreased hit stun
  • St.HKAdjusted juggle physics
  • Jp.HKDecreased hit stun, updated animation
  • Run->Slide.BothDecreased juggle x velocity
  • Run->Slide.EXExtended armor from run into slide startup, decreased block stun / adv
  • Run->MidStrike.RegularNow causes a knockdown, adjusted juggle physics, increased startup frames, increased followthrough / recovery frames, increased animation horizontal distance, adjusted hit box positioning, decreased block advantage, decreased push back on block
  • Run->MidStrike.EXIncreased reversal knockdown frames, extended move box range
  • Run->LeapStrike.RegularNow causes a hard knockdown on hit, increased juggle value
  • Run->LeapStrike.EXNow causes a hard knockdown on hit, decreased juggle value, extended run armor through startup
  • Run->Stop.Both: Now uses momentum instead of engine movement (EX farther than Regular)

  • Super.RunIncreased horizontal distance

Agent G

  • Jumps.AllUpdated animation
  • Dash.ForwardDecreased distance
  • Throw.Backward: No longer causes wall bounce

  • TauntAdded hit box
  • Jp.LPDecreased hit stun, Decreased block stun
  • Jp.LKIncreased active frames, Increased block stun
  • St.MPDecreased followthrough frames, decreased hit stun, decreased block stun
  • Cr.MPUpdated animation, retracted hit box range, retracted hurt box range
  • Jp.MKUpdated animation
  • Cr.HPUpdated animation, retracted hit box range
  • Jp.HPDecreased hit stun, retracted hit box range
  • St.HK: Extended move and hurt box range

  • Fwd.HKAdded recovery
  • Jp.HKDecreased active frames, hit box now moves downwards
  • LunarDisc.AllUpdated animation

Maxx

  • Dash.ForwardDecreased distance
  • St.LPUpdated animation, decreased hit stun / adv
  • Cr.LPUpdated animation, decreased hit stun / adv
  • Jp.LPDecreased active frames, retracted first frame hit box range, hit box now travels downwards
  • St.LKNow chains into St.MK, increased push back
  • Jp.LKDecreased active frames
  • Cr.MPRetracted hit box range, updated animation
  • Fw.MP.Fast: No longer chainable into St.HP (only charged version)

  • Jp.MPUpdated animation
  • St.MKUpdated animation, increased push back, increased followthrough / recovery frames, decreased hit stun / adv, decreased block stun / adv
  • Jp.MKRetracted hit box bottom, added additional hit box
  • St.HPUpdated animation, extended move box range, increased push back, increased followthrough frames, increased hit stun / adv, increased block stun / adv
  • Fw.HP.Both: Extended move box range

  • Jp.HPDecreased actrive frames, extended first hit box range, hit box now travels downwards, decreased juggle
  • St.HKDecreased startup frames, decreased followthrough / recovery frames, decreased hit / block stun, increased hit / block adv, decreased juggle value
  • Cr.HKDecreased juggle value, extended move box range, adjusted initial hit box, retracted initial hurt box
  • Jp.HKDecreased active frames, decreased hit stun
  • HookSwing.AllExtended move box range, decreased startup frames
  • HookSwing.LDecreased push back on hit, decreased damage, decreased dtc adv
  • HookSwing.HDecreased followthrough frames, increased damage, increased block adv, decreased juggle value, increased knockdown frames
  • HookSwing.EXhit-2 no longer cancellable into jump, adjusted hit-2 juggle physics
  • Buff-U.Regular: Can now cancel recovery into Supers and EX.Buff-U

