Rhythm Fighter Patch Note-200820
1. Fixed the overexposed metronome under character's feet in France/Egypt. 2. Changed the Beaten to a Pulp achievement from Stage 5 to Stage 6. 3. Optimized the performance of game. Now the gameplay is smoother.
This is a Roguelike Horizontal Action game that players need to follow the beat to defeat opponents. Beat to follow, fist to the bone. Face the foe, and dance to kill!
| App ID | 1198400 |
|---|---|
| App type | Game |
| Developer | echo games |
| Publisher | Coconut Island Games |
| Release date | 2020-05-28 02:58 UTC |
| Release state | released |
| Controller support | full |
| Localized names | english Rhythm Fighter schinese 节奏快打 sc_schinese 节奏快打 |
| Store page | store.steampowered.com/app/1198400 |
| Last store refresh | 1 hour ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | rhythm_fighter.exe | windows | ||
| 1 | rhythm_fighter.exe | windows | ||
| 2 | rhythm_fighter.app/Contents/MacOS/rhythm_fighter | macos | ||
| 3 | rhythm_fighter.app/Contents/MacOS/rhythm_fighter | macos |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
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| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 21:21 UTC | $14.99 | $14.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 5426463 | 2020-08-20 04:04 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 1198401 | windows | 878.26 MB | 188.45 MB | 2821081492456407817 | ||
| 1198402 | macos | 1.15 GB | 212.64 MB | 669306983435417361 |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 5426463 | public | 2020-08-20 04:04 UTC | 1 hour ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:21 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
1. Fixed the overexposed metronome under character's feet in France/Egypt. 2. Changed the Beaten to a Pulp achievement from Stage 5 to Stage 6. 3. Optimized the performance of game. Now the gameplay is smoother.
First of all, we have a new member! Wait, Sir! Stop there, please. It's not your time yet...OK. Hello, everybody, let me introduce... Courier Pengu {STEAM_CLAN_IMAGE}/36534953/4babcfdc29d7646f88b7875ae71f7e98d05a902c.png With lots of burden on his shoulder, Courier Pengu, the marvelous courier, run across all kinds of danger, left his footprint all over the world. With his yellow scooter, the legendary courier is on his way again. New Beat Cards came along with Courier Pengu, try to collect them! New Special Training and Trophies are waiting for you. Now, let's move on to the other thing. Look
Good afternoon, DJ! Are your ready to rock this world with Mr. Disco tonight? For a better experience, we are giving our full heart to Beatara. What I can tell you is that there will be some big surprise for you on Beatara. Of course, Mr. Disco will choose a perfect time to bring more news to all of you. Please check the detailed patch note below. 1. Fixed the bug that Beat Cards from Plasma Sphere doesn't have random stats in Disc 2. 2. Optimize translation of English and Japanese. 3. Optimize Game Log.
