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
- Performance
- Gameplay
- UI and audio
- Balance
- Compatibility
Punch Planet - Early Access changes
Version 0.8.0 is now released!
This major patch brings a full reworking to the menus and interfaces of the game, full reworking to the online and lobby system, a cinematic intro, a new juggle system and other gameplay updates, trial mode, and performance and quality of life improvements!
Read the full detail changelog here
General
The whole game has been completely reworked from the ground up bringing new menus, interfaces, and a much stronger foundation for adding future features.
Cinematic
Added the intro cinematic to the actual game.
Engine - Unity
Updated Unity to a much more modern version, allowing us a lot of development quality of life improvements including better workflow and performance. No longer supports Direct-X 9 (removed by Unity) but now supports Vulkan (if having performance issues please try this).
Online Lobbies
Completely reworked how online functions, switching away from the third party matchmaking we used before and using a fully steam integrated approach. Lobbies now support multiple stations (so different groups of people can play each other in the same lobby), training mode while you wait (and all the features it has), multi game matches (ft1, ft2, ft3, etc), and much better privacy and invitation options.
Trial Mode
Added trial modes for all characters, each with 20 official trials that should help teach how to play them a bit and give players something to do. Trials range from easy, moderate, hard, and golden (which can require strict timing).
There is also support for custom trials that can be shared with other players, record your own combos on the fly and save them as a trial.
Menu Update
All menus in the game have been re-made from the ground up for a much more functional and flexible foundation for adding more options. Should feel much smoother, snappier, and look much better than before.
Controls Menu - Greatly improved controls menu for selecting which controller controls which player, and how to map those controllers.
Move List - Updated move list to use the same art as trials / move display ui.
Character Select - Smoother and sleeker.
Gameplay UI Update
Fully reworked the gameplay user interface, inlcuing health bars, meter bars, combo ui, input display, and frame advantage display.
Juggle System
Simplified how the juggle system works, no longer requiring a juggle value needed for a hit to land and allowing for more opportunities to end combos with different moves.
Previously, if a move was allowed to land against a juggled opponent, they would need more juggle value than the move required, and if it did hit would remove that amount (or sometimes more for balance reasons). If the opponent was already hit too much, the move would just whiff and no hit would happen, requiring the player to know a lot about what moves work for what combos.
In the new method, we've removed the requirement value and standardized the remove value. Now when a move is used against a juggled opponent, it will always hit and subtract the remove value from them. If that hit reduces their juggle value past zero, it will put them into an unhittable reset juggle until they hit the ground.
With this in mind, many characters' normals have been improved to allow followups when used in a juggle combo, creating a lot of new opportunities for different enders that wouldn't previously be possible.
Golden Hits
Increased the hit stun bonus for golden hits from 1 to 2, should allow for even more combos than before.
Input - HP + HK Macro
Added input macro for HP + HK.
DTC
Now increases juggle value by 1. When using DTC in a juggle combo, will now increase the followup opportunities by giving an additional juggle point.
JTC
Regular version no longer gives a juggle point. Dash version now gives 1 juggle point instead of 2 (most combos that need the +2 are unaffected since DTC now gives +1).
Dash Forward
Increased momentum distance, moves further and improves followup combos.
Movement
Can no longer cross under opponents in the corner, should make it easier to do corner combos without worrying about going under in some cases. Also makes it easier on defense because it removes the corner mixup.
Collision Boxes
Slightly increased the widths of all collision boxes, characters should feel a little bit more wide.
[h2[Push Back FramesSlightly adjusted the amount of frames characters are pushed back when hit, takes a little bit longer to come to a stop.
Battle Camera
Camera got changed a bit, I forget how.
Damage
Adjusted combo damage scaling, falls off slightly sooner but clamps at a higher amount (10% -> 15%).
Meter
Adjusted combo meter scaling, stops at 60% instead of 50%.
