- A Quick Update - 22 April 2022
In response to iamaplayer's comment on the community hub, asking about offline play: There's no offline version of the game since we thought we'd catch on a bit more and didn't plan on needing for an offline version (since there wasn't a single player campaign planned at the time). However, I've been thinking about packaging up the dedicated server module to let anyone host their own server and not have to worry about which region it's in. I'm a solo dev now (down from the 50-some I'd employed during the making of the game). And I've been slowly working in updates when I'm able, but sadly it's slow going due to needing to pivot from this being my full-time job, to working a day job and then trying to find time to dev too. I've got plans for this game which include releasing all of the heroes I'd planned (planned 60, got 30 done by EA launch), more arenas (been working on about 5 more, j…
- Menu Updates - Unreine Gone - 4 January 2021
Main Menu * Fixed the Damage Chart tab in the Options menu, it now correctly displays the chart which shows how damage flows through shields, armor, and health. * Adjusted background of My Heroes tabs a little more. Breath of Fire Map * Unreine has been chased away until I can figure out how to tame her better.
- AntBeeBird (Grachawk) Animations Fixed - 2 January 2021
All animations for Grachawk's abiliites 1-4 have been fixed and now display correctly.
- Menu System Updates Continue - 29 December 2020
Menu Updates: * Reverted some main menu landing screens to previous versions to add more character to the game and visual appeal. * Repositioned some main menu cameras for better angles included My Heroes landing page to be closer to the hero. Only Manco has a problem with this. * Added more graphic novel style outline options to Video Options from menu system. There is now Very Thin, Thin, Thick and Heavy. These increase the thickness of the outline border on in-game and menu models. * Rebaked all main menu light builds for better shadows and visual appeal. * Added new option to Options tab for damage flow chart, but I'm stupid and didn't link it correctly this build so it's just Controls vs. 2.0 tab currently. Known bugs: * Unreine Kreiger is floating about in Breath of Fire but has taken a vow of passive aggressiveness and refuses to attack anyone, causing a distraction to the bots.
- Menu Optimizations and Load Times - 26 December 2020
* Updated file sizes in game to be divisible by 4 allowing in-engine compression to reduce menu file sizes down from 5-20mb to 900k. * Removed input mapping in favor of control scheme image due to some UI breaking from pressing LMB RMB or ESC while input mapping controls.
- Menu GPU FPS throttling and Khurnn ability revision. - 24 December 2020
The following updates have been patched into Skull Ball Menu System: * Forced MAX FPS at 120 for the main menu level only to reduce engine setting of allowing unlimited framerate which was causing the main menu to use 100% of GPU. Heroes: * Khurnn has has his shield ability swapped from LMB to RMB in order to keep in line with other heroes ability schemata. Levels: * Breath of fire has had its lighting rebaked for better static shadow textures.
- Menu System Updates - File Size Updates - 19 December 2020
The following changes have been deployed to the game: Main Menu System * My Heroes tab has been improved to allow players to read the items/training for their heroes. It's not aesthetically where I'd like it yet, but it is easier to understand and read. * Added new tool tips to some loading screens * Removed some meshes from main menu to give it a more streamlined look (work in progress, more to come). Game Size * Excluded old maps from previous game builds, the total installation size has shrunk from 21GB installed down to 11GB installed.
- Rager is now playing. - 4 December 2020
Rager used to oversee the LavaFlow energy capturing facility but she has now taken up residence in Mire's Den at the request of Mire himself to antagonize the Skull Ball Heroes. She is not overly smart and will attack anyone within arms reach. She's over powered and tough to kill, just like a good juggernaut should be. Things you should know about Rager: * She won't help you, or your opponents, but she will stun lock you. * She has 50,000 health, good luck with all that. * She's sometimes stupid from all the hits she's taken to the head, sometimes she'll just stand there confused. * She's OP.
