2026-08-14 14:00 UTC · Community Announcements · dhamster
This weekend Alan and I are at Community Effort Orlando, a.k.a. CEO! If you're coming too, check out our booth at the Indie Showcase within JebaileyWorld. Whether or not you're coming, we also have an update! Input Shortcuts You can now hold up+back or down+back to do backflip or neutral+block without pressing the block button. You might find this matches your intution on how to input these options. You can now double tap a ground direction to do direction + block, up+up to do an all-new empty neutral jump, or a button to do neutral + button. Ideally, this SHOULD be hard to do on accident but
2026-06-05 19:10 UTC · Community Announcements · dhamster
Patch Notes The Combo Breaker Event stage (based on our WIP stage 'The Gig') has been reverted to Paul's old 'mountain' stage... for now. 'The Gig' and its unique stage music will both return once they're fully ready to go in, although it will no longer be set in front of the Renaissance Schaumburg Hotel. Slightly extended the hurtbox of fireballs for the purposes of hit detection. This should fix a rare issue where sometimes a fireball passes by without making contact, which in turn can cause bigger, rarer issues (even a softlock in certain interactions). This should NOT have any gameplay/bal
2026-05-26 15:41 UTC · Community Announcements · dhamster
The Mega Knockdown League Every month the Mega Knockdown Discord holds an online league where players can test their mettle, get some games in and earn some bragging rights and a small (~$20) cash prize. The next league starts this week, and you can sign up for that here if you like. All of our leagues are free to enter, and there's no region restriction because of the game's excellent netcode. The 4th Anniversary League Once a year we do a special league with a lore-accurate $100 prize, in order to celebrate the anniversary of our Early Access release. That one will be in July! You can sign u
2026-05-21 21:44 UTC · Community Announcements · dhamster
In 16:10 aspect ratios, stages will no longer zoom in as much (1.1x instead of 1.2x). This zoom was originally to let stages completely fit on the screen without any black bars, but this level of scaling was making background characters HUGE on 16:10. We may eventually give up and put black bars in anyway in the future for 16:10 screens, like most fighting games do. Paul temporary new stage theme no longer (incorrectly) plays while in the Paul Zone. Fixed a rare hit detection issue between Noel vine and an invincible reversal. Now when Noel connects with a vine from a very far jump in, Paul (o
2026-05-21 18:30 UTC · Community Announcements · dhamster
We're going to Combo Breaker this weekend! If you're coming too, see here for information on our planned meetup and after-hours tournament. Even if you're staying home, we're putting out a special 'Combo Breaker' version of Paul's in-development stage for this weekend only, together with Billy's updated stage and some improvements to the Paul Zone. New Stages Billy's stage background has been updated. The gym now has an extra grappling fan watching the action. (TIME LIMITED) Until Monday, we're including a preview of Paul's new stage, 'The Gig'... except we have replaced the background with an
2026-04-27 11:21 UTC · Community Announcements · dhamster
This patch mostly tunes up the timing and chroeography of attacks, which is a sensitive system that was changed a lot in the previous update. If you are -10 or -20, but about to avoid the hitbox of an attack, you will appear to delay at the start of the turn for only half the usual frames as you would normally. This should prevent some unclear situations where a player did not get hit, but visually it appears like they should have. This is only cosmetic: because this only affects whiffed attacks, it should not affect any meaningful frame data. Removed some awkward pauses that could sometimes h
2026-04-26 02:19 UTC · Community Announcements · dhamster
New and Updated Animations {STEAM_CLAN_IMAGE}/41930056/35beac566346aae7ef399c7eadd11b29f8fc1828.gif Maria and Noel now have an idle animations. Every character has an idle now! Adjusted a few Maria animations so they transition into/out of idle better. Nils and Marv have new air throw animations. Maria has new air throw, air throw whiff and air throw tech animations. Maria now has proper sprites for her anti air B combo instead of copying Noel's. Nick's air throw now does an extra spin on the way down Noel and Maria have new placeholder win animations (subject to change, these just reuse exist
2026-03-25 02:31 UTC · Community Announcements · dhamster
