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Audio mixing: the first pass
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Parrying finally feels right
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Balance pass one
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Perf on low-end phones
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Training mode: combo trials
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We rebuilt the parry six times. The early version was either too generous (defenders could parry on reaction) or too punishing (the window was so tight nobody could land one in practice). Neither was a fighting game.
This week’s build ships v6 - and for the first time, the dev playtests didn’t end in someone closing the build out of frustration. The window is 4 frames at 60fps, with a generous 12-frame counter punish window after a successful read. Trade is simple: get it wrong, eat the combo. Get it right, your turn.
More notes from the netcode team on how rollback affected the implementation, plus an in-engine clip - coming next week.
Original plan: dump the full roster at announce. Marketing instinct, classic “shock and awe.”
Game design pushed back hard. Their argument was that a 20-character roster announced all at once dilutes each reveal - fans get attached to one fighter, scroll down, see five more reveals, attention’s gone before they finish reading the bios.
So we landed on a cadence. One major reveal per week, two minor reveals scattered between. Pre-reg milestones unlock the order - you, the community, vote which character drops next from the locked roster. We’ll launch the voting tool in the next dev diary.
We are a small studio. Roughly thirty-five people, mostly veterans of the kind of mobile fighting games you have probably already played, working on something that is - at minimum - bigger than we are.
We are not going to pretend the size mismatch is an accident. It is the entire point. The team that made [a list of games we cannot mention by contract] is now making a DC Universe PVP fighter, and the result is going to feel different than a project of this license usually does. Closer to the metal. More opinionated.
This blog is the place we will tell you about that work. Not press releases. Not roadmaps. Builds, decisions, arguments, things we tried that did not work, the occasional in-engine clip when we have something worth sharing.
We have a few rules for ourselves on what goes here:
- No vapor. If we cannot show it, we will not promise it.
- No corporate gloss. This is the team voice, edited only enough to be readable.
- Real timelines. When something slips, it slips. We will say so.
The first proper dev diary lands soon. In the meantime - pre-register if you have not, follow along on Discord, and bring questions.
- The Team
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec sed odio dui. First post-beta balance pass - frame data tweaks across six fighters.
Cras justo odio, dapibus ac facilisis in, egestas eget quam. Morbi leo risus, porta ac consectetur ac, vestibulum at eros - notes from the team on what shipped and what’s next.
Mobile rollback in 2026 is a different beast than rollback on PC in 2018. Cellular jitter is worse, frame-pacing on mid-range Android phones is unpredictable, and our prediction window has to handle that without making the game look like a slideshow.
Our current implementation: 8-frame prediction window, with a graceful degradation path down to 4 frames on connections with high jitter variance. We hide the resync via animation-blending - when a player gets corrected, the character lerps to the corrected position over 2 frames instead of snapping.
It’s not perfect yet. The corner case we’re still hunting: a defender whose connection drops to 4-frame mid-combo. The attacker on a clean connection extends the combo into rollback-resync territory, and the defender sees a teleport. Working on a smarter blend that handles mid-combo corrections more gracefully.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec sed odio dui. Where we are, what’s left, and the dates we’re holding ourselves to.
Cras justo odio, dapibus ac facilisis in, egestas eget quam. Morbi leo risus, porta ac consectetur ac, vestibulum at eros - notes from the team on what shipped and what’s next.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec sed odio dui. Rebuilt the stage lighting so reads stay clear during busy combos.
Cras justo odio, dapibus ac facilisis in, egestas eget quam. Morbi leo risus, porta ac consectetur ac, vestibulum at eros - notes from the team on what shipped and what’s next.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec sed odio dui. How we seed early MMR and keep first matches from feeling lopsided.
Cras justo odio, dapibus ac facilisis in, egestas eget quam. Morbi leo risus, porta ac consectetur ac, vestibulum at eros - notes from the team on what shipped and what’s next.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec sed odio dui. Trimming the HUD to the essentials so the fight stays the focus.
Cras justo odio, dapibus ac facilisis in, egestas eget quam. Morbi leo risus, porta ac consectetur ac, vestibulum at eros - notes from the team on what shipped and what’s next.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec sed odio dui. New hit layers and a cleaner mix for parries and clashes.
Cras justo odio, dapibus ac facilisis in, egestas eget quam. Morbi leo risus, porta ac consectetur ac, vestibulum at eros - notes from the team on what shipped and what’s next.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec sed odio dui. Another silhouette joins the wings - guesses welcome.
Cras justo odio, dapibus ac facilisis in, egestas eget quam. Morbi leo risus, porta ac consectetur ac, vestibulum at eros - notes from the team on what shipped and what’s next.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec sed odio dui. Locking 60fps on three-year-old hardware - what we cut to get there.
Cras justo odio, dapibus ac facilisis in, egestas eget quam. Morbi leo risus, porta ac consectetur ac, vestibulum at eros - notes from the team on what shipped and what’s next.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec sed odio dui. Combo trials are in - bite-size challenges that teach each fighter.
Cras justo odio, dapibus ac facilisis in, egestas eget quam. Morbi leo risus, porta ac consectetur ac, vestibulum at eros - notes from the team on what shipped and what’s next.