
i posted this on reddit and discord so im gonna post it here too. thank you to all the new players for buying and playing Your Only Move Is HUSTLE over the winter sale. I never thought this game I made for my friends and I to goof off in would be going so strong this long after release with over 700 freaking modded characters on the steam workshop and tons of people playing it all the time. it's very surreal and I am thankful.
for anyone wondering about new content, I don't have any exciting news. YOMIH was never meant to be a long term project, and the more I work on the game, the more haggard and sick it makes me (both mentally and, apparently, physically now too). long term projects like this are just difficult for me. it's also not really in my blood to milk it like a business or to build a brand around it. this is why there is no paid dlc, customization is fully free to everyone, and I almost put out the game itself for free until people begged me to sell it, so I picked the highest price for which I could stomach peddling my little stickman software. I still feel weird about that decision.
but I want to show my appreciation, and offer some assurance that I'm still alive and committed to fixing any major issues when they come up like the lobby crashing thing. game is not abandoned by any means, just coasting along for now. there's an update on the unstable branch I still need to eventually finish up, and a final 6th character I've been planning for a long time if I can hold my nose and dive back into the code once more. before anyone asks, mobile and Mac ports are probably not happening any time soon unless I find a really awesome publisher who takes care of absolutely everything for me.
for those who don't know, I've been making loads of free games since the release of YOMIHmostly small scope jam games but you might find them fun. peep those at https://ivysly.itch.io/ . this is where most of my dev energy has been going lately. I have been thinking about worthy successors to YOMIH, and if there ever is one, it will be a lateral shift and not a direct sequel; I don't have it in me to design and balance another fighting game. but I've had some ideas about what to do with the main cast
anyway I love you guys. it feels good to be proud of not just my own game but the awesome community
who has turned it into something bigger. keep it real -ivy sly organiccucumber
PS if anyone is interested in hearing me talk about myself more and occasionally post project updates you can follow me on blue sky as i have largely abandoned twitter.
YES i am aware of the crash! unfortunately, it is not something i caused this time...
there is a software unrelated to YOMIH going around that scrambles network packets to avoid ISP blocks/censorship which also happens to have the unintended effect of crashing lobbies. until i figure out how to fix it, i have added a safeguard that is triggered when this software is detected and prevents users of this software to connect to multiplayer lobbies. credit to Leftie, Script, and Mana for the find. hopefully this is an easy fix but i will have to do some testing.
sorry i'm late! the last patch was over a month ago and seemed to be working fine so i took a couple weeks off not expecting people to nuke lobbies with sketchy scripts.
i have also added a safeguard from the current unstable build that might help with crashes.
turns out last patch broke hard knockdowns and a few other moves, as well as some new character select screen bugs. these should be all or mostly fixed.
new version number because this is *technically* a gameplay change, but nearly all 1.9.19 replays should work.
no gameplay changes yet.
modded players should see a new loading screen when the game starts. i've also made it so the game only needs to load modded characters once, instead of after every match. please let me know if this relieves the "mod mismatch" error.
additionally, cloud saving has been enabled.
nothing special. thank you to emi.pet and sodium fluoride for finding and alerting me to a particular vulnerability involving remote code execution - scary!
Click here for patch notes
Biggest change is that lobbies no longer default to custom characters being enabled. This is to promote a similar balance of modded to vanilla lobbies to before character loader was merged into base game, as modded lobbies have become a dominant majority and vanilla players are finding it difficult to find games. You can just as easily make a modded lobby, but now it is opt-in instead of opt-out.
No big shakeups, just more balancing and tweaks. I was a little late to get it in before the summer sale, sorry!
Just another aesthetic change: modded characters no longer inherit the extra aesthetic freeze-frames that came with the last patch.
I have added a toggle to the base character scene to have the freeze-frames that is disabled by default but hopefully made it stand out enough that new mods dont forget to enable it :P
And probably the smallest gameplay-changing update (which requires a new game version) that YOMIH has ever seen:
Ninja
- Super Jump
[list] - Slightly reduced range of angles (140 degrees -> 138 degrees) (should fix boring optimal combo Ninja players were unhappy about)
Click here for patch notes
Mostly balance and aesthetic changes, and anti-stall measures for the new character.Some of the modders were doing naughty things with my code :( but this should help.
Robot should be back in the game for modded character users, and many modded characters who were causing a startup crash should not be doing so any longer.
patch notes here
If your game is crashing on startup, unsubscribe from all mods and try again! I'm not sure what this patch may break...
Hello gamers. the new character, Mutant is finally out! sorry it took me so long. there was a lot of work to do, not just on the new character, but on every part of the game.
The Slop Man Cometh

[b]Art by blauxel !
[/b]
Some highlights before i get into how Mutant works:
- the Character Loader mod has been absorbed into the base game and somewhat optimized to reduce lag when lots of characters are installed.
- big change to the neutral game: air options have been globally reduced by 1, to prevent passivity and stalling. this means, for example, Ninja only gets one double jump/air dash/etc before touching the ground. but don't worry, when you start a combo, you get your extra air option back.
- several QOL features to display more relevant information on the screen, such as when you have initiative, who is being combo'd, a tooltip hint that explains DI, and more.
Mutant
Mutant (endearingly referred to as Slop Man) is an extremely rushdown-oriented character with tricky movement, a poisonous bite, and fierce close-range attacks.
Juke
A unique movement option called Juke allows Mutant to micro-adjust its positioning, setting up for counter-attacks and unpredictable neutral scrapping. This requires a resource, as shown by the green pips in the top left. You can get more pips by attacking the opponent, or by using his super, Howl.
Dash Forward
Mutant's Dash has some interesting properties. Aside from avoiding some attacks with its low hurtbox, Dash Forward can be followed up with a unique Dash Attack, and a special, Sneak Attack, which can sneak past the opponent and break their guard.
Envenom
Landing Envenom, Mutant's special throw, afflicts the opponent with a poison status. Additional to losing health over time, attacking a poisoned opponent causes acid bubbles to fly out of their bodies, turning into ad-hoc stage hazards that Mutant can use to its advantage.
Vault
Vault is a unique special that lets Mutant harmlessly bounce off opponent projectiles. You can also use it to attack the opponent directly.
Howl
Howl is a level 2 super that gives Mutant several Juke pips, and access to a new move, Slop Dash, which allows Mutant to move in any direction, similar to Ninja's Air Dash, but even from the ground.
Rebirth
Rebirth is a level 3 super that pulls the opponent toward Mutant, and does several things on hit:- Knocks the opponent away from Mutant at a dynamic angle
- Slightly heals Mutant
- Refreshes Mutant's air options

