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The price to pay for immortality is to live forever.

Some people in the Bone Republic kill time by training their mind and body to one day wield the Elevator Button, a supposed Ultimate Artifact of Infinite Power. Skeptics call it a literary device created solely out of desperation by a culture to give infinite life a purpose, while others call it salvation.

Regardless of the truth, the Elevator Button motivates the whimsical cast of this 2D love letter to classic arcade stick fighters to improve themselves enough to reach it.

Friday Night Knockout is designed to be mechanically complex enough to satisfy veteran stick fighter players while holding back on excessive memorization to be accessible to new players to the genre. With fewer combos to memorize than usual, new players can jump into the game and not feel like the only thing in their way is knowledge of the indigestible amount of button sequences to keep track of.

Welcome to the Bone Republic

Welcome to the Bone Republic! Informally known as the Bone Zone, the Bone Republic is a plane of existence perpetually in limbo. It's been interdimensionally sitting beneath everyone's feet since the dawn of time, collecting dust, as well as forgotten objects of unmeasured power, people from a variety of backgrounds, and creatures of unknown origin. Strangely enough, the epicenter of the plane is the calmest, while the further one someone finds themselves, the closer they venture to the Event Horizon, where chaos takes the reigns. With objects falling from the sky without notice and rifts opening to unimaginable planes, the laws of physics become a mere suggestion to anyone who dares approach it.

The plane is unforgiving and untamed, yet in the midst of the chaos lie two distinct powers that be: June and the Elevator Button. Many speculate June's origins. The self-elected leader of the Bone Republic has equally unknown abilities and intentions. While she casually makes appearances at various locations in the Bone Zone, she successfully created a bureaucracy, built a transportation system, and funded the Friday Night Knockout League from nothing. The Elevator button is even more mysterious. Many deny its existence, and few claim to have seen it with their own eyes. Everyone, however, agrees that it's an artifact of immeasurable power.

Friday Night Knockout geographically spans the entire Bone Zone, from the peaceful town, Rio Claro, to the middle of the Event Horizon, in Belo Horizonte. It also has characters quite familiar with the plane and to fresh new faces.

Meet the Friday Night Champions

                                                   

       SLATE                               LAURA                              GODOT                          CHRISTMISS 

 Available later                Prototype version                Available after                   Available after

 in Early Access                      available                             release                               release

What's Inside?

  • Single Player (Available through update after release)

  • Versus (Local 1v1)

  • Four characters (Availability disclosed above)

  • Four stages (Stages become fully complete with their corresponding characters)

How Do I Play?

  • Use light, medium, and heavy punches as well as kicks to combo your opponent

  • Switch things up by chaining air, ground, and crouched attacks

  • Grab your opponents and send them flying

  • Vary your combos by adding special input moves to keep them on their feet

  • Parry by blocking at the right moment and counter your opponents' attacks

  • Finish your opponents off with Overloads: special input moves that spend corruption you've built up during the match

Friday Night Knockout can be played with controllers and/or keyboard. The layout on the keyboard is very similar to arcade stick fighters by using WASD for movement and IOP/JKL for attacks. Controllers are recommended for the best play experience, but the game can be played and mastered by just using a keyboard. If issues persist when using a specific controller or controls seem mapped incorrectly, contact support.

What's the Release Schedule?

These dates are tentative but should similarly reflect what ends up happening:

            Playtest                                         Early Access                               Full Release

               Now                                                 Now                                      Winter 2025

Features coming out at each time are listed above.

Note: some features may come out later and/or earlier than expected. The playtest version of the game will become more and more distant from the Early Access version of the game as time progresses. I'll be as transparent as possible about release schedule changes and progress as I can be.

Can I Report Bugs?

Please do. If you own a copy and would like to report a bug, please use the support email address. Begin the subject line with 'Bug Report'. In the body of the message, please explain the issue and how to reproduce it. Attach screenshots and/or screen recordings if you have them. If applicable to your build, please mention the unique build identifier found in the main menu.

Who Is Codegnat Studios?

While Codegnat Studios may imply an office building with many people, in reality, it's me: Alex! I'm a college student studying Computer Science and game development is one of my passions. I love it, so I spend a significant amount of my free time on it. Since I'm one person and I really don't like to cut corners, I do almost all of the work. If it's in the game, not a sound effect, and not credited to someone else, I probably did it. This is my biggest passion project, so I really hope you enjoy playing it with your friends.

Friday Night Knockout
Codegnat StudiosDeveloper
Codegnat StudiosPublisher
2025-07-01Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Balancing Update

Hello, all!