1. Fix the bug that some of the special effects lost. Now the special effects can play in full and smoother. 2. Fix the bug that explode effects of Beat Cactus and Beat Bean display bug. 3. Fix the bug that progress bar on loading page has a chance turns left. 4. Adding some sound effects on setting page. 5. Optimize English and Japanese translation.
各位DJ,端午愉快!为了让各位在即将来临的端午假期的节奏战斗中中少点糟心事儿,我们敢在假期来临前完成了如下修复。来得早不如来得巧~~祝各位端午安康! 1. 修复某些系统语言环境下,新手教学卡流程的问题。 2. 修复某些系统语言环境下,部分特效和怪物行为出错的问题。 3. 优化触发特殊战斗玩法时的战场环境,避免词缀效果的干扰。 4. 优化豌豆枪子弹出生位置的美术表现效果。 5. 修复隐藏房间场景偶尔显示异常的问题。 6. 修复战斗中子物体导致的偶尔报错问题。 7. 新增和优化部分英文、日文翻译。
各位DJ,在下一次的内容更新之前,我们又完成了许多修复与数值调整,请期待我们接下来的更新啦~ 1 优化游戏对于AMD设备的支持,避免游戏崩溃的问题。 2 修复每日挑战玩法中,欢乐卡会重复掉落的问题。 3 修复了彩色欢乐卡没有被记录到历练系统里的问题。 4 修复“不挑食”的成就提前解锁的问题。 5 修复断网情况下,已购物品模型不对应的问题。 6 新增断网情况下,禁止手动刷新售货机的功能。 7 适当加强“特工·杰克”的被动技能。 8 新增关于光敏感的提示(仅中文)。
各位DJ,开发组夙兴夜寐马不停蹄,新的更新与修复又来了!(吐血)狄哥最近抽得手软,在修复BUG和优化设计的同时,我们还为大家带来了新的“每日挑战”模式!趁着周末开整啦! # 新增“每日挑战”系统玩法功能,全球排行榜,日日不重样,狄哥不抠搜,奖励秒到手!(超简单哒~我敢说你就得敢信) 1 修复角色“厨师·李二娃”生命上限成长不正常的问题 ~李二娃的每次使用食物,生命值皆会提升初始生命值的3.5%。 2 新增“每日挑战”系统玩法功能 3 增加限时房间和隐藏房间的拍拍能量掉落 4 修复“捣蛋石雕·喵莎”技能预警方向反置的问题 5 加强部分关卡音乐的鼓点强度,提升节奏感 6 缩短远程武器子弹上膛的时间至1拍,并适当削弱远程武器 7 扩大隐藏房的解锁操作范围,使“特工·杰克”可以进行正常解谜 8 优化限时房规则算法,每个关卡独立计算 9 其他一些优化和问题修复 ~优化地图结构算法,修复二周目时小概率地图重叠的问题 ~优化了商店NPC的默认动作 ~优化新增的部分英日翻译 ~修复了实验台中“辐射急救仓”不生效的问题 ~修复“奥比斯”小概率被推倒栅栏外的问题 ~修复角色小概率丢失眩晕动画的问题 ~修复了房间完成后词缀怪电圈残留的问题 ~修复了武器丢弃并重新拾取时,随机属性发生变化的问题 ~修复了“时间线二”时,商店售卖的武器没有随机属性的问题 ~闪屏中新增椰岛Logo
各位DJ好,特别是各位肥猫教DJ早,下面为大家带来一则喜讯! 众所周知,我们的游戏在上线初期出现了一些上手难度的问题。与此同时,有许多聪明的DJ发现,肥猫在疯狂摞血量的情况下(搭配一个诡异的BUG),可以极大的缓解前期的难度,搭配豌豆机关枪,《节奏快打》甚至可以变成一款无脑吃椒突突突游戏。 但是!但是更加聪明的DJ可能发现,肥猫的生命值成长并不遵循被动描述的曲线,而是在变态地疯涨,没有错聪明的DJ!这是一个BUG! 幸而狄哥深明大义,在游戏上手体验没有得到充分保证的前提下,肥猫叠血流是许多玩家心中正道的光。因此我们并没有在第一时间修复肥猫的平衡性BUG。但这种最佳解法并不契合开发组设计各种牛逼build,鼓励玩家尝试各种骚套路的设计初衷。 因此,在游戏的前期体验已经得到优化的当下,在狄哥的授意下(开发组拒绝背锅),肥猫要减肥了!(BUG要修复啦!) 我明白,此时此刻,大家发自内心地感到快乐。那么奔涌吧!(逃~
各位亲爱的DJ老爷们大家早,奴仆为您送来最新的版本优化报告。此次更新包含了许多玩家提出的上手体验问题的优化和诸多BUG修复。我们的优化还会继续进行,新的内容也即将上路,我们始终相信,狄哥对开发组成员的爱意,最终一定会转化为玩家的赞誉! 1 前期成就系统的数值优化与调整,并为已经获取相关成就的老玩家提供了等值补偿。 2 优化了存档机制,添加了备份。 3 拍拍能量在关卡中的掉落数量增加100% 4 自定义音乐相关调整 # 开启自定义音乐后,仍然可以获得拍拍能量 # 优化MP3解析算法,添加失败的提示 5 设置中增加垂直同步选项(默认关闭) 6“拍拍豌豆”怪物相关调整 # 修复了触发特殊玩法时距离错误的问题 # 判定区间稍稍加宽 # 优化了打中导弹时的音效 7 “拍拍仙人掌”怪物相关调整 # 修复了触发特殊玩法后,可能无法返回的问题 8 “西蓝花”怪物相关调整 # 怪物分解为“小西蓝花”时,落地瞬间即可被攻击 9 音频相关调整 # 平衡关卡内音乐音量 # 换子弹音效修改,适当缩短 # 修复部分音效不跟音效控制的问题(不含限时房倒计时预警) # 电圈、雷链、爆弹增加受击音效 10 其他UI和UE相关修改 # 放弃复活的二次确认界面优化,添加取消按钮和倒计时同步 # 登录界面的设置中添加分辨率和窗口调整的入口 # 开屏界面中添加“避免使用蓝牙设备”的提示 # 修复了小地图连线可能显示不全的问
Wow Rhythm Fighter makes my brain hurt. It's the controls: it's like learning to type on a different language keyboard. There's an easy option but it puts you at a disadvantage overall and you can feel the game frown at you for choosing it. I'm getting ahead of myself. Rhythm Fighter is a side-scrolling beat-'em-up where you have to do everything in time to bopping music. And it looks like a cartoon. And you fight giant vegetables. And you only get one life. Got it? OK, the controls. They don't sound difficult but let me tell you: they do not feel natural. Read more
各位DJ周末愉快,今天是《节奏快打》上线的第一个周末,基于前两天部分玩家反馈的上手难,挫败感强等数值设计问题,我们修改和优化了游戏的前期体验,大家可以进入游戏尝试哈~ 1.优化了前期体验,成长感受更加平滑。 -第一关的初始房间必掉落一件武器或战术道具。 -调整第一关的部分房间中,怪物组合的难度和出生位置。 -适当降低第一关和第二关的怪物攻击力。 2.适当上调英雄的血量和攻击力,略微增加精准范围。 3.适当降低了拍拍豌豆的血量和攻击力。 4.修复了部分bug。 -修复了拍拍豌豆触发节奏玩法后,恢复为满血的问题。 -修复了隐藏卡掉落无法生效的问题。 同时我们还会持续优化各方面体验,力争让各位玩得带劲,玩得舒心! 如果您有一些意见与建议想要与我们反馈、交流,或者想和其他玩家交流游戏相关,欢迎加入我们的官方QQ群:720095774。感谢您的支持!
