Online matches - host a room that shows up in the lobby list, players join you straight from there
Room name - rename your lobby at any time, it updates for everyone browsing the list
Room settings - arena, mode, bot difficulty, rule cards and arena events are all set by the host
Match length - pick a 3, 5, 7 or 9 round bracket, wins needed is always the majority
New fighters - every fighter is redrawn from scratch with a real 8 frame walk cycle
Aiming arm - the gun arm follows your aim, so the fighter actually holds the revolver
Air poses - jump, fall and landing are drawn poses of their own instead of reused walk frames
47 achievements - 680 achievement score, from winning your first round to knocking 1,000 fighters off the roof
Bot collision - fighters push each other apart instead of standing inside one another
Buttons - rounded translucent pills in the s&box menu style, with a press animation and a staggered entrance
Panels - the big menus are properly oval and the coloured strip on top of every panel is gone
Settings - switching tabs animates instead of snapping
Lobby list - rooms show the arena, the mode and who is already inside, with a refresh button
Scoreboard - oval cards, no more red and blue strips
Results - rebuilt in the menu style, with oval award cards
Home note - the extra line of text under the main menu buttons
First launch now asks for your language, English or Russian, and never asks again.
Full training run: double jump, recoil, knockback and ring outs, 12 steps you clear by doing them, not by waiting out a timer.
Training is offered once before your first match, and the skip is remembered.
Escape opens a pause menu: settings, back to the lobby, leave the match.
An endless demo fight now plays behind the main menu.
Bot difficulty in the room rules: Easy, Normal, Hard.
The room tells you who just joined and why the lobby opened.
Rebuilt main menu and lobby: rounded buttons, one visual language on every screen.
Fighter sprites redrawn: even outline over the whole body, no white edges left from the cutout.
Your aim always follows the mouse, including while you are down or respawning.
Bots hunt each other instead of jumping in place behind cover, and no longer fire faster than they reload.
Training steps hold long enough to read what you just did.
Store capsule and preview art redone in the game font.
A player joining a host landed in an empty arena with no fighters and no interface. The host world was never handed to the network when the room opened later, so nothing was ever in sync.
Joining while the host was in training or sitting in the menu left the guest stuck. The room now opens a shared lobby for both.
Panels knocked out by the rooftop event came back invisible and could not be stood on.
Fighters could spawn inside a platform and be unable to move.
The camera zoomed out when a fighter was launched far off screen.
The cursor disappeared on the rule pick and on the rematch screen.
The crosshair pointed the wrong way right after a spawn.
Off screen distance marker that pointed at nothing players needed.
Debug labels above the nicknames and the console spam behind the tilde key.
Press ESC at any time to open the pause menu.
Hosts can send the whole room back to the lobby straight from the pause menu, so rules, seats and bots can be changed between matches instead of only before the first one.
You can aim with the mouse at all times now, including while you are dead, respawning or waiting out the countdown.
Fighters' legs hold a clear outline at gameplay size instead of blurring into the rooftops.
A white patch showed up under the fighters' arms during matches, on the menu roster and on the lobby seats.
The crosshair snapped to a random direction the moment you respawned.
The game could crash with a null reference when a sound event arrived right after leaving a match.