  • Buff-U.Regular.Buffed: Now deactivates Buff-U during startup

  • Buff-U.EX: Can now cancel recovery into Supers

  • Super.LastCall.Normal: Extended move box range

  • Super.LastCall.BuffedUpdated animation

ARN-01D

  • Jump.ForwardIncreased distance
  • Dash.ForwardDecreased distance
  • Throw.BackwardDecreased juggle distance
  • TauntAdded hit box
  • Jp.LPIncreased block stun
  • Cr.LKAdjusted cancel window into SquatKicks
  • SquatKicksDecreased followthrough frames, decreased hit stun, decreased block stun
  • Cr.HPCan now hold to repeat attacks, decreased active frames, increased followthrough frames, adjusted hit box positioning, decreased push back, decreased hit stun / adv, decreased block stun / adv
  • Jp.HKDecreased active frames
  • RapidTaser.AllIncreased damage, extended move box range, adjusted knockdown physics, increased horizontal distance,
  • RapidTaser.H: Now causes hard knockdown

  • OrbitalStrike.EXIncreased followthrough frames

Gat

  • IdleUpdated animation
  • Walks.AllUpdated animation
  • Dash.ForwardUpdated animation, decreased distance
  • Jumps.LandingUpdated animation
  • Jumps.Normal.BackwardDecreased distance
  • Jumps.CancelledAdded separate jumps when cancelled from a normal attack
  • Throw.Backward: No longer causes a wall bounce

  • DeathUpdated animation
  • JTCUpdated animation
  • Normals.Airborne.AllAdjusted juggle physics
  • St.LPDecreased hit stop, updated animation
  • Cr.LPDecreased hit stop, updated animation
  • St.LKUpdated animation
  • St.MPDecreased hit stop, updated animation, hit box now travels outwards
  • Cr.MPDecreased hit stop, updated animation, hit box now travels outwards
  • Jp.MP: Retracted hit box bottom

  • St.MKDecreased hit stop
  • Cr.MKUpdated animation, increased startup frames, extended cancel window into heavy normals, hit box now travels outwards but starts reduced, increased hit stun / adv, increased block stun / adv
  • Jp.MKUpdated animation, no longer crosses up, retracted hit box range
  • St.HPUpdated animation, increased recovery frames, extended move box range, hit box now travels downwards and outwards, increased hit stun, decreased hit adv, decreased block stun / adv
  • Cr.HP: Hit box now travels upwards and outwards

  • Fwd.HPNew Command Normal
  • Jp.HPUpdated animation, decreased hit stun, extended first frame hit box range, added additional hit boxes that travel downwards
  • St.HKAdjusted upper hit box positioning, upper hit box now travels outwards, decreased block stun / adv
  • Fw.HKRemoved startup hit invul, retracted airborne startup state hurt box bottom
  • Levitate.Regular->KickUpdated animation
  • PrismCell.AllExtended move box range, increased juggle distance
  • PrismCell.L/M/H: Attacker and defender now briefly glow a color when ejected to signify T-Meter/E-Meter/H-Meter being gained

  • PrismCell.EX: Now super cancellable

  • Gem.EXDecreased reversal juggle distance

Read the full detail changelog here.

The Future - New Hotness

Just wanted to say a few words about where we are in regards to our substantial "new hotness" update that is in the works. Right now most of the big tech hurdles are out of the way but there are still some loose ends to finish up and features that need to be re-implemented, and it is still very much in a "programmer UI" state. A brief run down of what you can expect to see in this update:

  • New and improved netcode: Fully rebuilt lobby system with more player and multi-station support, more features, and better connectivity.

  • Upgraded version of UnityGain a lot of workflow, performance, a feature improvements that have been added to Unity over the years, will however lose DX9 support and gain DX11/Vulkan support. Performance is generally a little worse raw fps wise, but much smoother.
  • New and improved menu systemFully rebuilt UI for navigating the menus in the game and getting into a match. Much snappier, much easier to use, hopefully much improved overall.
  • New and improved in-game UI: Much more animated and intuitive in-game UI (health, meter, etc)

This update will serve as a big foundational upgrade for the game and allow future improvements to be made much easier. Once we've made a polish pass and have it closer to release I plan having a public test through our discord, so please keep an eye on it in the coming months.

Thank you for your continued patience and support - Willpower

Source

Steam News / 29 October 2022

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