Mutant has some weaknesses too. Both Mutant's damage resistance and damage output are lower than the other vanilla characters. DI is generally more effective against Mutant's attacks, and DI reads are required both to combo as Mutant and to get out of Mutant's combos. Additionally, Mutant struggles to approach against strong zoning tactics.
However, Mutant is designed, like all base characters, to have an answer to every situation. While Mutant's options are more polarized, you should still be able to fight and win against anyone with this new character.
Anyway that about wraps it up. I hope you enjoy all the new stuff organiccucumber if you have any complaints, please direct them to the nearest Cowboy main
warning steam is being weird and freaky and your vote is probably not getting saved if you cast it before dec 21st 10am pt
for legal reasons this is a joke and i respectfully ask you to vote for whomever you think is the most deserving of the award (though it is obviously Your Only Move Is HUSTLE). anyway, look at what you freaks did:
[url=https://store.steampowered.com/steamawards#:~:text=Most%20Innovative%20Gameplay%20Award]

[/url]
the award heist is going smoothly. theyll never know what hit them. but even though everyone banded together to put my crappy scribbles on the lineup, i need you to click on them AGAIN because gaben DOESNT WANT US TO WIN!!!
voting starts tomorrow (dec 21st) at 10am PT.
if you dont cast your vote for Your Only Move Is HUSTLE i am BANNING you to only be able to play as my new character, STUPID COWBOY. could you IMAGINE if starfield lost to STICK FIGURES LOL
[h1]
[url=https://store.steampowered.com/steamawards#:~:text=Most%20Innovative%20Gameplay%20Award]who is stronger, todd howard (1 man) or the HUSTLERS (millions)
[/url][/h1]
organiccucumber
[h1]Mutant (aka SLOP MAN) is now playable in the _unstable branch!!!
[/h1]
To try him out, select the _unstable beta branch in your steam settings. Progress on this beta cycle can be found in #unstable-updates at https://discord.gg/youronlymoveishustle. There are plenty of other character changes too! Please tell me what you think!
A more thorough character trailer will be shown when Mutant is ready for a full release. for now have fun with this little freak!!!
Listen. You and I both know the deal here. Your Only Move Is HUSTLE is obviously, doubtlessly, the biggest innovation in fighting gameplay the world has seen in years. Slides forth a manila envelope and takes a huge drag off my expensive cigar. What do you say we put all this... dirty business behind us and start again on the right foot, huh? The bemuscled guardian behind me shifts a little and shoots through dark sunglasses a cold look your way. I swivel back around and place both elbows on the table, my chin resting on knuckles between luxurious jewels. Here's the deal. I am going to make you an offer it would be unwise to refuse.
Do it NOW
art by fleig :)
click to view patch notes
I didn't want to make any more changes before Olympus, but many of the top players (of all characters, including Wiz) have alerted me of a massively overpowered strategy that allows for Wizard to win while taking no risks. This was demonstrated at today's Protocol tournament where 6 of top 8 were Wizards, some of whom weren't normally even Wizard players. These were their suggested changes that should help alleviate the issue. I have chosen these changes because they are relatively minor adjustments and should not substantially impact typical Wizard strategies that aren't stalling.
1.8.20
- Robot bomb crash FIXED I THINK!!!
- Ninja's stored momentum pips now display the stored speed.
- Added option to show extra character information (just speed for now).
- Added ghost indicator to show when the player lands from an aerial state.
1.8.19
- Possibly fixed the prediction-related crash that has been happening for a lot of people on lower-end hardware
- Optimizations to prediction. Game should feel substantially smoother now
- Fixed bug where clicking actions buttons triggered the prediction again when releasing left click
- Burst can no longer go below 0
Forgot something
1.8.18
- Robot's Drive move now cancels to Idle on hold.
1.8.17
- Block hitstop is now added to block IASA when applicable.
- Blocking burst no longer makes it unpunishable the next time it's used.
more tweaks to prepare for the tournament
view patch notes here
1.8.12
- I think I fixed the mysterious prediction lag (again)
- Guard Break moves are now highlighted in the action selector
## All Characters
- Hustle
- No longer causes the opponent to get sad.
1.8.11
- Fixed incredibly strange interaction where you could influence your opponent's hitstun and knockback by selecting different moves during a combo.
- Hitboxes that are triggered during throw animations can now apply screen rumble and hitstop (where applicable). Mostly gameplay is unaffected.
A recent patch broke the prediction and made the game lag. This should fix that. No gameplay changes, so we're still on 1.8.10!
Repeat of 1.8.6 I dont wanna talk about it...organiccucumber
click for full patch notes
Do you ever just have a really silly day?Previous fix went a little too far - God willing, whiffed block should be *exactly* -1 on block now.
- Another patch to whiff block disadvantage not working properly
- Foresight IASA should be properly adjusted this time
click here for patch notes!!!
Just a quick bugfix and small balance update to tackle some of the bigger, more obvious problems before the big tournamentCheck it out everyone!!! You thought I was done yapping with the 1.8.0 update??? No way! We're excited to announce a new, free entry, major tournament series for Your Only Move Is HUSTLE: the Olympus Invitational! Hosted by Protocol Team, directed by VineRaio, sponsored by me.
Prepare for an exhilarating November and December as we usher in a wave of qualifier tournaments leading up to the grandest esports showdown ever staged and broadcasted for Your Only Move Is Hustle. Best of all, participation is absolutely free! Dive headfirst into the thrilling competition and embark on your epic odyssey towards Olympus!
Sign up for the first qualifier here: https://www.start.gg/olympus_1
Check out the other brackets on the Hub: https://www.start.gg/hub/olympus-tournament-series
Join the host server PROTOCOL for more details: https://discord.gg/jeTHc6tCgp
The Top 8 winners of each Qualifier receive exclusive invites for the Invitational. Invited players cannot enter subsequent qualifiers, but you can keep trying if you don't make it to Top 8.
Did I mention it's free to enter??? You have nothing to lose but your pride! Let's get this bread! Show em who's boss!!! and so on organiccucumber
[b]
CLICK HERE FOR FULL PATCH NOTES
[/b]OK listen up gamers!!! the new version is out. WOW. this patch is enormous and theres a lot to go over! so much so in fact that i will separate each big change into multiple sections... fancy...
The New Block On The Block

Art by blauxel !

