Areas
13 changes in this update

Added

2 changes
UI
  • Sardine counter - the HUD now counts the sardines you have beaten. It used to count the ones left, and a number that drops to zero reads like a countdown, so it never made it onto the screen. Now it only goes up. It shows from round 5, when the school gets into the ring, and steps aside in the final round.

Loading
  • Loading screen - the game now loads behind a loading screen with a progress bar, and the title only comes up once everything is ready. The four bosses' sounds load there too; before, each one loaded the first time it played, in the middle of a fight.

Improved

5 changes
Gameplay
  • Dodging while charging - dashing now cancels the charged punch. The dash still happens, the charge is lost. Charging used to cost nothing: you could dash in circles, invulnerable, while it filled, and that made the charged punch free.

  • Charged spin - keep holding the charged punch and the spin speeds up with every turn. The damage is the same; it just looks like it means it.

  • Parry window - the attack marker's edge is thin now, and it triples in width when the parry window opens, so the moment to press stands out by contrast. Earlier entries said nothing told you when to press; the edge was always there, it just didn't stand out.

  • Parry or block - a parry used to look almost exactly like a block: the same gold underline under the word, the same short flash on the chicken. Now PARRY comes up bigger and wider spaced, in white over a bone underline, and the chicken's body stays lit more than twice as long as it does on a block. Gold still means you blocked; bone means you beat the attack.

Under the hood
  • Learning the engine - I am learning s&box while making this game, and most of this update is what I learned about where the work should happen. A lot of what the game used to build while you played is now prepared in the editor or loaded before the title: the waves and the sardines' swimming moved to the graphics card, the attack markers are drawn by a shader, and the sardines that fill the stands when a boss falls arrive in small steps instead of all in one frame. The game already ran well. What you should notice is that the moments that used to stutter, a boss falling, an attack being announced for the first time, a sound playing for the first time, don't anymore.

Fixed

6 changes
Gameplay
  • Charged punch on a gamepad - the heavy button now counts as charging from the moment you press it. For the first fifth of a second the ring already showed it charging, but a dodge didn't cancel it.

  • Stacked sardines - sardines that piled up on each other in the ring never came apart, and the pile followed the chicken around. Now a pile that gets too tall comes apart on its own, spilling into the free spots next to it without chasing you, and never onto a spot an attack marker covers. With the ring full a few piles still form close to the chicken, far fewer than before.

Visuals
  • Sardines out of step - the whole school in the ring hopped up and down in perfect unison, like one animal. Each sardine now keeps its own rhythm, the way the stands already did. And when the chicken gets hit, the stands' cheer, the wave and the jump, now runs through the crowd instead of going off all at once.

  • Marks in the sand - when the Retriever Seal and Orca Nostra slam the sand, the hit leaves a mark now, right where the blow lands. It was meant to be there from the start and never showed up.

Bosses
  • Orca Nostra's breach - she used to land well away from the red circle that announces where she will fall, so the warning didn't help you dodge. Now she flies to the marked spot in the last stretch of the wind-up and lands in the middle of it, and the damage, the sand and the mark all come from that point. If she jumps twice in a row, each jump aims at where you were when that jump was announced.

  • Orca Nostra's turn - most of her jumps already left facing the spot she was aiming at, but now and then one took off sideways. Now she turns toward the red circle while she is still on the sand, and turns faster on her second phase so she doesn't run out of time. Turning doesn't move the circle, the moment to dodge or the damage.

Areas
3 changes in this update

Added

1 change
HUD
  • Hit banner - it used to tint the whole screen to say one word, and it covered the very thing you needed to watch. The word now sits up in the corner under the score, with its band and its underline. Same colours as before: gold for what you can block, blood for what you cannot.

Fixed

1 change
Achievements
  • Achievements on your profile - the eight achievements were earned in the game and never reached your sbox.game profile. Last update said you could earn them, and you could - they just did not stick anywhere you could see them afterwards. Now each one you earn is registered on your record, with its score.

Known Issues

1 change
Gameplay
  • Parry - nothing tells you when to press yet. That is next.

Areas
7 changes in this update

Improved

1 change
Gameplay
  • Hit stop - a hit now slows the world down instead of freezing it.