Roy
Juggle values: [3, 3, 4]
- Dash.ForwardIncreased recovery frames
- Throw.ForwardDecreased corner pushback
St.LP: Now juggles
Cr.LP: Now juggles
Jp.LP: Now juggles
- St.LKDecreased pushback, always resets
Cr.LK: Always resets
Jp.LK: Now juggles
- Fw.MPJuggle value 2, decreased corner pushback
- St.MKIncreased pushback, decreased hit stun / adv, decreased block stun / adv
Cr.MK: Always resets
Jp.MK: Now juggles
St.HP: Now juggles
- Cr.HPDecreased corner pushback
Jp.HP: Now juggles
- St.HKDecreased corner pushback
- St.HK.ChargedDecreased wall launch velocity
- Headbutt.AllDecreased corner pushback
- Headbutt.EXDecreased wall launch velocity
Gunshot.All: Never causes a reset
- Gunshot.L/MDecreased corner pushback, increased hit stun / adv
- Gunshot.HIncreased corner pushback
- Gunshot.EXDecreased corner pushback
- Gunshot.SuperDecreased corner pushback
- KnuckleSandwich.SuperDecreased corner pushback
Cid
Juggle values: [3, 3, 4], [2,3] for charged [medium, heavy]
St.LP: Now juggles
Cr.LP: Now juggles
Jp.LP: Now juggles
St.LK: Always resets, extended hit box range
Cr.LK: Always resets
Jp.LK: Now juggles
- St.MP.FastNow juggles, decreased pushback, decreased hit stun / adv
- St.MP.ChargedDecreased juggle corner pushback, adjusted juggle physics, decreased pushback, increased hit stun / adv
Cr.MP.Fast: Always resets
- Cr.MP.ChargedIncreased juggle corner pushback
St.HP.Fast: Now juggles
- St.HP.ChargedDecreased juggle corner pushback, adjusted juggle physics
- Cr.HP.BothForces stand against crouching, decreased juggle corner pushback, decreased juggle y velocity against airborne opponents
Cr.HP.Fast: Now juggles
- Cr.HP.ChargedAdjusted juggle against grounded opponenets
Jp.HP.Fast: Now juggles
St.HK: Now juggles
- KnifeRush.L/M/HDecreased juggle corner pushback, decreased juggle x velocity, never causes a reset
- KnifeRush.EXDecreased juggle corner pushback, decreased wall launch x velocity
Grenade.All: Never causes a reset
- Grenade.LDecreased speed
- Grenade.MDecreased speed
- MoveOut.SuperDecreased final hit corner pushback
Tyara
Juggle values: [3, 3, 4]
St.LP: Now juggles
Cr.LP: Now juggles
Jp.LP: Now juggles
St.LK: Always resets
Cr.LK: Always resets
Jp.LK: Now juggles
Jp.MK: Now juggles
- Cr.HP.FastDecreased juggle corner pushback
- Cr.HP.ChargedDecreased juggle corner pushback, decreased wall launch speed, adjusted wall bounce physics
- St.HKDecreased juggle corner pushback
Cr.HK: Never causes a reset
Jp.Splash: Now juggles
- ShieldCharge.L/M/HNever causes a reset, decreased juggle corner pushback
- ShieldCharge.EXDecreased juggle x velocity, decreased wall bounce corner pushback
Dog
Juggle values: grounded: [2, 2, 3], airborne: [1, 1, 2]
- JumpsDecreased active frames, adjusted jump arc
St.LP: Now juggles
Cr.LP: Now juggles
St.LK: Now juggles
Cr.LK: Always resets
St.MP: Now juggles
Cr.MP: Always resets
- St.HPDecreased juggle knockdown frames
Cr.HP: Now juggles
Jp.HP: Always resets
- St.HKAdjusted juggle physics
- Run.AllIncreased momentum frames, increased cancel window, decreased startup frames, increased active frames, decreased initial speed
- Run->Stop.BothDecreased recovery frames
- Run->Slide.BothDecreased juggle y velocity, will never reset
- Run->MidStrike.RegularAdjusted juggle physics, decreased juggle corner pushback, increased followthrough frames, decreased block adv
- Run->MidStrike.EXAdjusted juggle physics
- Run->LeapStrike.BothDecreased knockdown frames
- Run->LeapStrike.RegularDecreased recovery frames
- PinWheel.AllDecreased active frames, adjusted cancel window into dive, adjusted airborne movement
- PinWheel.LDecreased x velocity
- PinWheel.HIncreased x velocity
- PinWheel.EXNever causes a reset, adjusted juggle physics
- PinWheel->Dive.BothRetracted hit box range, retracted hit box bottom, retracted hurt box range, retracted hurt box bottom, increased juggle corner pushback, no longer an overhead
- PinWheel->Dive.RegularIncreased dive speed, decreased hit stun, decreased block stun, decreased knockdown frames
Agent G
Juggle values: [3, 3, 3]
St.LP: Now juggles
Cr.LP: Now juggles
Jp.LP: Now juggles
St.LK: Always resets
Cr.LK: Always resets, extended hit box height
Jp.LK: Now juggles
St.MP: Now juggles
Cr.MP: Now juggles
Jp.MP: Now juggles
St.MK: Now juggles
Cr.MK: Always resets
Fw.MK: Juggle value 2
- Fw.MK->HKJuggle value 2, decreased juggle corner pushback, now super cancellable, never causes a reset
Jp.MK: Now juggles
- St.HPDecreased juggle corner pushback
- Fw.HKJuggle value 2, decreased juggle corner pushback
LunarDisc.Regular: Now juggles
LunarDisc.EX: Never causes a reset, extended second hit hit box vertical
- CrescentKicks.AllNever causes a reset, adjusted juggle physics, adjusted hit boxes
- CrescentKicks.L/M/HIncreased startup frames, retracted initial hit box range
CrescentSplits.EX: Never causes a reset
- LunarGeyser.SuperDecreased final hit corner pushback, decreased final hit juggle y velocity
