Brawltale

Changelog

Everything added to Brawltale, day by day. Newest first.

11/03/2026

  • Moves now start on your own screen the moment you press, the same way vanilla items do, instead of waiting for the server to answer
  • Rogue's blow dart fires instantly on click: the puff, the shoot pose and the dart itself all show right away, like the vanilla bow
  • Moves with a wind-up now play their wind-up sound the moment you press: Crimson Cross, Blunderbuss, Plunder, Grapple Arrow, Homing Arrow, Strong Slash, Smokescreen, Bat Form, Blood Grab, Hypnosis Shot, Dig Up, Eat, Leap, Head Bash, Shoulder Charge and Avalanche Leap
  • Pressing a move during another move's endlag still queues it as before, with no early sound
  • Hits are still decided by the server, exactly like vanilla's bow, so aiming at a distance works the same as before

11/02/2026

  • The whole lobby can now be placed in game: player spawn, statues, keepers, levers, dummies, crystals and the training range, all set by standing there
  • The lobby can now be a fully built map, ready for a proper lobby build. The generated island stays as the fallback
  • Training range can be any mix of boxes, circles, spheres and outlines, with cut-outs
  • A color coded view with a legend shows every saved lobby spot
  • Strike animations now start early so they land on the hit, based on what makes each move's hit happen
  • Animations are capped by rule, every clip loads before a match, and a safety net clears a clip left on by mistake
  • Stopping a move no longer wipes your next swing's animation
  • Every fighter now has one hurtbox from their model, the same box vanilla swings use. Yetis can be hit at their visible edge
  • Every fighter now has one terminal velocity, so a wide fighter no longer flies lower
  • New tools for refining the game: frame data, slow motion, an animation timeline, hitbox and swing editing, particle testing, replays of match moments, a sound cue sheet, map checks and balance reports
  • Every move now follows one written standard
  • Fixed tutorials on match servers bouncing back to the lobby with "No map given"

11/01/2026

  • Wolf added: Stride builds speed as you run, plus Head Bash, Leap, Dig Up, a Meat Skewer to poke with and eat, and Desperate. Uses the wolf model, with its own animations and first person clips
  • Tutorial added: a private grass valley with typed dialogue, goals that end when done, and sections behind doors. Covers knockback, regen, ability types, passives, the crystal and the fighters. Finishing or skipping grants 1000 crystals and the default items, once
  • Tutorials run on match servers as a match of their own, with rewards sent back to the lobby
  • Bookkeeper is now full screen, with the fighter as a third of it like the versus screen. A click selects anything, even locked items, and the button says Equip, Buy or Locked
  • The Bookkeeper shows the live fighter on your own client
  • Stats use the whole screen
  • Fighter cards are full screen, with notes on every move and a feel for its speed and cost, plus level and XP
  • Statues open the card, with Set default, Equip or Cancel. Your default fighter comes back at login and after a match, and it's kept in that fighter's loadout
  • Badges added, replacing the old four. Tiers are a stat or a feat, and a badge can belong to one fighter. Art is placeholder
  • Armored moves that meet are now settled by armor level: the same level sends both flying, otherwise the higher wins
  • Rewards now stream into your wallet in the lobby with nothing to click
  • Leaving a running match pays what you've earned straight away. Waiting rewards survive a restart
  • Spectators and eliminated players can open the menu with any click, shots pass through them, and everyone watching is hidden from view
  • Lobby shows players online
  • Fighter poses play at 24 fps from sharper sheets, and the Bookkeeper got rounded frames, a green Equipped tag and a link to My stats
  • Yeti can now vault ledges, with a first person clip
  • Air jump boots no longer show on the model, and a jump shows a white ring
  • Archer's aim line is smoother
  • Announcements last about 2.3s, and a new one fades the last one out first
  • "In combat" now shows by the health bar
  • The client's stamina bar is scaled to each fighter's real maximum
  • Tutorial text moved to the HUD, because a page that keeps updating drops clicks with ping
  • Match servers are now replaced after a set number of matches, after one ran out of memory. A clean memory test then found no leak
  • Fixed a Hypnosis that never ended if the Vampire died
  • Fixed Bat Form staying on after letting go of the key
  • Fixed a final smash used early stranding a player in the tutorial
  • Clicking an already eaten skewer costs nothing and says no