Fixed

5 changes
Achievements
  • Achievements - you can earn them now. Before, not a single one could be earned: the counters for bosses beaten stayed at zero no matter how many bosses you beat. All eight are earned by playing.

  • Boss achievements - Bad Dog, Siren's Call, Not On The List and Sleep With The Fishes, one for each boss you bring down.

  • Winning clean - Whole Chicken for winning without dying once, and Not A Scratch for winning without losing any health.

  • Falling - Remember Who You Are the first time the chicken falls, whether or not you get it back up, and Tis But A Scratch for falling four times in one game.

Visuals
  • Sardines - no longer skate when they walk. Each little hop dragged the foot almost a whole body length; now it is a fifth of one.

Known Issues

1 change
Gameplay
  • Parry - nothing tells you when to press yet. That is next.

Areas
4 changes in this update

Improved

2 changes
Audio
  • Boxing bell - 8 dB quieter, and now it sits under the music. It rings at the start of every round, when a boss gets back up, on every unlock and on the win, and a player's review said it was too loud. It was. Everything else is 2 dB quieter too, evenly.

Package
  • Loading - the game no longer does all its warm-up work in one frame. Everything that has to be prepared before the first punch is now spread out, a little per frame, so the hitch you could feel while the title was up is gone. Nothing about the fight changed; it just gets there more smoothly.

Fixed

1 change
Package
  • Startup crash on some machines - the game could fail to start, with nothing on screen and no message. Two systems were being created in whatever order the engine felt like, and one of them needed the other to already exist; when the order came out wrong, it took the whole startup down. It does not depend on order any more. If the game never opened for you, try it again.

Known Issues

1 change
Package
  • OBS capture layer closes the game, even on the latest OBS - this is a known s&box + OBS issue, not a bug in the game, and it happens even if your OBS is up to date and closed. OBS installs a Vulkan capture layer on the system, and that layer loads into s&box whether you are recording or not; when it misbehaves, the game shuts down at startup. Updating OBS usually fixes it. If it doesn't, set the environment variable DISABLE_VULKAN_OBS_CAPTURE=1 and try again. If you want to check it yourself, the crash report s&box collects names graphics-hook64.dll, which is that layer's hook. It took down my own editor too, while OBS was updating in the background.

Areas
9 changes in this update

Added

6 changes
Gameplay
  • Dash - now speeds up with you. It ran at a fixed speed while your walk got faster with the score, so dodging was worth less and less exactly when the fight got quicker: five times faster than walking at the bottom of the ladder, three times at the top. It is five times faster at every tier now.

  • Dash cooldown - shortens as the fight speeds up. Half a second of waiting costs more and more as everything else accelerates, so the dash came out less often the faster you were going. It goes from 0.55s down to 0.23s at the top tier.

  • Risen mode - the dash is almost instant. Risen asks for a live combo, not a high score, and you enter the final round without one, so it gets its own rule instead of riding the score ladder.

  • Parry - the last entry listed it as a known issue and said it was the next thing we'd fix. It was. It shook the screen with the exact same numbers as an ordinary block; the shake is its own now, harder and shorter. A short hard knock reads as something you did; a long rumble reads as something that happened to you.

  • Parry - no longer pushes you back. A block absorbs and gives ground; a parry deflects and the chicken stays exactly where it was. Standing still is the chicken taking itself seriously.

  • Parry sparks - a parry throws its own sparks now. It never had any: it borrowed stand-in numbers that happened to be exactly the block's, so the two drew the same thing. A block is now a fan that opens, many small sparks scattering; a parry is a dry point, a few big fast ones in a tight cone, all at once.

Fixed

2 changes
Gameplay
  • Between bosses - the sardine school's breather between one boss and the next now lasts until the camera comes back to you, instead of ending while it may still be looking elsewhere.

Bosses
  • Orca Nostra's circle - the known issue from 0.3.0 is fixed: it no longer follows you while it charges. It was unblockable and it tracked you the whole way down, so moving didn't save you either: the only fight in the game with no answer at all. It now picks its spot when the wind-up starts and lands there. Measured: with the chicken walking three hundred units away during the wind-up, the hit used to land where the chicken ended, and now it lands where the chicken was. Aiming at you is still what Orca Nostra does. It just stopped chasing.

Known Issues

1 change
Gameplay
  • Parry - nothing tells you when to press yet. That is next.