Blocking has been totally overhauled. Previously, blocking worked like this: if you held block the same turn the opponent launched an attack, you got to parry and counterattack. If you started block a little later, it would be a soft-block and both characters would wait for the attacker to finish their animation. the real ugly things about old block, though, are how delayed attacks would ignore block entirely, that you were stuck in the animation, allowing for counterattack, and worst of all, that you had to guess which height the opponent was attacking you from or else your block didn't matter at all. all this combined made little sense and rendered blocking nearly useless as a defensive tool. in 1.7.0, the best form of defense was running away. that's no fun.
New block is a lot different. First off, it's been consolidated to one button, with the "block height" selection as part of the action's parameters.

You probably also noticed the new melee parry timing parameter. Since blocking is less risky, landing parries against melee has been made more difficult (however, parrying projectiles is unchanged from 1.7.0). While before you only needed to predict where your opponent would attack, now you need to predict where and when. Guessing wrong will result in a normal block, while guessing correctly rewards you with a parry. These prediction values are automatically updated whenever you press the block button, automatically detecting the timing and block height of the opponent's action you are trying to predict. let me elaborate with a GIF:

the shrewd hustler might notice another thing: both types of block now block every attack - that is to say, high block will block low attacks, and low block will block high attacks. Instead of having your block broken through entirely, blocking the wrong attack height will give your opponent more Block Advantage, a mechanic that barely existed in 1.7.0 but is much more prevalent and important now, so it needs some explaining too.
Block Advantage delays your or your opponent's next move's startup by a certain number of frames. For example, if you have a block advantage of +1, your opponent's next move will be delayed by one frame. Watch what happens when P1 Cowboy is +1 on block, and both Cowboys try to Pommel at the same time.

Note that your opponent enters the next state immediately regardless of block stun, but the startup of their move is increased. So, for example, if an action is invulnerable upon starting it, it will be invulnerable frame 1, no matter what.
To make up for losing the ability to open up your opponents with high/low mixups, an equivalent has been introduced in the form of Guard Breaks. These are moves that cannot be blocked normally, and they must be parried. Guard breaks, are supposed to be more analogous to overhead attacks in 2d fighters (or lows in 3d fighters like Tekken) - low damage, risky ways to open up your opponent's guard and keep them guessing. To mimic this effect, landing a Guard Break moderately scales your combo.

Hustlers with at least 1 bar of meter now have access to the new Push Block action, which pushes away the opponent more than regular block but does not allow for parrying.

And maybe most importantly, I wanted to touch on a big aesthetic and coolness improvement in the form of hit-cancelling on block, a feature standard in real-time fighting games that comes to join Your Only Move Is HUSTLE to allow for what it has sorely lacked: COOL BLOCKSTRINGS.

If this explanation made no sense, check out the brilliant community doc on the new block system.
UI Decluttering
The UI has been shifted around during gameplay to allow some breathing room to see what's going on. Super meters and character specific info has been moved to the top of the screen. During replays, the game looks the same as it did before.
Huge Performance Improvements
With the rising prominence of the only optimized moves mod, it became clear the game was in need of some de-chugging. This mod should no longer be required (though the modder technically did a better job than me and helped me to find the source of the issue) as the main cause of lag -- checking predictions of different moves -- has been dramatically optimized.
Hopefully you should no longer need a supercomputer to run the stick figure game.
Major Character Changes
Mutant
COMING SOON LOL
I was too busy balancing everyone else but now that the game is perfect I have time for slopmanNinja
Ninja's biggest change this patch has been the complete rework of storing and releasing momentum, which came out of the removal of Quick Slash in neutral.First off, Ninja can now store 3 charges of momentum.

Instead of the Release Momentum, action Ninja now has a Boost toggle that can be freely enabled alongside any attack or special. Ninjas can now angle their stored momentum in any direction, allowing for unique and interesting movement tricks. Both storing and boosting now consume 1 meter, but boosting doesn't actually require any meter to use (similar to Orb Portal).


Some other interesting Ninja changes:
- Back Sway is now usable in the air
- Grounded Dive Kick can now go upward.
- Both Summon types can now be out at once.
- Caltrops now gets destroyed by melee attacks.
Cowboy
Cowboy has got a lot of changes, mainly to Teleport and bullet-related moves. Many of the changes are to help with QOL, anti-stalling, and better interacting with the new block system.Cowboy has a new move, Pistol Whip. It's an aerial normal attack that sends downward. It also is usable in Quick Draw. It was made to serve the role in combos that down throw had in 1.7.0.

Cowboy's Temporal Round now fires and consumes a normal bullet. The angle of the shot is determined by DI, and it auto-aims at the opponent with no DI.

A big and perhaps controversial change is that Cowboy's Teleport and Instant Teleport have been merged into a single move that costs 1 bar of meter. Additionally, Teleport now has a (rather lenient) angle restriction when used in neutral, much like Foresight. Both have had their restrictions removed during combos.

Foresight and Shift should now function as the de-facto meterless replacement for Old Teleport, with New Teleport serving as a metered glimpse into Cowboy's past as a stage control monster with little accountability.
Other interesting Cowboy changes:
- 1,000 Cuts is a meter-drain super (like Orb) now.
- Cowboy lassoes his gun during Gun Throw, allowing it to return to him like a boomerang.
- First hit of 3 Combo is now hit-cancellable.
- Draw Cancel now triggers on hit and block.
Wizard
Wizard has been changed the least of the cast, but still has some important differences.You might notice Wizard's new gravity meter, replacing the ugly green slab from 1.7.0.

Wizard no longer uses Draw Moisture to gain droplets. Instead, they are automatically gained when landing a melee attack in neutral or parrying the opponent's melee attack.

Relatedly, Geyser is now a melee attack, allowing for hitcancels (though still not Free Cancels).

Zephyr has been given a unique throw animation.

Other interesting Wizard changes:
- Spark buff improves block advantage on Missile Form's headbutt hitbox.
- Flame Wave has been slightly toned down.
- Big rock causes hard knockdown.
- Bomb fuse is now twice as long.
Robot
Robot has had a lot of big changes. The biggest is perhaps the new rework to Armor. Robot's Armor has been demoted in most cases to autoguard, where Robot is put in a block situation when hit by melee attacks during an armored move. Robot will power through projectiles like normal, of course.
Robot can get old Armor back by landing Kill Process.

Robot has two new moves. One is called OVERFLOW, an air-to-ground command throw that refreshes an air option when used.

Robot's other new move, PROPEL, is a forward-moving grounded option that allows Robot to retain some momentum while performing grounded actions.

Robot's Flight ability has been adjusted. Flight momentum is now additively applied with forces, instead of going in a straight direction. Robot has been given a 4th air option to compensate. This opens up more interesting and unique uses of momentum alongside Robot's other moves.