Balance Changes

  • Swashbuckler: Rattle Me Bones now also stops the first three opponent moves outright, each breaking one of three red bones circling you. Shots and chains stop on your body and do nothing; Boarding Hook's chain now snaps past its range, freeing the victim
  • Vampire: Both fighters float during Blood Grab, and knockback on either breaks it; a full drain ends with a fling

10/31/2026

  • Game renamed to Brawltale
  • Versus screen replaces the camera intro: a card per fighter from landing until the countdown, with level diamonds, pose, background, title, stats and badges
  • Levels and XP added, with fighter levels as well as your own. Abilities give fighter XP by stamina paid
  • Crystals added as a currency, earned from placing, knockouts and level milestones
  • Shop: anything you haven't earned is for sale by rarity
  • Unlock pop-ups in the lobby, and new items wear a pulsing mark until picked
  • Profiles at the Bookkeeper (formerly the stats keeper): edit your look as a draft, preview on click, and equip on double click or with the Equip button
  • Match rewards screen: XP and crystals fly to their totals when you come back, with Claim all for unlocks
  • Moving fighter poses on the versus screen
  • Lobby names and statues show your level, each statue showing your own level with that fighter
  • Lever is now a queue: 20s to start at 2 players, 5s at 4. Levers flip just for you
  • Killcam: a 5s hidden respawn wait with a live view of the fight, and "killed by" with the move and damage
  • Matches now run a full day and night in 300s, half each. Vampire no longer burns at night
  • Holding a bow draw costs stamina, and bows can drain to empty
  • Stamina launchpads refuse you without enough stamina
  • Back to the Lobby item for spectators and eliminated players
  • Match servers land you straight in the arena
  • Language pass across the game: fighter, weapon, primary action, ability, final smash, map decay. Descriptions rewritten, and cards show cast types
  • Goblin raids kept out of arenas
  • Progress now saves to a proper database: a retry or crash can't pay a match twice, and an outage only delays it
  • Old fighter names now resolve everywhere, which fixes the Swashbuckler's placeholder picture
  • Water no longer overloads the server during decay. On Beach, peak CPU went from 70% to 32%
  • Tuning now survives fighter updates
  • Fixed fighters getting stuck in a pose: a hit now clears it
  • Fixed the bar over fighters whose max health isn't 100: a 140 HP Yeti showed empty at 26 / 140
  • Fixed lost matches with no damage dealt not being recorded, which threw off win rates

Balance Changes

  • Swashbuckler: Jump Multiplier: 1.3 → 1.2
  • Archer: Bow Draw Stamina Cost: 1 a second
  • Rogue: Strong Slash Damage: 37 → 20; Vulnerability Multiplier: 1.5x → 2x
  • Vampire: Axe Damage Multiplier: 0.75x