大家好,我是制作人张轻功。 我一直希望,节奏快打能够成为一个能让玩家感到开心快乐的游戏。现在生活不易,不管后浪前浪压力都很大,每天都忙的焦头烂额。我们想着大家在休息时玩儿会节奏快打,听着迪曲嗨一阵,跟狄哥逗会儿闷子,应该能挺减压的。 但实际由于游戏的上手难度以及前期体验,一部分玩家玩过之后,不但没开心,反而闹心;不但没快乐,反而更烦躁了。对此我发自内心的向这些玩家道歉,我们辜负了大家的期待,实在是对不起。 我虽然也做过几年游戏,但这种独立向的单机steam游戏的开发还是第一次,因此在游戏设计上犯了不少错误。自己玩的时候不觉得,真正见玩家了才发现问题很多。好比在村里练过两年军体拳的精神小伙,误打误撞站到了ufc的比赛舞台上,自己自信满满,但其实漏洞百出,尴尬万分。 我之前说过,做游戏是个痛并快乐的事。做游戏很难,我们对此早有觉悟。虽然现在有很多问题,但是我们“让玩家感到开心和快乐”这个初心并没有变,我们做游戏的梦想还是会坚持。所以我们一定会仔细分析每一位玩家的反馈建议,想尽一切办法优化,用最快的速度持续保持更新,从而逐渐让所有玩家都不闹心烦躁,而是快乐开心。 除了修复bug和优化体验之外,我们也在马不停蹄地制作新内容。希望各位玩家能再给我们一些时间,也再给我们一些信心。 关于怪物不跟节奏的问题,有不少玩家反映。在这里我详细给大家解释一下我们的设计思路。首先,怪物的行为肯定还是跟着节奏
”What’s up, Imao?” A word comes to DJ Van Paul’s ears through his headphone like breeze. It’s just three words with nothing else but magical power. Deep down his courageous heart, he knows the time has come. Not only for him, but also for all of the warriors, it’s too late to retreat. Defeat them, or being defeated. ”Hey boy, listen. It’s already 11 am, May 28, 2020, time to fight!” DJ Van Paul spends all of his lifetime to be a audiophile that listened to countless Hi-End headphones and speakers, but he never heard such beautiful sound of nature. “This is it, the perfect IF!” the sound echos
Test...Test…… Can you hear me?… Clear enough? Very well. Wonderful evening! You guys doing alright? This is Mr. Disco, speaking from Beatara. Our playground, Rhythm Fighter, will come to you on May 28, 2020. Right, just next weekend! Are you guys fully prepared? I say you need to be more careful with this challenge. How about training your ears with more electronic music? Mr. Disco needs your energy. Yeah, you! Well, that’s all the business. I will see you guys in Rhythm Fighter! Offline…
各位朋友们大家好,自从公布《节奏快打》将由椰岛游戏发行的消息之后,有段日子没有发布新消息了。这段时间里经过各方面的努力,正式和大家见面的日子已经不远了。我是制作人张轻功,想借此机会跟大家聊聊。 我是个典型的游戏人,从小玩到大,小时候因为玩游戏没少挨骂。中学时自己用文曲星写代码做了好几个调侃班主任的游戏,结果在班里太受欢迎,不知道谁捅到老师那去了,我也就愈发的受老师照顾。后来大学毕业后,我怀揣着少年对游戏的热血和梦想,一头扎进了游戏行业。 做了好些年,摸爬滚打。努力不少,成绩不多。 做游戏这几年里,我最大的感悟就是:做游戏是件痛苦的事儿。 刚开始做《节奏快打》的时候,我们的出发点很明确,就是做点好玩的,做点新鲜的。这两点说着简单,做起来全是坑。我们一路趟过来,摔得是鼻青脸肿。 刚开始做的时候,我觉得自己既有大厂工作经验,又对各种千奇百怪的独立游戏如数家珍,早已经有了像张无忌山谷里苦练五年的积累,九阳神功已然炼成,就等出山揍灭绝师太了。结果吭哧吭哧做完第一个版本,尴尬地发现,哪儿都还行,就是不好玩儿。 看来灭绝师太不是那么容易揍的。 身为一个充满酸臭味的文艺青年,除了做游戏,我也从事过一些其他的文艺创作行为,包括摄影、拍短片、写剧本写小说等。但作品大都不堪入目,不敢见人。钱钟书有句话说得好:“年轻时,我们经常把创作冲动当作创作才华。”整来整去,我发现在那些领域我其实没啥才华,菜得抠脚。
Full appinfo as delivered by Steam PICS, changenumber 35458382. Also at /api/app/1198400/raw.
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