Finally, Gravity Field has been removed. I hate removing options, especially super moves, but Gravity Field was an ugly fix to robot's biggest problem in 1.7.0: poor neutral. It was less than fun to deal with this move as the opponent, and served to reduce interactivity instead of enhance it. Robot's changes this patch should ideally avoid the need for such a move in the first place. RIP.
Other interesting Robot changes:
- Drive Cancel on block allows for dynamic and tricky blockstrings, making Robot a true stance character now.
- Landing hitbox is no longer stage-wide.
- LOIC is a level 2 super now, with some buffs to justify it.
- Drive stance's previously weaker options have been buffed.
Other Highlights
- The general minimum turn length has been tuned to be 10 frames (instead of 8). Most movement, landing lag, etc, has been adjusted to reflect this.
- Free Cancel is now enabled by default - you can turn this off in the options menu.
- Stalling has been further nerfed this patch with increasingly harsh Sadness penalties for excessively passive gameplay.
tl;dr i've been working like a dog since August on this patch, collaborating with the community to improve fun and balance and optimization and all that stuff with over 30 patches in just two months. theres a lot of changes, additions, and removals. your fav character has been changed a lot - all of them have! I've been focusing heavily on listening to player feedback (at all levels) and adjusting accordingly. things might break but i'll fix them. happy hustling!!!organiccucumberorganiccucumber
hi GAMERS! today marks one year since the first line of code for Your Only Move Is HUSTLE was written , and I've felt the desire to update everyone with how things are going on this next patch (since this is a big one and it's been a little while) so allow me to show you what i and the community are working on.
the biggest change to gameplay is a total overhaul to how defense works. experienced players have generally agreed that blocking in 1.7.0 is almost never worth doing except for on reaction, and that movement is too noncommittal to the point of detriment. what we have implemented now is a much safer form of defense that trades the enormous gamble of *parry or die* in the live stable patch with a more nuanced spectrum of advantage and reads for both players. it also allows the player to maintain offensive pressure with blockstrings. additionally, movement actions have been made a little more risky, with the standard 8-frame turn being bumped up to 10 (with a few moves being adjusted to compensate).
there are also huge performance improvements - mainly, no more harsh stuttering whenever you select a move with the prediction ghost enabled. i hope this might help a lot of players enjoy the game who were not able to play before, but we have yet to see if that's the case at a large scale.
anyway, there are a load of other changes and additions (as well as a few removals) but i'll stop yapping and just show off some of the new stuff.
check out this ninja blockstring (old vid, chip damage has been tweaked):
a new throw and grounded movement option for robot (see if you can spot it):
a new, compact UI that only shows during gameplay (is unchanged from 1.7.0 for replays):
there's a bunch more cool stuff too, and you can try it all out right now by selecting the `_unstable` beta branch on steam like so:
I recommend also visiting the discord where you can find patch notes on the current unstable version in #unstable-updates.
IVY OUT organiccucumber
Edit: I almost forgot to mention...
the slop man cometh
1.7.0
This patch got a little bigger than it was supposed to be (I intended this to be a 1.6.X release) but after over a dozen patches on the unstable branch i think it's appropriate to bump it up to 1.7. Main things to take a look at are Cowboy's new Rift utility and Robot's reworked Magnetize (now Gravity Field).
All Characters
- Normal throw whiff meter gain reduced to 0 [/*]
- Fixed inconsistency on landing OTG hitboxes (thanks wuffie).[/*]
- Attacks that do not increment the combo counter will no longer set combo proration.[/*]
- Added autocorrect toggle for forward dash[/*]
- Many moves in the game are coded as super moves for some reason or another but are functionally normal specials or attacks. I fixed a bug where these moves ("level-0" supers) were still scaling combo meter gain as if they were super moves.[/*]
Ninja
-
Skull Shaker
[list] - Damage increased (800 -> 900)[/*]
- Brain hemorrhage: applies a damage over time effect once per combo.[/*]
Cowboy
-
Shoot
[list] - Bullet hitstun decreased (25f -> 18f)[/*]
- Bullet no longer does self-damage until it bounces at least once[/*]
- Reduced repeated shot startup penalty (+5f -> +3f)[/*]
Wizard
-
Orb Portal
[list] - No longer affects meter gain in combos (bugfix).[/*]
Robot
-
Armor now starts on frame 3.
[list] - Armor startup increased by an extra 2f when whiff cancelling.[/*]
- I bet there is some weird tech with popping armor on the last few frames of a move.[/*]
1.6.1
Cowboy
-
Shoot
[list] - Fixed incorrect melee hitbox[/*]
Shoot Dodge
[/*]
Robot
- Magnetize[list]
- Pull in neutral is a little weaker.[/*]
1.6.0
- Mainly just balance updates, QOL, and a few new toys.[/*]
- Removed forward dash auto-correcting[/*]
- Normalized the cast's grounded friction during knockdown to approximately that of Ninja's.[/*]
- Melee attacks no longer cancel combo damage scaling from projectiles on the same turn[/*]
- Hitboxes that don't normally scale combo damage will still scale it on the first hit of the combo.[/*]
- Fixed hitbox meter gain modifier not actually being applied[/*]
- centered the audio a bit better (why does this keep getting reverted)[/*]
- Extra combo scaling on normal hitboxes is only applied after damage is taken.[/*]
- Removed ghost "turn ready" freeze sound[/*]
- Added option to enable the old brace mechanic from a previous unstable cycle.[/*]
Ninja
-
Quick Slash
[list] - No longer moves slightly upward one frame before teleporting.[/*]
- Buffered attacks in neutral now come out 1 frame sooner.[/*]
- Meter gain increased (0.25 -> 1.0)[/*]
Cowboy
-
I made gun fun!!! fun is finally gun!!!! i mean
[/*] -
Can once again Shift out of Quick Draw.
[/*] -
Max fall speed increased (8 -> 10)
[/*] -
Inst. Teleport
[list] - IASA increased (8f -> 10f)[/*]
- Reduced freeze frames (5f -> 2f) (aesthetic change only)[/*]
Wizard
-
swag renamed to gravity
[/*] -
gravity recharges while being comboed
[/*] -
Orb
[list] -
Lock/Unlock
[list] - Is now a free action toggle.[/*]
Robot
-