Areas
15 changes in this update

Added

2 changes
Bosses
  • Names - meet the Retriever Seal, Queen Mermati, Officer Javier Miguel and Orca Nostra. For thirteen rounds their name tags read Foca, Manati, Lobo marino and Orca, which is what a zoo calls them, in Spanish.

Gameplay
  • Knockback - every enemy attack now pushes you. Before, most of them only hurt. Officer Javier Miguel's tackle has opinions about where you should be standing, and it is off the ring.

Improved

11 changes
Bosses
  • Queen Mermati - now keeps you at more than twice the distance, 130 instead of 60. She plants herself far away and sings from there. Getting close to her is now the fight. Try it and tell us.

  • Queen Mermati - sings sooner and over a smaller area, and gets back up with more health. Less time to leave, less distance to cover.

  • Retriever Seal - its pounce reaches twice as far, starts from closer, and is now its favourite move by a wide margin. It is, after all, a retriever. It also slides twice as far when you hit it, and gets back up in half the time.

  • Orca Nostra - no longer gets knocked back when you hit her at all. Same update, same number, opposite ends: the seal skids and the orca is nailed to the floor. You will notice.

  • Thinking - Queen Mermati, Officer Javier Miguel and Orca Nostra decide what to do next a fifth to a quarter faster.

  • Big attacks - the bosses pick them about twice as often, and they come back sooner: the tackle, the breach, the torpedo and Queen Mermati's wave wait a third to a half less between uses.

  • Orca Nostra's torpedo - you used to see it coming from across the ring. It now comes twice as often, and it no longer needs the distance: it can start right on top of you. That is not a bug. It is Orca Nostra. The same goes for Officer Javier Miguel's tackle.

Gameplay
  • Combo - takes 20% less time from the first kick to the last spin.

  • Dash - covers twice the distance. It was a step; now it gets you out.

  • Charged punch - 65 to 81 damage. Once the combo got faster, mashing paid better than charging, and the charged punch is the big, still bet of someone who won't dance. It should pay like one.

  • Top speed - at the top of the score ladder the whole fight ran at triple speed. It is 2.4 now: still fast, but you can see what is hitting you.

Known Issues

2 changes
Bosses
  • Orca Nostra's circle - follows you while it charges, so moving doesn't save you. It is unblockable and now effectively undodgeable, and this update made it worse by making it come out more often. If it caught you in the final round, that was not you playing badly.

Gameplay
  • Parry - still dull. It shakes the screen exactly like an ordinary block and has no effect of its own. The game pays you double points for the hardest read it asks of you and then tells you about it like you did nothing. It is the next thing we fix.

Areas
7 changes in this update

Added

1 change
Bosses
  • Stagger - a staggered boss makes the ground shake under it for as long as the stagger lasts. That is your window to punish it, and now you can see it.

Improved

3 changes
Gameplay
  • Parry sound - a short frying-pan hit. The parry on a red attack, the hardest read in the game, used to sound lower and duller than the one on a gold attack, and both cut off mid-ring. Now the red one is the hit as it is and the gold one sits three semitones lower, so the harder read sounds sharper. The tail stops at 0.22s so no metallic note is left hanging.

  • Sardine jump - you can dodge it now. From take-off to landing it took 0.41s; reacting takes about a quarter of a second and the dash needs 0.18 more to get you out, so it asked for 0.43. It now takes 0.46. The warning before the jump starts exactly where it did. The jump also flies slower, 217 units per second instead of 242, so you can actually see the arc.

UI
  • Score and fight text - the score is bigger, and PARRY, HIT, the boss's name and its health read clearly over the sand and the sea.

Fixed

2 changes
Bosses
  • Returning bosses - bosses coming back from the sea no longer show up floating, a little higher every time.

Visuals
  • Spin - in the last hit of the combo, only the glove that actually hits leaves a trail.

Known Issues

1 change
Gameplay
  • Parry - nothing tells you when to press yet. That is next.