10/30/2026

  • Reworked ability layout for all mobs: each weapon keeps its own right click, and each mob has 2 universal abilities that work with any weapon in hand
  • Universal abilities ended the day on E and R, with their own rune icons, and they draw their own item for the cast
  • Final Smashes now fire on Q with anything in hand. The Smash Crystal doesn't take a hotbar slot
  • Move names sit over the Q, E and R slots, and key labels follow each player's own bindings
  • Hotbar locked to slots 1, 2, 3 and 8. Number keys elsewhere do nothing, and the scroll wheel skips them
  • Players can't pick up dropped items in a match or the lobby
  • New health bar in the game's own art, fed by the server
  • Hitboxes now count any part of a body, so fighters no longer have to be well inside one to be hit
  • Smash Crystal rework: star helix, glints, a bob, a compass marker, its own banner, more fanfare, and mob sounds on use. Maps can now set their own crystal spots
  • Piercing Shots reworked: click to fire up to 3 shots through walls, with an aim line everyone can see that thickens until the instant shot. A 10s timer counts down, and hits don't move or stop enemies
  • Colossus Hammer reworked: its own statue animations and a correctly scaled hammer. The swing deals 12 and spikes down, the impact is a sphere dealing 40 at the center down to 12 at the edge, and a shockwave hits anyone it missed
  • Rattle Me Bones reworked: for 8s nothing costs stamina, launchpads included, with bones swirling around your body
  • Dart Storm: green streaks around the Rogue while active
  • Nightfall replaced by Blood Moon: a custom red moon, a screen effect for everyone, red and white Vampires, and for every Vampire in the match x1.35 speed in either form, half stamina costs and double healing
  • Hypnosis replaced by Hypnosis Shot: a slow purple cloud that hypnotizes on contact and deals no damage
  • Frost Breath now starts at the staff's tip, follows your aim, and its particles end where the hitbox ends
  • Homing Arrow: letting go now works from any weapon, and it no longer swaps to the bow
  • Purple effects on Vampire's axe, Bite, Blood Grab, stakes and healing
  • Sunlight burns while the sun is above the horizon, and burn ticks no longer interrupt moves or break Blood Grab
  • Training range: the lever and statues work while transformed, and a second row of statues in the yard swaps your mob on the spot
  • Games Keeper added: an NPC across from the stats keeper that lists every game being played on any server, with Watch to spectate one
  • Spectator menu has a Leave button
  • Lobby and arenas no longer run world events, block ticking or world map generation
  • Fixed palm trees and other decorations breaking when a map loads. Maps now stay as built
  • Fixed leftover decorations after map decay
  • Major map decay performance work: lighting was the main CPU cost, and is about 84% lower in testing. Newly exposed blocks may take a few seconds to light up
  • Reduced map decay hitches further
  • Split the game into a lobby server and match servers, which start and stop on their own as games need them
  • Added a capacity test using fake players, to measure how many matches a server can really hold
  • Fixed E and R not working after the universal ability change
  • Fixed lobby picks transforming players outside the range
  • Fixed Blood Moon not restoring the sky
  • Fixed projectiles colliding with walk-through blocks like grass and flowers

Balance Changes

  • Swashbuckler: Blunderbuss Stamina Cost: 2.5 → 4; Blunderbuss Startup: 0.5s → 0.7s

Blunderbuss was still too strong and spammable

  • Archer: Impulse Bomb Stamina Cost: 3 → 3.5; Impulse Bomb Startup: 0.2s → 0.4s

Too much of a bailout. Taking longer to cast should let others punish bad positioning

  • Rogue: Vulnerable Dart Stamina Cost: 2.5 → 1.5; Vulnerable Dart Endlag: 0.3s → 0.2s; Vulnerability Duration: 5s → 8s; Vulnerability Multiplier: 2x → 1.5x; Strong Slash Startup: 0.25s → 0.1s; Strong Slash Endlag: 0.35s → 0.9s, with a slow; Strong Slash Damage: 30 → 37; Strong Slash Range: 2.6 → 3; Removed Strong Slash ground bounce; Dagger Damage Multiplier: 0.25x → 0.3x; Teleport Dart now works from either weapon

Making vulnerability more central and less risky to use. Strong Slash is easier to hit and meant as a finisher

  • Yeti: Icicle Field no longer dashes during its cast, and launches everyone about 10 blocks up regardless of damage or weight; Frost Breath Range: 5 → 4, now measured from the staff's tip

Predictable launches make for predictable combos

  • Vampire: Bite Range: 2.2 → 3

10/29/2026

  • Vampire sunlight reworked into a heat system: heat builds in the sun and cools in cover, and burning starts at full heat, instead of damage switching on and off
  • Sunlight now follows the actual sun, tells daylight apart from moonlight, and cover checks ignore things that aren't blocks
  • Heat shows on screen in 20 smooth steps, with a new sizzle sound that follows it
  • New day and night handling, with Nightfall restoring the time smoothly and warning before it does
  • New Bleed effect, on Bite and Blood Grab
  • Bat Form forces third person, and ends when your stamina runs out
  • Adjusted Vampire hitboxes, especially on bites
  • Projectiles now only collide with blocks that are actually solid, and got more reliable overall
  • Map decay is much cheaper to run, and now removes water and other fluids properly
  • Fixed Bat Form kicking the player
  • Fixed a crash from invalid projectiles
  • Fixed Vampire animation and sound desyncs