Robot's been a bit of a menace lately. I hope to fix some of his broken tools while making them more fun and engaging for both players. I also hope this will direct his gameplan more toward landing Command: Grab, which was the original design goal. He is also being tweaked to allow for more special mid-combo throws with meaningful extensions, emphasizing his intended role as a grappler. Plus a few buffs to moves that needed some love.
[/*] -
Increased max grounded speed (8 -> 9)
[/*] -
Magnetize
[list] - Rework. Magnet has been a terror on the neutral with no obvious solution, so for now we are going to tone it down and keep it to mainly a combo extension tool. [/*]
- Adds a "pull" toggle that lets Robot yank the opponent toward them freely. This pull is much stronger than the prior magnet effect, but lasts for a very short time.[/*]
- Pull strength is weakened in neutral[/*]
- Cannot use Pull and Armor at the same time.[/*]
1.5.3
Robot
- Throw (air)[list]
- No longer leads into grounded throws[/*]
1.5.2
- Possible fix to RNG replay desync[/*]
All Characters
- Burst[list]
- No longer framekills[/*]
Ninja
- Quick Slash (air)[list]
- IASA increased (14f -> 21f) (this was a mistake)[/*]
Hotfix 1.5.1
All Characters
- Burst[list]
- Is now 3f startup instead of 4f[/*]
Ninja
- Hitboxes dont all lose to grab anymore (that was weird)[/*]
WHATS GOOD HUSTLERS!!!! The new patch is ready...
Other than the new customization options, the main focus for this patch is increasing interactivity for both players during all states of advantage, especially combos. Combo length is theoretically just as long as before, but my hope is that you will now have to work harder and read your opponent better to extend combos, relying on DI mixups and improvisation instead of memorization. DI should now be both more useful for the defender, and more rewarding to capitalize on for the attacker.
Anyway, you can view all changes below. Since this patch log is smashed together from about 20 consecutive unstable patches, there's probably some incorrect info here lol. But I did my best to make sure it's all accurate and will correct mistakes as I learn of them.
And yes, there will be more news about the new character soon...
1.5.0
- Improvements to custom styles:[list]
- Added extra color customization options for weapons etc.[/*]
- Your last selected style is saved (finally).[/*]
All Characters
-
Added FX for throws and knockdown.
[/*] -
Burst is now frame 4 instead of frame 2 (burst cancel still unaffected)
[/*] -
Melee attacks now only increase combo scaling once per attack, instead of once per hit
[/*] -
Added ground bounce sound
[/*] -
Grab
[list] - Renamed to Throw[/*]
- Throw directions are now a buffered input[/*]
- Robot's air grab/throw is unchanged[/*]
Ninja
-
Like usual, Ninja is my model for balance this patch, as their combos require good game sense and reads to eke out the most damage. Not much is changed except for Quick Slash - which, despite how it might look, has been buffed in a way that I think is more fun for both players.
[/*] -
Quick Slash (during neutral and combo)
[list] - Distance is now adjustable.[/*]
- You can now choose to buffer one of 3 attacks at the end of the move (changes depending on if Ninja is grounded or aerial).[/*]
- Removed whiff penalty (parry penalty still applies) [/*]
Cowboy
-
Cowboy has been underperforming again, largely due to their poor neutral tools and general inability to string together longer combos even on a DI read. These changes should improve Cowboy's neutral and ability to better chase down opponents in a combo, while toning down some of the more boring setups Cowboy has had to rely on for a while.
[/*] -
1000 Cuts
[list] - Cowboy's forward walk speed, dash speed, and max air speed are increased during this move.[/*]
Wizard
-
Wizard has had some problematic tools (namely spark bomb) and a combo game that eclipses the other characters in terms of sheer number of turns spent and consistent damage dealt. These changes should bring Wiz more in line with the other characters while giving the character new tools to deal with previously optimal DI.
[/*] -
Increased hover repletion and depletion rate
[/*] -
Reduced aerial hover gain
[/*] -
Minimum requred hover meter has been increased
[/*] -
Starts with 3/4 hover meter now
[/*] -
Hover no longer depletes and repletes at the same time (lol)
[/*] -
Fast falling now consumes a bit of hover meter
[/*] -
Fastfalling in Missile Form drains a lot of hover meter.
[/*] -
Hover meter renamed to swag (shadow wizard anti gravity) meter
[/*] -
New move: Telekinesis
[list] - Level 1 super. Spawns a random object that you can launch at any time. Drops if you get hit.[/*]
Robot
-
Robot has been pretty good in terms of power level, but needed some adjustments. Alongside toning down some of its polarizing moves, I've (surprise) given it some more tools to deal with different DI angles.
[/*] -
All supers are now available during Drive.
[/*] -
Removed flame stacking
[/*] -
Magnetize
[list] - Reduced active time (110f -> 70f)[/*]
plz have fun with the new update or else organiccucumber
1.4.8
- Robot has had some problems again so here are the fixes.
## Robot
- Remote Bomb
- This move has been opening up insane unfair framekills like crazy. I've made these changes to tone it down while hopefully keeping it the same for most normal use
- You can no longer hit-cancel against the bomb after 2 consecutive hits. Resets in combos and when hit by a different player.
- DI effect degrades the more times you hit it. Resets in combos and when hit by a different player.
- Slightly reduced DI effect on horizontal momentum
- Increased explosion hitbox size
- Explosion now hits both players at once properly
- Increased launch speed modifier (1.3x -> 1.5x)
- IASA increased (12f -> 13f)
- Rumbles when hit and is nudged in the launch direction
- No longer explodes when armed and hit by the opponent
- Either player hitting a bomb will reduce its detonation time by 5 frames
- Concussive Blast
- Can no longer hit-cancel into itself.
- This is a major factor in the remote bomb framekill and I can think of no other way to fix it. I don't think people did this very often anyway.
- Kill Process
- Landing is now fully invulnerable. This prevents robot getting comboed out of kill process by landing on e.g. Ninja caltrops.
1.4.4
## Robot
- Kill Process
- Reverted min damage changes
- Added base damage of 1500
- Reduced neutral damage per bar (850 -> 750)
- Reduced combo damage per bar (400 -> 300)
sorry lol
another small patch to fix some srs problems and some smaller ones
1.4.3
- Burst no longer hitcancels against hit-cancellable projectiles
- Hitlag is no longer applied when attacking hit-cancellable projectiles with melee attacks (and is replaced by a fake "global freeze" a la supers and parries)
