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Demo 1.03 Patch Notes

Hey everybody,

We’re putting out a balance patch to address a pretty major exploit that trivialized the game, big thanks to everyone who let us know about this! We've also received feedback that healing feels a bit too weak, so we're introducing some buffs to make it feel better and are also planning to add more items with healing effects in the future. As always, please feel free to send us feedback through our Discord.



[h3]Balance Changes & Improvements[/h3]
  • Taunt stamina cost increased from 1 to 2 - This was the original cost up until very recently because we wanted to see how it would feel, but it turned out to be way too mashable so we're changing it back.
  • You can no longer counter if you do not have enough stamina to perform a taunt - More of a bugfix because it allowed you to just mash the taunt button while at 0 stamina and counter anything
  • Countering now has a 0.5 second buffer after each attempt - This just prevents mashing and should not affect regular gameplay.
  • Uppercut (taunt-cancel jump) extra stamina cost lowered from 1 to 0 - we don't want to make this move too costly so players can use it more often.
  • Charge (Taunt-cancel dash) extra stamina cost lowered from 2 to 1 - we don't want to make this move too costly so players can use it more often.
  • Dash Jump total stamina cost lowered from 4 to 3 - We feel this should match Charge’s stamina cost as they provide similar horizontal mobility, so we’re lowering the cost for now unless it proves to be problematic.
  • Health Pickup lifetime increased from 6 to 10 seconds - This makes picking up health more lenient, especially at higher difficulties or against the Immolator where health tends to drop into unsafe areas.
  • Healing factor for all style ranks above D increased slightly - This will give a slight buff to overall healing unless you are stuck at D rank, which is meant to feel punishing.
  • You can now see relic and core augment names in their pickups - We still plan to keep descriptions hidden until you pick one up, but this will make it consistent with weapons and hopefully easier for players to remember what they do.
  • Stamina regeneration delay will reset if you attempt to use a stamina-consuming action too many times while out of stamina - More anti-mash measures that will not affect regular gameplay.
  • (Addendum) Added mouse inversion. - We forgor, what do you want me to say


[h3]Bug fixes[/h3]
  • The essence release animation no longer has a delay when you immediately release an essence after countering.


We may continue to fine-tune the game's balance down the line as we get more data, but for now this should help to prevent or at least significantly weaken the cheese strats found by our players. Thanks, and have fun!