Areas
28 changes in this update

Added

5 changes
Final round
  • Risen mode – the final round now offers it and you turn it on. Finish the game and it's yours for every round, with a key to toggle it

  • The stands empty out – the crowd leaves during the final round

Visuals
  • Hand-animated punches – the hook, the straight, the charged punch and the combo are animated by hand now

Bosses
  • Names – meet the Retriever Seal, Queen Mermati, Officer Javier Miguel and Orca Nostra. For thirteen rounds they were just Foca, Manati, Lobo marino and Orca

Gameplay
  • Knockback – every enemy attack now pushes you. Before, most of them only hurt

Improved

8 changes
Final round
  • Sardine school – opens with 164,500 instead of 282,000, since only bosses from the last lap add to it now

Gameplay
  • Framerate – the game ran at 36 FPS from round 5 onward, on every PC. The sea is now read once per frame instead of ~46,000 times: 29.3 ms per frame down to 18.6

  • Guarding – no longer freezes the game on every hit. Getting hit freezes half as long; the parry still freezes longest

  • Sardine jump – ring sardines leap to where you were standing and land there. They don't steer in the air, so moving makes them miss

  • Standing still – punching in place no longer swats every sardine mid-jump

  • Combo – takes 20% less time from the first kick to the last spin

  • Dash – covers twice the distance. It was a step; now it gets you out

  • Charged punch – 65 to 81 damage. The big, still bet should pay like one

Fixed

12 changes
Visuals
  • Chicken under the school – the outline that shows the chicken when it's covered now lights up for sardines

  • Camera – no longer clips into a boss that falls close to it (the orca mostly just vanished)

Bosses
  • Rounds 9–12 – bosses that arrive already risen had 41% of a normal fight's health. They now come with all of it, fought in their aggressive phase

  • Queen Mermati – keeps you at more than twice the distance (60 to 130) and sings from there. Getting close to her is now the fight. Try it and tell us

  • Queen Mermati – sings sooner over a smaller area, and gets back up with more health

  • Retriever Seal – her pounce reaches twice as far and is now her favourite move. She also slides twice as far when hit and gets back up in half the time

  • Orca Nostra – no longer gets knocked back by your hits at all

  • Thinking – Queen Mermati, Officer Javier Miguel and Orca Nostra decide their next move a fifth to a quarter faster

  • Special attacks – bosses pick them about twice as often

  • Orca Nostra's torpedo – comes twice as often and can start right on top of you. Not a bug. It's Orca Nostra. Same goes for Officer Javier Miguel's tackle

Gameplay
  • Between bosses – the sardine school no longer bites in the gap between one boss dying and the next one landing

UI
  • Control hints – now show their keys. They never did, for anyone

Removed

1 change
UI
  • Sardine counter – gone from the HUD

Known Issues

2 changes
Gameplay
  • Parry - feels dull: it shakes the screen like a normal block and has no effect of its own. Next on the list

  • Risen entrance – a boss that arrives risen gets literally risen from the floor

Areas
16 changes in this update

Added

3 changes
Gameplay
  • Full run – the game can be finished start to end: 13 rounds, four bosses that come back risen near the end, and a bonus round against the sardine school

  • Final round – the school stacks up and speeds up over time, the camera pulls out to show the whole ring, and a banner shows your progress

  • Risen mode – beat the game to unlock it: the chick runs much faster and takes double damage, and it lasts while your combo stays up

Improved

2 changes
Bosses
  • Repeat bosses – bosses that come back re-emerge, reset their pose and AI, and in rounds 9–12 spawn already risen

Final round
  • Sardine school – no longer bites or charges while a boss is entering or while you're reviving

Fixed

6 changes
Gameplay
  • Bonus round – could never be won, the end banner never showed up

  • Round 1 – no longer crashes

  • Timer – the match no longer starts with the clock stopped

Visuals
  • Fence – showed up as a pink and black checkerboard in the published game; it now uses its own wood texture

  • Revive arrow – the arrow around the mouse was missing in the published game, so players didn't know how to revive

  • Arena – the sand's roughness texture now ships with the game

Removed

1 change
Package
  • Third-party packages – the game no longer depends on any external package

Known Issues

4 changes
Gameplay
  • The sardine school can still hit you in the short gap between one boss dying and the next one landing

  • Bosses in rounds 9–12 have much less health than earlier fights, so the last rounds are the easiest

  • Risen mode only unlocks after finishing the game, so most first-time players never see it

UI
  • Control hints (MOVE, STRIKE, GUARD, DODGE) show an empty box instead of the key