## Robot
- Oops, step and remote bomb framekills accidentally made robot extremely overpowered. sorry!
- Remote Bomb
- Arming the bomb makes it unparriable
- Armed bomb will explode when hit by the opponent
- DI affects launch trajectory (melee only)
- Step
- Hold forces Wait from frame 9 onward
- Drive
- Boost
- Now sends airborne
- Kill Process
- base neutral minimum damage increased (0 -> 200)
- base combo minimum damage increased (0 -> 150)
## Cowboy
- Shift
- Fixed double Free Cancel consumption
1.4.0
sorry this changelog is cobbled together from many unstable patches so some stuff might be wrong. plz correct me if so!
- New stuff for everyone.
- Hittable projectiles changes:
- Hitlag vs projectiles is applied properly now.
- Fixed prediction error with hitcancelling against projectiles
- Projectile invulnerable moves should be able to hit projectiles now.
- Added DI scaling settings
- Min & max DI scaling - adjusts how strong DI is at the beginning and the end of combos
- DI combo limit - adjusts how quickly DI reaches its maximum effect
- Added indicators to projectiles to show which player owns them. You can turn this off in the options menu.
- If you're out of FC charges, you can now spend a bar to free cancel.
- Grounded forward dash moves now scale the meter gained by how far you dash. min-length dashes build no meter at all.
- Squashed another class of framekills involving moves that are interruptible on the opponents' turn
- Attacking non-player objects now applies hitlag.
- Throws no longer count as a hit against attackable projectiles.
- Added match setting for starting meter.
- Air grab now land cancels for everyone (not just cowboy, lol) with 6f landing lag.
- Added setting to disable speed lines
- Gravity is now applied during grounded dash/walk moves (nerfs some niche stalling tech)
- Backward movement no longer prevents initiative
- Supers no longer use any meter if they are cancelled out of on the same frame they start. this shouldnt affect much but i'm mentioning it in case it does
- From now on I'll be trying to use the damage numbers that show up in game rather than the internal ones; a move in the code with damage of 50 will show up in game as 500. So i'll be using that convention here to end any possible confusion.
## Ninja
- Mostly QOL changes and some nerfs to stalling. Also a silly new projectile.
- Chuk Heavy
- Doesn't move as far forward
- No longer hitcancels until the last hit
- Last hit damage increased (600 -> 800)
- SDI modifier decreased for the first 2 hits (1.0 -> 0.2)
- DI modifier decreased for the first 2 hits (1.0 -> 0.3)
- Knockback reduced for first 2 hits (4.0 -> 2.5)
- Last hit hitbox size slightly increased
- Damage proration altered (0 -> -1)
- IASA reduced (22f -> 16f)
- Startup reduced (9f -> 7f)
- Chuk Light
- If used after Chuk Heavy, sends out a fast, unparriable projectile
- Whip Wave
- Is no longer backward on p2 side
- Sticky Bomb
- Detonate startup increased (2f -> 10f)
- Damage proration adjusted (3 -> 1)
- Air Dash
- During neutral, when land-cancelled, the total dash + landing duration will always add up to at least 8 frames.
- Backward speed is reduced by 40% on landing during neutral
- Substitution
- Can't substitute to the same projectile more than once during neutral.
- IASA increased in neutral (8f -> 10f)
- Quick Slash
- Doubled hitbox count to make collisions more accurate
- Grappling Hook
- Fixed Ninja being pulled in a slightly incorrect direction. This will now let you pull toward grounded players without going airborne.
- Increased sadness gain on backward Pull
## Cowboy
- Movement rework. Cowboy should have far more much-needed mixup potential now.
- Time Rift
- Is now a free action.
- Delayed detonation (3f -> 5f)
- Time Shift
- Is now a free action.
- Warp Stance
- Removed. Since all of its functions are usable outside the stance, and using it to teleport is generally pointless, there's no reason to keep it. Also it was super awkward and nobody really liked it.
- Foresight
- IASA increased (10f -> 11f)
- Hitlag modifier reduced (1.0 -> 0.0)
- Added snap to the horizontal axis
- Increased horizontal spawn range (200 -> 300)
- Increased vertical spawn range (200 -> 250)
- Increased max distance (300 -> 410)
- Dash
- Removed framekill
- Air Dash
- During neutral, when land-cancelled, the total dash + landing duration will always add up to at least 8 frames.
- Removed framekill
- Lightning Slice
- Proration adjusted (3 -> 1)
- Holster (slow)
- IASA increased (8f -> 10f)
- Draw Cancel
- Holding during the draw automatically holsters.
- Quick Draw
- Can't be cancelled into Hustle anymore.
- IASA reduced (9f -> 8f)
- Spot Dodge
- No longer consumes an air option
- Walk Forward
- Increased meter gain from forward velocity multiplier (1.0x -> 2.0x)
- Impale
- Improved tracking
- Is now projectile invulnerable after the teleport
- Followup attack should be fully invulnerable now
## Wizard
- Qol changes and a big new buff to Spark Bomb that gives Wiz an alternate playstyle.
- Vile Clutch
- IASA reduced (13f -> 12f)
- Is now aimable.
- Spark Bomb
- Nearby bombs can now be detonated for free.
- Getting hit by manual bomb detonations deals a bit of self damage (310) and speeds up Wizard's movement for a short time. The duration of this buff stacks.
- New arming animation
- Decreased IASA (14f -> 13f)
- Becomes interruptible on the opponents' turn when the projectile comes out (7f)
- Geyser
- Level 2 min damage increased (0 -> 500)
- Level 3 min damage increased (0 -> 800) and is 1 frame faster (11f -> 10f)
- Icicle
- Landing recovery increased (4f -> 6f)
- Mana Kick
- Landing recovery increased (4f -> 6f)
- Conjure Weapon
- No longer cancellable into Vile Clutch
- Missile Form
- Reduced meter gain from forward momentum multiplier (1.0x -> 0.5x)
- Increased sadness gain from backward missile
## Robot
- QOL, movement buffs and fun new moves.
- Starts with LOIC half-full.
- Fixed a bunch of Robot's grabs randomly flipping the wrong way. And possibly other robot flip bugs? needs testing...
- New Move: Remote Bomb
- Pops out a bomb that you can whack into enemies. It will explode after a long time. If you activate it with the Nade button, it will explode in 30 frames or the next time it hits something.
- New move: Return
- Only usable after Step. Fake out the opponent by moving back to your starting position.
- Step
- New sound and added particle effect
- Boot
- Forces ground bounce
- Spin Cycle
- Hitstun increased (20f -> 21f)
- Hustle
- Air OK
- Fly
- All 8 directions are now available
- Kill Process
- No longer Free Cancellable
- IASA reduced (40 -> 25)
- Try-Catch
- Hitcancels against projectiles