Balance Changes

  • Vampire: Sunlight Heat: 20 a second up to 100, cooling 25 a second; Burn: 2 damage a second; Blood Grab End Contact Radius: 1.75; Bite and Blood Grab apply Bleed

Vampire was underpowered, and instant sunlight damage felt bad to play around

10/28/2026

  • Border reworked into map decay: the arena falls apart from the outside in, at a steady pace so the last block goes as the shrink ends. Overhangs fall, and the rest crumbles
  • Training dummies are now real fighters in the match, so every move reaches them the way it reaches a player
  • Training range expanded: a stair through a hatch onto the roof, a back door to an outdoor yard, and a Smash Crystal in the yard that comes back a few seconds after someone takes it
  • Dummies moved onto free floor, with one on the tower and one in the yard
  • Lever inside the range's front door: each player's own invincibility switch, with a nameplate showing your setting
  • Tracker Compass in the second to last slot: names the nearest opponent, their distance and direction, with an arrow in eight directions while held
  • Launchpads now cost stamina and stop regen during a match. Fighters can't change their settings, and each pad can set its own cost
  • Bat Form now really flies, at its own speeds
  • Rogue smoke: others inside it can't see the Rogue's health bar or name tag, and the Rogue sees a green ring at the edge instead of smoke
  • Smokescreen is easier to see
  • Vampire now has a black and lilac look
  • Blood Grab contact tuned so it connects more reliably
  • Every match's time of day is locked at noon, without stopping Nightfall. Beach was always night before this
  • Pregame polish: map title card, a whoosh per fighter card, how to play cards with a chime during the countdown, and mob portraits on the HUD
  • Lobby arrivals land on free spots around the spawn
  • Scrolling skips empty hotbar slots
  • Placeholder Tank and Ranger removed
  • Wind-up animations are prepared at startup, so there's no reload popup mid-match
  • Fixed the "Failed to load CustomUI documents" error on join
  • Fixed hotbar selection

Balance Changes

  • Archer: Homing Arrow Center Damage: 34 → 25; Homing Arrow Edge Damage: 20 → 10; Homing Arrow Startup: 0.5s → 0.6s; Dagger Damage Multiplier: 0.8x → 0.2x

Homing Arrow was too strong and centralized the mob

  • Rogue: Stamina: 10 → 12; Teleport Dart Recast Endlag: 0.15s → 0.05s; Strong Slash Damage: 24 → 30

Rogue had trouble getting kills, was short on stamina, and struggled to land the teleport behind combo

  • Swashbuckler: Boarding Hook Range: 10 → 12; Boarding Hook Miss Endlag: 0.5s → 0.7s; Blunderbuss Stamina Cost: 1.5 → 2.5

Recovery was lacking. The longer hook helps, with more punishment for missing it

  • Yeti: Shoulder Charge Endlag: 0.4s → 0.8s; Battleaxe Damage Multiplier: 1x → 0.9x; Ice Shards Startup: 0.25s → 0.2s; Ice Shards Stamina Cost: 1 → 0.9; Icicle Field particles now line up with the hitbox

Slightly too strong in a brawl, with too much trouble closing the gap at medium range