- First update coming since 2018 to Steam - 21 November 2020
I got the build box working again and moved it to a virtualized machine so I won't have to worry about hardware failure ever again (fingers crossed). First Updates: I wanted to test stability of the build so made minor updates to the menu system and some of the character blueprints to change some functionality. The following minor updates have been implemented to the Steam test build: * Reverted Ione to have a melee attack instead of a second rifle zoom (simply press Ctrl like everyone else). * Replaced *most* instances of the previous game name (Tuebor) in the menu system with Skull Ball Heroes. Some are embedded in the image file which will have to be tracked and changed. * Updated navigation links for NPCs in Tollway map so the orange NPCs don't get stuck on the edge of the starting area. Planned next small updates Maps and Heroes * Fix Grawchawks missing animation montages (all abil…
- Servers back online effective 16-NOV-20 - 16 November 2020
Backup and migration work completed early, testing went well and database and game servers are back online. Minor updates: Database backup complete UE Engine version update progressing slowly Website and branding conversion underway slowly Ideal First Big Planned Update Bodies explode when character is killed (date tbd)
- Servers offline for updates from 13-NOV-20 Until 30-NOV-20 - 14 November 2020
The login servers will be offline until the 30th of November, 2020 for updates. During this time you will not be able to login to the game.
- SkullBall Players Tonight 10pm EST (UTC -04:00) - 13 November 2020
We've schedule some time to play with live friends around 10pm EST tonight. If you'd like to join us in the fun that'd be great! Cheers My Dudes!
- Salvage Awarded for August, September, and October 2020 - 7 October 2020
Special thanks to everyone that played over the last couple of months. I went through today and updated the in-game currency "Salvage" for everyone that that played since August 1st, 2020. If you log in you should see the updated Salvage as of 11:00 am EST. Feel free to spend on skins and training and other fun unlocks. I'm continuing to work on the code re-build machine to allow for edits to the game. Stay tuned (loosely).
- Server cook machine rebuild almost completed - 20 August 2020
After having to dismantle the main office two years ago I was finally able to create a new Unreal Engine code cook virtual machine. The previous one didn't survive the dismantling. Improvements coming down the pipe to load times and UI first.
- August 2020 Free Tester/Player Loot Challenge - 17 August 2020
August 1st, 2020 - August 31st All players who login and play a match, regardless of wins or losses will get 20,000 free in-game Salvage (used to unlock training, skins, and items). Jump in and play a round or two, beat up the bots, learn the controls, give it a whirl. I'm testing the db and server functionality so do whatever you'd like. Updating @Sin_studios so go there as well. When I figure out how to add unlock codes I'll be posting those online from time to time.
- Tuebor is becoming Skull Ball Heroes - 3 August 2020
What's Happening Now As development has slowed I have decided to strip out the game modes that didn't get as much traction as the Skull Ball game mode did. The game will be rebranded to be known as Skull Ball Heroes and will only feature the Skull Ball 4v4 Online pvp game. All of the heroes are still available, and anything previously purchased or unlocked will still be available at this time. All user accounts have been credited with 200,000 in-game currency (Salvage) to spend on skills, skins, and unlocks as a thank you to anyone who played Tuebor with us in its early stages. There are still bots to help round out the matches (as it will likely be scarce for a while), and no, they still don't know what the ball is so you will likely always win against them, so bring a friend, the game is now completely free (except for the Extra Life backpack). The Extra Life backpack is the only DLC…
- Development changes underway. - 4 August 2019
A core development crew is being assembled and Tuebor itself will be transitioning into something easier to play and to understand. There are too many things to list right now, but changes are in the works. Much like how Blizzard abandoned Project Titan in favor of a boiled down Overwatch and Epic pivoted on Fortnite to be Battle Royale, we are looking at how we can best utilize what we've already built and tested and found to be the most fun. Admittedly I tried to do too much with too little time and resources in my quest to make a game the whole world would think would be fun. The title of the game will be updated once we've finalized changes and begin the more focused game. It will utilize a great many of the assets and art already in Tuebor, but in a way that is more fun and far far easier to understand. Anyone who already has a Tuebor game key will still retail the key for the new…
- Pricing update - 21 June 2019
Due to the lag in marketing and player acquisition I have decided to move the price down permanently while in Early Access (and beyond). The intention now is simply to remove the big gate to have anyone play and just have fun. All existing user accounts have been credited with 200,000 in-game Salvage to spend on skins and ability training and upgrades to help balance out the price drop. Servers will be online so long as I draw breath so feel free to come and go as you please. Players are still only randomly joining in and it looks like most play with others that are likely friends. Should you want to play with any of them I'd recommend posting on the community forum. Otherwise feel free to school the bots whom are forever trapped in-game and at the mercy of your whims. Cheers! ViciousVoid
- Back to Gigabit network - 31 May 2019
Starting June 4th, 2019, we will be moving to a new gigabit network connection and looking at new development options. Classic slow-boat-for-the-win technique.
- Servers migration - 27 August 2018
Servers have been migrated to reduce cost while we figure out how to move forward. :D