- Command Grab
- Extended range
- Drive
- New move: Boost
- Upgraded version of Wheelie. Level 1 super.
- Hits OTG.
- Forward
- Is now projectile invulnerable starting frame 1.
- Removed framekill
- Backward
- Removed framekill
- Idle
- Removed framekill
Sorry everyone, it looks like a prior build was crashing for everyone on Windows. It should work okay now.
Hi everyone, i guess this is kind of a big announcement but I got Linux YOMIH up and running and it should be now available for download :)
please let me know if things are broken! I dont have a Steam Deck but it should run natively on that device now. organiccucumber
1.3.9
- Fixed help menu being inescapable (lol)
- Fixed last move indicator showing hurt states
## Ninja
- Quick Slash (neutral)
- Increased hitstun (8f -> 10f)
Sorry bout that everyone. Modded lobbies should work like normal once again!
1.3.7
## Ninja
- Quick Slash (neutral)
- Hitstun increased (6f -> 8f)
1.3.6
- Added indicators to show each players' selected moves
- Wall splats in the air now use the same formula for splat duration as they do on the ground, plus 5 frames
- You can no longer be grabbed during blockstun
- Burst is no longer infinite in Infinite Resources mode
- Mods are now enabled by default (only affects new players)
- Lobby codes are now 6 letters instead of 4, to differentiate them from legacy server codes. Which means that they now also represent HTML color codes! isn't that neat
- Fixed prediction error with jumping
## Ninja
- Ninja had some problematic moves that made the character far and away the best character in competitive play while encouraging extremely passive and unfun gameplay. These changes are made to fix this problem while keeping the identity of Ninja's iconic moves.
- Quick Slash (neutral)
- Hitbox size reduced
- Hitstun reduced (8f -> 6f)
- Reduced meter gain multiplier (1.0x -> 0.25x)
- attacker hitstop increased (2f -> 4f)
- Quick Slash (all)
- +10f recovery and momentum reset when parried
- Increased landing lag on whiff (2f -> 8f)
- Increased IASA on whiff (20f -> 40f)
- Land cancel removed
- Reduced super freeze time (visual only) 5f -> 2f
- Friction returned
- Grappling Hook
- Only lasts 90 frames when attached to the ground or wall
- Restricted angle to only be in front of Ninja
- No longer flippable
- Shuriken
- Slightly reduced speed.
- Projectile comes out 1f later (5f -> 6f)
## Robot
- Fixed bug where you always get the visual armor effect on your first hit
## Cowboy
- Foresight
- Can be used outside of Warp Stance (with slightly longer recovery time, 7f -> 10f)
- extended downward angle range to extend slightly behind Cowboy
## Wizard
- Draw Moisture
- Only usable on ground
- Interruptible on the opponents' turn (but you still have to complete the animation to get the charge)
- Geyser
- Can't be cancelled directly into Draw Moisture
- Geyser (level 3)
- Wall splats
- Conjure Weapon
- Increased hitstun if you are hit during armor frames (20f -> 25f)
1.3.0
- Fall changes
- Fall is now always available any time you could do an air option, like Wait is on the ground.
- Fall is now 11f.
- Fall now restarts on holding, like Wait and Dash Forward.
- More sadness changes
- increased sadness damage over time
- Parrying projectiles no longer reduces sadness
- Sadness accrues faster when you are far above your opponent
- Sadness is not applied at all if you are close to the opponent
- Clashes now decrease sadness for both characters
- Added min chess timer option
- Default minimum chess timer increased to 10 seconds
- Jump snap radius defaults to max shorthop, not min fullhop
- Fix to inconsistent jump IASA resulting in esoteric knowledge checks (credit to Degritone)
- fixed crash(?) relating to some projectiles
- fixed being able to join lobbies with incompatible versions through Steam
## Ninja
- New move: Grappling Hook
- Hook onto the opponent or projectiles and bring yourself toward them
- Will only go a certain height above its spawn position
- Can only be used once in the air.
- Quick Slash (in neutral)
- Damage increased (40 -> 100)
- Does not hitcancel vs grounded opponents
- No longer sends airborne
- Now land-cancels
- no longer affected by friction
- Shuriken
- Now aimable.
- It's faster.
- Reduced grounded IASA (15f -> 13f)
- Punch
- IASA reduced (15f -> 14f)
- Back Sway
- IASA reduced (13f -> 12f)
- Whip Wave
- reduced IASA (19f -> 15f)
- Skull Shaker
- Distance adjustable
- Palm Strike
- Added some forward momentum
- Quick Slash
- Hitbox appears one frame later (7f -> 8f)
- Startup slightly increased when used in neutral (+1f i think)
- Uppercut (air)
- Retains full horizontal momentum
## Cowboy
- New move: Spot Dodge
- Functions as old TP in place
- Foresight
- IASA reduced (12f -> 7f)
## Wizard
- New move: Draw Moisture
- Use this to charge up droplets to use on Geyser.
- Geyser
- Must have at least 1 droplet to use. Spend additional droplets for a powered-up version. Max 3 droplets.
- 1 droplet: like previous geyser
- 2 droplets: small damage buff (120 -> 150), longer range
- 3 droplets: big damage buff (120 -> 170), longer range, unparriable
- Orb
- Swords
- 1st hit hitstop reduced (7f -> 5f)
- 1st hit DI nudge modifier increased (0.1 -> 0.35)
- 2nd hit DI nudge modifier increased (0.1 -> 0.85)
- 2nd and 3rd hit hitstop reduced (14f -> 8f)
- Roll
- Increased IASA (14f -> 16f)
- this normalizes it with the rest of the cast
- Spark Bomb
- Detonates at frame 1 now instead of frame 2 i think
## Robot
- Added effects that show when you use armor and when you gain armor back
- New move: Galvanize
- Spawns a LOIC orbital strike that targets you. Both LOIC and Galvanize will give the Robot that spawns it a charge of armor if if overlaps with them.
- Kill Process
- Level 9 KP no longer instakills during combos (still kills from neutral)
- Step
- Increased proration (1 -> 2)
- Increased animation length (13f -> 15f). this reduces the framekill potency a bit
- Magnetize
- No longer gives robot a charge of armor
hello again! steam workshop for Your Only Move Is HUSTLE is live now :) visit the workshop here: https://steamcommunity.com/app/2212330/workshop/
1.2.3
- Added steam workshop support :)
- Some fixes courtesy of Degritone
- Fixed some more prediction errors
- Fixed not being able to flip from some states
- tweaked how sadness is gained to allow more diverse playstyles (zoning)
- Whiffing attacks and spawning projectiles slightly reduces sadness
- Reduced sadness penalty on short back jump
- Landing a melee attack on block now reduces sadness by a lot
- Parrying melee attacks reduces sadness for both players as well
- grabbing and blocking now universally resets your stance.
## Wizard
- Magic Dart