This update aims to make the game make more sense. I made the hurtboxes and hitboxes more accurate to the animations that really change where the player is visually. In addition, I animated all of the hirelings that Laura summons and made their hitboxes and hurtboxes reflect their bodies. Previously, the hireling that would be summoned next was previewed through a fading black silhouette after the previous one was summoned or when the player would cycle to the next hireling. Now the silhouette is gone and replaced with an ever-present image seen on the bottom right of the players drivers licenses. There are also some aesthetic changes, including a big combo display that appears beginning at x2 combo as well as more palettes for Laura.

Changelog:

  • Removed a hireling, redesigned a hireling, updated all of the hirelings data, and animated all of them

    [/*]
  • Added indication of what hireling each player playing Laura is currently selecting on the drivers license

    [/*]
  • Hirelings leave behind their masks for a while before completely disappearing after leaving the stage

    [/*]
  • Fixed bug where players would redefine their ground

    [/*]
  • Added a combo tracker

    [/*]
  • Adjusted various hurtboxes and hitboxes to more accurately reflect the moves they were associated with

    [/*]
  • Increased parry hitstun time to three seconds

    [/*]
  • Added and removed palettes from Laura

    [/*]
  • Various minor aesthetic changes

    [/*]
  • Various minor bug fixes

    [/*]

Enjoy!

Alex

Game Description Image

[ 2025-08-20 04:42:15 CET ] [Original Post]
CPU and Quality of Life Update

Hello, everyone!

This update has a big addition and a lot of quality of life updates:

  • Added Single Player Quick Match: Play against a variety of CPU difficulties!

    [/*]
  • Added health depletion in training mode

    [/*]
  • Fixed bug that didn't allow for proper player palette selection

    [/*]
  • Fixed bug that didn't allow players to teleport

    [/*]
  • Various minor aesthetic improvements

    [/*]
  • Various minor bug fixes

    [/*]

It was very fun adding the CPU into the game. Enjoy!

Game Description Image

[ 2025-08-11 23:38:06 CET ] [Original Post]
Early Access Release!

Hello, Friday Night Registrees! Its Alex. Its been a while, but this update isnt an update at all, its the first Early Access release! Its finally here, hooray! Heres the changelog:

  • Cleaned up Lauras animations

    [/*]
  • Various bug fixes

    [/*]

Okay, wait a minute. This changelog isnt going to look representative of the work that actually was put into this update. This is historic, so let me give some more detail. For this update, I did all of Lauras animations. Thats 197 glorious hand-animated frames for you to enjoy. In addition, I cleaned up two of the stages visuals. I also completely overhauled both the game physics and how the game handles everything. It was a lot. Heres a more specific changelog:

  • Cleaned up Lauras animations, including: dash_forward, block, land, air_medium_punch, air_heavy_kick, light_punch, crouch_heavy_punch, medium_punch, throw_forward, damage_prone_air, dmg_supine, dmg_grabbed, lose, dmg_airborne, dmg_crouch, intro, crouch, crouch_block, heavy_kick, dmg_flip, crouch_medium_kick, max_overload, medium_kick, air_heavy_punch, min_overload, dmg_gut, walk_forward, and walk_backward, grab, heavy_punch, medium_punch

    [/*]
  • Removed Lauras backwards dash

    [/*]
  • Adjusted many of Lauras moves to both balance the game as well as reflect the visual updates

    [/*]
  • Added more costumes to Lauras selection

    [/*]
  • Visually updated the Beach stage and the Bathhouse stage

    [/*]
  • Added a build identifier to the main menu

    [/*]
  • Minor aesthetic updates

    [/*]
  • Added blocking effect

    [/*]
  • Added the first official music track: 2x0. Thanks to my awesome dad for composing and recording it!

    [/*]
  • Fixed bugs where players would get locked in certain states

    [/*]
  • Various minor bug fixes

    [/*]

On a completely unrelated note, know any animators? Email me. Seriously. (codegnatstudios at gmail dot com)

This is, again, a huge milestone for the game. Im very happy with what I have so far, and its been great to work on this! For reference, here are my priorities in order:

[olist]
  • Add support for player vs CPU/Computer

    [/*]
  • Many more visual updates (stages, animations, etc...)

    [/*]
  • Slates rough visuals

    [/*]
  • Sound design

    [/*][/olist]

    These will be my priorities in relation to the game for the near future (among many other entries in my list of bugs to fix and features to add). After Slate is finalized (around to the point where Laura is now), I can start working on the single play story mode for both Laura and Slate.

    Knock yourselves out!
    Alex

  • [ 2025-07-10 00:56:56 CET ] [Original Post]
    GAMEBILLET

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