Lewis' HP has increased from 1350 to 1400. Although his small HP pool emphasized his allergy to blocking, Lewis has seen some nerfs in the past year or two and might be better off with a more 'normal' HP value. If there are other players online, the "HOP IN!" or "QUEUE UP!" message next to the Online mode will now appear even if you haven't started the tutorial yet. This might make it just a little bit easier to find organic matches with other players. (Or you can hop in our Discord and challenge players like our reigning league champion MegaS.) You can no longer open up the pause menu when a
2026-03-12 03:24 UTC · Community Announcements · dhamster
Tutorial Improvements When you clear a lesson, Paul now does his win pose. Likewise, if you lose a mission, Nick will do his win pose. After beating a mission, the stage no longer darkens as much so you can see the win/lose poses more clearly. If you manage to KO nick in the tutorial without finishing the current lesson, it's no longer treated as clearing the lesson. Other Changes and Fixes All "timeout" animations (the animations that play when the stage timer expires and you didn't win) now loop less frequently. Nick's "timeout" animation is now more subtle Nick now has a new low block anima
2026-02-27 08:23 UTC · Community Announcements · dhamster
Win animations {STEAM_CLAN_IMAGE}/41930056/5e0e73e1bc29760cd2d02a750cbe2975cf52c0d8.png Characters now do a special animation when they win the round. Only a couple of characters (Nils, Paul) have bespoke win pose animations, the rest are mostly reusing sprites from other animations. This will change--our artist is working on it. Characters now do a special 'frustrated' animation when they lose a round by timeout. Basically all of these have reused sprites from other animations, currently, so they may change in the future. The end of round timing (before the dip to black) has not yet been adju
2026-01-21 20:52 UTC · Community Announcements · dhamster
A lot of our recent development efforts have gone toward something that will release alongside the 1.0 release of the game later this year, but in the meantime, we made the lobbies better and fixed a couple small things. Hope you enjoy. Bigger & Better Lobbies {STEAM_CLAN_IMAGE}/41930056/6267d8207d889efa5f4a2ee8ac668657d0361e27.png Online lobbies have expanded to fit 6 players (2 active players and 4 spectators). Each player now gets a nameplate displaying their currently chosen character, their current Bravery score (earned by playing and watching matches), and their ready status. Lobbies now
2026-01-01 16:38 UTC · Community Announcements · dhamster
In 2025, our small team continued to put a bunch of time and effort into improving Mega Knockdown. Let's recap a few of last year's updates, and our goals for 2026. 2025 Recap {STEAM_CLAN_IMAGE}/41930056/9af50a9049334d7ad88f016efd542e3a83b484fa.png First of all, in 2025 we expanded the game's roster for the first time ever, adding Nils, our first 'charge' archetype character, and Maria, who has been carving out her own niche as an oppressive rushdown character. For a long time we stuck with the game's original 6 characters while we focused on art and system improvements, but with those goals g
2025-11-27 06:19 UTC · Community Announcements · dhamster
Nick Beardguy - New Moves and Rebalance {STEAM_CLAN_IMAGE}/41930056/4667317cd8099623a8910274358d4a7f6ad211bb.jpg Nick's Faith Smasher is now a command throw with a unique animation. It does 350 damage, pushes 1 square, and can't be teched except by another Faith Smasher. It will still lose to the Big Billy Buster. Nick already had a good back throw, but this will give him an option to open up opponents up close, which is where he wants to be. There's now a little interesting tension here between options, where he might have to make a choice between screen position and an untechable throw attem
2025-10-13 13:01 UTC · Community Announcements · dhamster
Fixed an issue in the Arcade mode where clicking to advance would skip dialogue instead of first advancing to the end of the current dialogue. Found a bug, or have feedback to share? You can press F8 at any time during gameplay to send the developers a direct message. We read everything we receive.
2025-10-03 17:06 UTC · Community Announcements · dhamster
New Animations, Visual Improvements & Fixes {STEAM_CLAN_IMAGE}/41930056/cdc94c2e2fba6018da72d424c7b24c64504fbfef.jpg Billy has an all-new back throw animation. New reaction animations have been added to Billy and Paul's back throws. Billy now has a proper idle animation. Several of Billy's sprites have been updated to fix pixelation/edge effects. Compression has been turned off for some sprites to improve quality (at the cost of a little disk space/possibly performance). Fixed an issue where an attacker's sprite would be flipped in the wrong direction for a single frame after landing a back th
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