  • Vampire: Bite Damage: 5 → 8; Bite and Blood Grab gain super armor

10/27/2026

  • Vampire added as the fifth playable mob: Bite, Blood Grab, Bat Form, Hypnosis, stakes, Nightfall and a sunlight passive. Not balanced yet
  • Final Smashes added for every mob: a platform appears, then a Smash Crystal. Touch it to take it, click to fire
  • Final Smashes so far: Rattle Me Bones, Piercing Shots, Dart Storm, Colossus Hammer and Nightfall
  • Swordsman renamed to Swashbuckler
  • Mob card when you pick a statue, with role, stats, tips and each weapon's moves
  • The held weapon's moves now show above the hotbar
  • Training dummies on the range: real damage, knockback from the match's formula, combos, and a reset after sitting idle or a knockout
  • Music by mood: lobby, match, climax and victory
  • Stats NPC in the lobby, plus stats and version commands
  • Match data and performance tracking added ahead of server cost testing
  • Per-map camera intros, and the intro now flies in from the far side
  • Respawn countdown, an end of match countdown to the lobby, a LAST LIFE card, and the scoreboard for spectators
  • Scoreboard rows no longer get cut off: HP and lives sit in fixed columns and long names are shortened
  • The lobby can't be broken, built on or littered
  • Fighters' inventories are locked in matches
  • Fixed the border wall, which never showed: its particles started fully transparent, and six other effects had the same mistake. It now faces you, stacks two rows and is drawn for spectators
  • Stepping outside the border shows a title once and a red vignette. The warning no longer hurts, and duels get the border after 120s instead of at once
  • Fixed number keys not switching weapons
  • Fixed ability animations staying on after recovery ended
  • Vampire and final smash effects polished

Balance Changes

  • Rogue: Teleport Dart Recast Startup: 0.3s → 0.5s
  • Yeti: Speed: 0.85x → 0.9x; Icicle Field Base Knockback: 15 → 25

10/26/2026

  • Yeti added: 140 HP, weight 1.5, a heavy that traps you
  • Ice Stack passive: damage builds frost on the target, slowing them and lowering their jumps by 1% a stack up to 49%. At 50 they freeze, thaw, then are briefly immune
  • Battleaxe: vanilla swings, Avalanche Leap (a momentum-keeping jump with a shockwave on landing, usable in the air) and Shoulder Charge (a steerable run that stops on the first opponent), which replaces Glacier Cleave
  • Ice Staff: ice shards, Icicle Field (a preview ring, a red warning, then a launch straight up) and Frost Breath (a held cone that drains stamina, stuns and chips damage)
  • Lag compensation: hits from most moves are now judged where the attacker saw the target
  • First lobby: a floating island everyone joins, with mob statues to pick from and a lever to start a game
  • Match presentation: countdown and fight sounds, a camera intro with fighter cards, a kill feed, combat reports, a scoreboard and a winner's fanfare
  • Shrinking border added, with a particle wall
  • Spectator compass: a menu to follow or fly to any fighter
  • Training range is now a 64-block enclosed hall
  • Ready-up lever, lobby HUD and lobby decorations
  • Health regen now waits until you're out of combat
  • Rogue smoke is now green, and the Rogue sees the full cloud at 55% opacity so it stays see-through
  • The game now runs on a cloud server, so people can play together
  • Fixed the Yeti freezing in a pose when a cast ended early
  • Fixed a skinless body after leaving the range
  • Fixed island games hanging on load

Balance Changes

  • Archer: Grapple Arrow gets an upward boost
  • Rogue: Teleport Dart recast now has a wind-up

10/24/2026

  • Rogue added: 75 HP, fast on the ground, awkward in the air
  • Blowgun: darts on left click, plus Vulnerable Dart (x2 damage taken for 5s) and Teleport Dart (press Q again to teleport to it, or behind a fighter it stuck in)
  • Daggers: Strong Slash (a downward spike) and Smokescreen (blinds opponents, with an outline shown only to the Rogue)
  • Backstab passive: x2 melee damage from behind
  • Grapple Arrow now launches straight along the line from you to where the arrow stuck, regardless of aim or distance
  • Players waiting to respawn, eliminated players and spectators now hover at the spectator point instead of falling
  • A Totem that falls into the void now ends
  • Your own Totem now acts as a wall for your projectiles
  • Refunds give back exactly what was paid
  • Fixed the smoke bomb crash, and a grapple's rope timer ending a newer arrow
  • Boarding Hook keeps following the thrower as it reels, so the hooked fighter ends up in front of you. A fixed stop point was built and rejected