Maxx
Juggle values: [4, 4, 4]
- Walk.BackwardDecreased move speed
- Dash.ForwardIncreased total frames
- Jump.BackwardDecreased distance
St.LP: Now juggles
Cr.LP: Now juggles
Jp.LP: Now juggles
St.LK: Now juggles
Cr.LK: Always resets
Jp.LK: Now juggles
St.MP: Now juggles
Cr.MP: Now juggles, later hit boxes no longer cancellable, extended hit box range
Fw.MP.Fast: Now juggles
Fw.MP.Charged: Juggle value 1
Jp.MP: Now juggles
- St.MKAlways resets, now hits low, decreased pushback, retracted hit box range, retracted hurt box range, decreased active frames, increased hit stun / adv
Cr.MK: Always resets, retracted hit box range
Jp.MK: Resets against airborne opponents (non juggled)
- St.HPDecreased juggle corner pushback
- Cr.HPExtended hit box height, extended hit box range, extended hurt box range, decreased pushback
Fw.HP.Both: Forces crouching on hit
- Fw.HP.ChargedJuggle value 3, adjusted ground bounce physics
- Cr.HKLater hit boxes no longer cancellable, adjusted juggle physics
- HookSwing.L/M/HNever causes a reset, decreased move distance, decreased pushback on block, increased juggle corner pushback, adjusted juggle physics
- HookSwing.LAdjusted initial hit box frames, increased recovery frames, decreased hit / block adv
- HookSwing.MDecreased pushback on hit, decreased active frames, increased followthrough / recovery frames, decreased hit / block adv
- HookSwing.HAdjusted initial hit box frames, decreased active frames, increased followthrough / recovery frames, decreased block adv
- HookSwing.EXDecreased startup frames, hit 1 will never cause a reset, adjusted hit 1 juggle physics, adjusted hit 2 juggle physics
- HornyToad.AllIncreased followthrough / recovery frames, increased block stun / adv, decreased horizontal movement, adjusted juggle physics, decreased juggle corner pushback
- LastCall.Super.NormalDecreased wall launch corner pushback
- LastCall.Super.BuffedDecreased wall launch corner pushback, increased wall bounce height
ARN-01D
Juggle values: [3, 3, 4]
- Throws.BothIncreased followup startup frames
St.LP: Now juggles
Cr.LP: Always resets
Jp.LP: Now juggles
St.LK: Now juggles
Cr.LK: Always resets
SquatKicks.Both: Always resets
St.MP: Now juggles
Bk.MP: Now juggles
Cr.MP: Always resets
Cr.Bk.MP: Now juggles
Jp.MP: Now resets against airborne (non juggled)
St.MK: Now juggles
Cr.MK: Always resets
Jp.MK: Now juggles
- DiveBomberIncreased hit stun
- Cr.HPNow juggles, now moves backwards slightly on use, adjusted cancel window into itself, no longer reorients when cancelling into itself, increased hit stun / adv
- Bk.HPAdjusted juggle physics, decreased juggle corner pushback
St.HK: Now juggles
Jp.HK: Now juggles
- BatteryDischarge.AllDecreased juggle corner pushback, adjusted wall launch physics, increased wall bounce height
- BatteryDischarge.HDecreased startup frames
RapidTaser.All: Never causes a reset
- RapidTaser.M/HDecreased startup frames
- EnergyTurret.AllNever causes a reset, increased juggle height
OrbitalStrike.EX: Never causes a reset
- Drive.Super.BothIncreased wall bounce height, decreased corner pushback
Gat
Juggle values: grounded: [2, 2, 3], airborne: [1, 1, 2]
- Jumps.CancelledAdjusted jump physics, decreased forward jump distance
St.LP: Now juggles
Cr.LP: Now juggles
- Jp.LPDecreased hit stun
St.LK: Now juggles
Cr.LK: Always resets
- Jp.LKDecreased hit stun
Cr.MP: Always resets
- Jp.MPDecreased hit stun
Cr.MK: Always resets
- Jp.MKDecreased hit stun, added additional lower hit box
St.HK: Now resets against airborne (non juggled)
- PrismCell.AllDecreased health gained
- PrismCell.LNow causes same juggle as other versions, decreased damage
- PrismCell.HDecreased damage;
- Gem.EXAdjusted wall launch physics, adjusted wall bounce physics
Levitate->AirReaper.Both: Never causes a reset
- Levitate->AirReaper.EXNo longer adds juggle value, decreased damage
- Levitate->AirStake.RegularDecreased startup frames
- Levitate->AirStake.EXDecreased damage
- GemLancer.SuperCan no longer cancel last hit into regular Levitate (EX only), adjusted cancel frames into EX.Levitate, decreased juggle corner pushback
- DiamondMaiden.SuperIncreased damage
Read the full detail changelog here.
What's Next
There's still a lot left to do before full release and we will continue to march towards that goal. The next things we are focusing on in no particular order:
More characters: finishing Reno and Meme
Online improvements: matchmaking, lobby improvements (still rough currently)
Single-player modes: arcade, survival
Replays: save and watch your matches
Gameplay updates: always improving
Thank you so much everyone for your patience getting this release out, I know it's been a long time coming but it has really been a substantial undertaking. Appreciate everyone who helped beta test the new hotness branch. Future updates should be more common, thanks again for your support.
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