- Can only bounce off the ground 2 times before fizzling out.
## Robot
- Magnetize
- Active frames reduced (130f -> 110f)
## Ninja
- Slide Kick
- Resets stance
Hello!!! Here is the first major patch for the steam version of Your Only Move Is HUSTLE. Some of your stuff got changed, but I think it will be more fun for everyone now! To play on the old version, select the beta for whichever version you'd like (the previous patch being 1.0.3).
Changelog
- all moves now become interruptible on the opponents' turn if the player hits the opponent. this means you can never be negative on hit. probably buggy.
- Depression buffs
- - Sadness prevents you from regaining air options when hit.
- - During sadness state you take a small amount of damage over time.
- default starting distance raised to 55
- somehow the audio centering fix got reverted. so the audio is now, again, more centered.
- Experimental fix to hitbox-related prediction errors.
- fixed some parry-related prediction errors, credit to Degritone for the fix
- UI fixes from wuffie:
XYPlot
- adjusted horizontal spacing on label
- disabled clipping on label
- updated default values of many XYplot moves
8Way
- added some assertions to catch improper usage
- attempts to set a sensible default based on the dir if the dir is disabled
- fix to the lag on opening character select, also thanks to wuffie
- updates and polish to the X/Y plot UI element and the 8-way UI element courtesy of wuffie
- added support for custom steam p2p packet handling for modders
Cowboy
- cowboy is both too weak and too strong right now in 1.0.3. his teleport doesn't feel good to use in neutral, but buffing its frame data makes it far too good and eclipses every other character's movement tools. while leaving it alone for combos, I'm now making it into a 2-part move with better frame data and some extra unique options.
- lightning slice does too many things right now and makes cowboy's plan extremely boring. i'm neutering its effectiveness in neutral with plans to give him better, more situational pokes for more interesting mindgames.
New move: Warp Stance
- Fast movement setup option. you take a few frames to enter a stance, then you can choose Teleport or Foresight. this replaces normal Teleport in neutral.
New move: Foresight
- only usable from Warp Stance
- create an image of Cowboy somewhere on the screen. you can later teleport to this image very quickly using the followup move, Time Shift.
- the after-image goes away after a little while. It goes away if you hit it or Cowboy, or if Cowboy strays too far away from it.
New move: Time Shift
- Quickly teleports to your after-image.
New move: Time Rift
- explodes the foresight after-image
Teleport (normal)
- Only usable in combos now
Teleport (all)
- Reduced cross-through teleport penalty (8f -> 2f)
- Teleporting through the opponent limits your horizontal distance from them and reduces your horizontal momentum
- Reduced upward momentum outside of combos
- Cross-through penalty not applied for teleport in place.
- Sound volume slightly increased
Impale
- Now is forced to have p2 priority.
Lightning Slice
- No longer aimable in neutral
- hitstun increased (at start of combo) (6 -> 10)
Horiz. Slash (grounded)
- Shockwave hitbox hitstun increased (10 -> 13)
Robot
- Can now cancel aerial options into Fall which is 8f IASA while flying.
Vacuum
- Increased knockback (4.5 -> 7.5)
- Startup decreased (13f -> 11f)
Bounds Check
- Air OK
Flip
- IASA reduced (inf -> 20f)
- Now hit-cancellable
Ping
- Decreased startup (8f -> 6f)
- Removed framekill
Boot
- startup reduced (9f -> 8f)
Concussive Blast
- reduced startup (6f -> 5f)
Command: Grab
- Damage per slam increased to 140
- leads to a hard knockdown now
Chain Saw
- Damage proration adjusted (0 -> -2)
- Damage per hit increased (45 -> 55)
- Minimum damage per hit increased (7 -> 12)
Flame Thrower
- No longer a super
LOIC
- creates some fire on the ground
- now fully charges instantly in infinite resources mode
Kick User
- Hitstun reduced (inf -> 60f)
Magnetize
- Duration increased (70f -> 130f)
Ninja
Skull Shaker
- Damage increased (60 -> 80)
- Hitstun increased (30 -> 31)
Wizard
Spark Bomb
- now ignores projectile immunity
Magic Dart
- Is now aimable finally
- Speed boost
- Now it bounces off the floor instead of fizzling out.
Fixed some problems with projectiles in the prior patch (some projectiles such as LOIC and 1000 cuts were not being disabled on hit as they should be). New patch number because it is technically a gameplay-changing update.
The ubiquitous crashing problem from 1.0.2 has been fixed (i hope). I have now set up an "unstable" beta branch to test new features.
game is back on 1.0.1 for now while i figure out what is causing the crash for everyone
Edit: the crashes associated with this patch have been fixed (i think). Please update your game. If it still crashes... let me know.
1.0.2
- Fixed some prediction errors with projectile facing direction (credit to Degritone for finding this)
- Reduced max lobby size to 32 (large lobbies were causing performance problems)
- Fixed most freeze glitches in turbo mode
- turn timer duration no longer resets after every match
- Hustle is now interruptible on the opponents' turn
- Updated DI display
Ninja
Chuk Jump
- Air OK - Now sends downward
Robot
- Armor can now take multiple hits from projectiles
LOIC
- Can no longer be affected by Gust or Zephyr.
Patch 1.0.1-steam
- Fixed hurtbox states not getting flipped (credit to Degritone for finding this)
- Fixed lag spike on game start (credit to wuffie for finding this)
- Replay list now shows the game version the replay was saved on.
- Small UI changes
- new checkerboard particles
- Added a 1.0.0 beta branch so you can view old replays without desyncs.
## Robot
- Fly
- Fixed incorrect fly direction bug.
Fixed spectators randomly not being able to talk with each other (i think)
fixed the "Touch of Death" and "Gratuitous" achievements. you *should* be able to get them now.
fixed some problems causing users to accidentally join lobbies, updated the layout, and added sorting options. still trying to figure out why it won't display *all* of the lobbies. stay tuned
Fixed mouse scroll clicking lobbies in the lobby list
Hey!!!!! I'm very excited to announce that Your Only Move Is HUSTLE is now available for purchase :)
You may be surprised to see that there is a new character, too!
There are sure to be bugs and growing pains coming from the itch beta, so please use the community channels to let me know about any problems!
Thank you so much again for all the support... you have made my entire life!!!
I LOVE YOU
Ivy out
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