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Kerfuffight

Kerfuffight Steam news

Felix Laplante | Aug 30, 2019 | game

Released

0players observed · 25 September 2026 - 23:52:10 UTC

ActionIndie4 Player LocalFightingLocal MultiplayerSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive

Kerfuffight news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive
  • Total reviews3
  • Release dateAug 30, 2019
  • DeveloperFelix Laplante
  • PublisherFelix Laplante

Genres: Action, Indie

Company pages: Developer: Felix LaplantePublisher: Felix Laplante

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Kerfuffight Steam news

Kerfuffight news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Tip Update - 1 October 2019

    Hi everyone! There's a new patch for Kerfuffight, which means there are new patch notes! Have a look! Added warnings when walking in front of trapped knights or on trap doors. A warning will show up when the wind rises before starting to push players off the stage. A visual countdown is now visible around weapon pickups to show when they will turn into a trap. Tips have been added to each loading screen. Now, some explanations: Added warnings when walking in front of trapped knights or on trap doors. This was added mainly for trapped knights as I feel some players had trouble seeing them as potential damage sources and would sometimes wonder how they got hurt when hit by the trap. A small warning and sound will now appear when triggering a trapped knight. I also made trap doors produce the same warning and sound for consistency purposes. A warning will show up when the wind rises before…

  • A Kerfuffight postmortem - 27 September 2019

    Hi everyone! Kerfuffight has been out for almost a month now and I think it's about time to reflect on the journey that was developing the game. Development for Kerfuffight lasted for about a year, and like any project, it had its ups and downs. Before I started working on the game, I was wondering what kind of approach I should take. Making a game requires money and there's numerous way to fund a video game project. A lot of other devs will often try to fund their projects with crowdfunding, but I was scared to try that approach seeing how many projects either fail or barely make it but then are chained to costly promises they made to their backers. That's why in the end I decided to scale down and fully fund the game with my own money. That came with its benefits, but also its problems. I had a lot of flexibility while developing Kerfuffight but from day 1, I was on a tight budget. Th…

  • Kerfuffight, behind the scenes (continued)! - 21 September 2019

    Hi everyone! Looks like a lot of you liked last week article! I only showed the movement blueprint last week, but if someone was to copy-paste that script in their project, they'd notice that their character would move around while always facing the same direction. That's why this week I'm going to show you the blueprint script that handles what direction the player is facing. (To see each picture in their original size, you can right-click on them and select "open in a new tab".) This is the whole script that controls the player character rotation so it's always facing the direction that the player inputs. It's triggered every frame and handles both mouse inputs and gamepad inputs. Unlike the script I showed last week, this one is on the player character and not on the player controller. The reason for that is that it is also partly used by AIs. AIs have their own controller but they u…

  • Kerfuffight, behind the scenes! - 15 September 2019

    Hi everyone! Like I said last week, some people showed interest in knowing how Kerfuffight worked behind the scenes. Especially since it's using Blueprint (Unreal 4's visual scripting tool) entirely. Well, I'm happy to oblige! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F35583158%2Fa7c5eb691363aa4199f94385b4c9369abcdbe861.png (To see each picture in their original size, you can right-click on them and select "open in a new tab".) This is the script that handles player movement in the game for both keyboard and gamepad (there's another script that handles sorting keyboard and gamepad inputs but that'll be topic for another day). It's stored on the player controller which, like its name suggests, controls the player. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F35583158%2F3eb3b3d3a6eec13698aae99be3db831a1dee7090.png Like I established previously, th…

  • AI Update - 11 September 2019

    Hi everyone! Kerfuffight's first patch notes are here! Have a look! Completely reworked the Ai system. Removed the god-like tracking powers of the bots. Added a system to help bots if they get stuck somewhere. Removed bots' cursors. Reduced the range of the cursor when using a gamepad while the hammer is equipped to better reflect its actual range. Restored collision to the debris objects around the stages. Removed collision from the shrubs on Snowman Island. Reduced the boomerang's collision size. Extended the carabine's bullet collision size. Now, some explanations: Completely reworked the Ai system. The previous AI system was too hard to work with. Since I wanted to update some Ai behaviours this patch, I took the liberty to rework the entire Ai system in Kerfuffight. It should now be easier to apply fixes if needs be in the future. Removed the god-like tracking powers of the bots. T…

  • Post-launch Dev Blog - 6 September 2019

    Hi everyone! Kerfuffight is finally here! But now that it is, you might wonder; "What now?!" That's a legitimate question and that's why I'm going to address it in today's dev blog! As some of you might have noticed, achievement support was added yesterday. That's my first step toward supporting Kerfuffight post-launch. Now that the game is available to the public, it's easier for me to see what works with game and what doesn't. That said you can expect a balance patch to be coming soon (especially to tone down the AI opponents almost flawless way of playing!) Besides that, I saw some requested features that were thought of but ultimately didn't make it in the final release. Some of those features might be added to the game, but before it's in the works, I can't confirm anything. Once it is, you can be sure I'll post about it on social media or in one of these dev blogs. Also, did you k…

  • Achievements - 5 September 2019

    Hi everyone, I hope you're enjoying Kerfuffight! Some of you might have been disappointed at launch that the game didn't support Steam Achievements. Time to turn that frown upside down because achievements are now live! You can hop in the game right now and start earning achievements. You might notice the unlock conditions are the same as the one you'll find on the unlock board in the game. When adding achievement support, I wanted to reward players who want to unlock everything and tying achievements to the in-game unlock system seemed like the right way to do it. Because of that, achievements are retroactive! If you already obtained some unlocks in the game, you should earn some achievements next time you open Kerfuffight! If for any reason, achievements don't unlock when they should, please contact me via the game's support email. Have a great day! -Felix Laplante

  • Kerfuffight is live! - 30 August 2019

    It's time! After over a year of intense work, Kerfuffight is finally available on Steam. I hope you enjoy the game as much as I enjoyed making it! -Felix Laplante

  • New Dev Blog - 9 August 2019

    The word is out! We announced Kerfuffight's release date two days ago. Come read more about it in this week's dev blog!

Patch notes and updates

S.noRelease datePatch nameGID number
11 October 2019Tip Update2426802221712288702
211 September 2019AI Update2408786008258615467
35 September 2019Achievements2413288973190090985

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