10/23/2026

  • Archer added, replacing the placeholder Ranger: 85 HP, weight 0.85
  • Bow: the vanilla charged shot with real arrows. Stamina is checked when the draw starts and paid on release
  • Grapple Arrow: launches you toward where it sticks
  • Homing Arrow: steers toward your crosshair while Q is held, and explodes on contact
  • Impulse Bomb: small blast with huge knockback that also hits the thrower
  • Totem: raises stamina regen by x1.5 for everyone inside and gives its owner free arrows. Hits take time off it, shown as a health bar
  • Arrow Regen passive: 1 arrow every 2s, up to 8
  • Blue effects across the Archer's kit
  • Knockback reworked into a real launch of the body. This fixes very slow falls after upward hits, and knockback stacking with air jumps
  • Mob editor page: every value of a fighter in one searchable page, with tooltips, undo and save
  • Hitbox viewer added
  • Attacks are now blocked on the client during other actions, so swings don't start and get cancelled
  • Fixed victims rising endlessly when a hook hold and Crimson Cross landed on the same tick
  • Fixed hook sparks getting stuck in the world
  • Totems now land on the floor correctly

Balance Changes

  • Swordsman: Blunderbuss Stamina Cost: 3 → 1.5

10/22/2026

  • Rules for what fighters can do during startup, endlag, freefall and while restrained now all live in one table
  • A hit now interrupts a move's startup and refunds it, unless the move has super armor
  • Dodges no longer cancel startup or endlag
  • Input buffer: pressing a move near the end of a cast now fires it when the cast ends, instead of being dropped
  • Hit feel pass: camera shake by damage, a thump on heavy hits, a smoke trail on hard launches, and a burst on knockouts
  • Added a multiplayer test island, with infinite lives, auto respawn and late join
  • Higher, floatier jumps
  • Sprinting no longer costs stamina
  • Knockouts from falling now show their burst inside the arena
  • Fixed the red X doubling its tilt, and a crash from air jump boots

Balance Changes

  • Swordsman: Blunderbuss added on Q: draws a gun, 0.5s startup with full mobility, one straight shot for 10 damage. Cutlass Wave shelved, right click is now Crimson Cross

Gives the Swordsman a ranged option without slowing the fighter down during the wind-up

  • Boarding Hook: Latching to a block is now a rigid winch planned at the moment it latches, and any hit cancels it

Works the same at any ping

  • Crimson Cross: Redrawn as two crisp red cuts that snap out in about 20 ms and are gone after 0.25s. Added charge glow, release camera and critical sparks
  • Plunder: Redesigned into a red glass cannon. For 6s: speed x1.25, damage dealt x1.5, damage taken x1.5, knockback taken x1.5. No Focus bonus while active

10/21/2026

  • Swordsman is the first complete fighter: Cutlass Wave, Crimson Cross, Boarding Hook, Plunder and the Focus passive
  • Abilities are balanced by startup, endlag and stamina instead of cooldowns
  • Wind-up animations are fitted to each move's startup
  • Projectiles added, with owner tracking and swept hit checks
  • Boarding Hook reels fighters in and holds them, zips you to blocks, and has extra endlag on a miss
  • Restraint added: held fighters can't act
  • Freefall added: a helpless tumbling state after certain moves
  • Stamina bar now fills smoothly during a match, and regen pauses after each spend
  • Fixed a world freeze when a match started

10/20/2026

  • Passives added: always on for a mob, or only while a certain weapon is held
  • Built-in passives include stat changes, lifesteal and out of combat regen
  • Stat modifier system for timed buffs and passive stat changes
  • Timers for per-player effects, which clean up when their owner goes away
  • Mobs can now be built in game: weapons, abilities and passives can all be added and edited live
  • Fixed air jump boots with 0 jumps, cleanup when leaving outside the arena, and eliminated players reactivating

10/19/2026

  • Core match loop in place: lives, knockouts, respawns, win conditions, and leaving safely on disconnect or shutdown
  • Custom knockback formula, with both health and percent damage models
  • Air jumps and per-mob physics
  • Stamina system: each mob has its own pool and regen, spent on swings, charged attacks, dodges, air jumps and abilities
  • Spectating added
  • Arena rules so matches stay inside the map
  • First roster: Swordsman, Ranger, Tank and Rogue
  • Live tuning tools, so physics and mob values can be changed in game without a restart