- Original Soundtrack Gold Edition Available on Steam! - 15 February 2023
From composer Gonzalo Varela... the Fight'N Rage Original Soundtrack lands on Steam! And in this case, it is the Gold Edition, which not only includes the two remastered classic official discs with the more than 40 tracks from the game... but also adds new orchestral arrangements and three full transcription books! =) Even though it is available at a very tempting price, there is also a special discount for those who already have the game in their libraries! ːfnr_coinːːfnr_coinːːfnr_coinː In order to get said discount you just need to access the Steam Bundle on this link! Enjoy! =)
- Minor update (220120) - 20 January 2022
I just removed the damage penalty by player amount on insane and unfair difficulties. Most players even don't notice that, but when you play coop on insane or unfair difficulties, the characters endurance was way lower depends on how much players were involved, making that mode pretty unplayable, specially when you choose cpu partners.
- Against all odds ... Here comes a new Update! (211224) - 24 December 2021
It has been more than 4 years since Fight'N Rage has been released, that September 19, 2017 ... being totally honest, I did not thought that I would continue updating the game after so long, but here I am ... there are some things that I just wanted to include, and here is the listing: Statistics: As I always loved transparency, so, now it's possible to view game statistics (which were already being processed internally from the first version of the game!). So if you are interested in knowing how many times you have been destroyed, or how many times you have destroyed the game (among other things) ... you can now access that information! (To do so, you just have to enter to "Extras" section.) Collection of Achievements: Now it is possible to see the achievements of the game in the game itself, without having to look at them via the Steam interface. It seemed to me that this would help t…
- Minor Patch for store savedata file more often. - 3 March 2021
I made a minor patch to store savedate more often now. Now, if you shut down the system or your pc crashes is much more probable that you keep your last advance and coins.
- Japanese language support! =) - 10 September 2020
Due the launch of Fight'N Rage on consoles for Japanese audiences by EastAsiaSoft, it was possible to add the same translation to the PC version. =D I take this opportunity to thank the people of BlitWorks and EastAsiaSoft, for having worked together to bring us this translation, which I hope will allow to Japanese audiences enjoy the story of Fight'N Rage in a better way! =)
- And finally… Here comes a new update! =) [200725] - 26 July 2020
In this version there is a lot of improvements and even some new content that was made this last months. Some of the improvements comes from the fact that I’m currently working on new proyects that are using my framework. Here’s the list of new content: Added a new “Musical Gallery” at the Extras section, where you can unlock music themes while you play on other modes. Added a way to adjust screen brightness in the image adjustments. Added a little indicator that shows the control status below the SP circle, only visible when player has the speedrun data visible. Added some extra info in the “times by stage” pop-up in order to identify which characters are involved and the selected game-speed in the current run… so, for example, if you play as Gal and F.Norris on maximum speed, it tells “Times by Stage T2” (which means Gal + F.Norris + Turbo 2). The difficulty setting not needs to be po…
- Technical improvements on input detection and refresh rates! (191215) - 16 December 2019
Now you can play with an alternative joystick detection! This patch was maded thanks to this project: https://github.com/gabomdq/SDL_GameControllerDB Wich is a great controller mapping database! In this version I also added support up to 500hz screen refresh rate (I think that the max in the market is 480hz (?)), and a lot of launch parameters too, here's the list: Input related params "-use_old_input" = Use old input reading architecture (in case you prefer it over the new one). "-disable_joysticks" = Disable all joystick detection (useful to use external joy mappers). "-allow_unknow_joysticks" = Try force compatibilty to detect unknow devices. "-disable_merged_dpad" = Disable the DPAD and Left Analog input union. Display related params "-display_fps" = Display frames per second. "-force_60hz" = Force display frequency to 60 frames per second. "-no_vsync" = Disable vsync (it can lead t…
- Minor update with some minor fixed glitches and some price adjustments too. (190614) - 14 June 2019
I have updated the game due a glitch that was only happening on Cave stage at 60+ high refresh rates with F.Norris when you try to do an anti-air. Thanks Marco Rossi to reporting it via twitter! =) I have fixed another minor thing like windows start position on W10 scaled contexts (it was appearing slightly decentered). Additionally, I have adjusted some of the shop prices too. Those are the new prices: Cpu-Partners now costs 600 coins (instead of 1000). Easy Difficulty now costs 50 coins (instead of 100). Training Mode now costs 30 coins (instead of 100). That’s a pretty small update, but I think that can be cool anyway, because a lot of people are using high refresh rates monitors and it’s not good to have such glitches on it, and even, W10 scaled contexts are a more common setup lately because a lot of people are migrating to ultra HD screens, so, it looks pretty unprofessional if th…
- New update with 144hz support! (190525) Smoother than ever! - 25 May 2019
Lately I was interested in get a high refresh rate screen, in order to try adapt my games for refresh rates greater than 60hz, and yesterday, I had the opportunity to get a notebook with 144hz screen and I fallen in love with the great mobility smoothness that a 144hz screen can show… Fortunately I had some suspicions about that will be great, and some weeks ago, I was adapted the code in order to support such high rates… and, after some tweaks I got it done. =) I have made an update that mainly includes support for high screen refresh rates (such 75 or 144hz). This will make the game looks WAY smoother than before. If you have a high refresh rate screen, you will love it! Additionally, the game contains some minor technical improvements… for example, (that was from the previous silent update, btw) adding custom translation is easier now… just place translation files on a folder names “…
- New update fixed (190322) - 22 March 2019
I have updated the game again, now old unknow joystick must work again! So, if you have a downgrade version, I reccomend to back to the normal version. =) You may need to reconfigure some devices at the settings menu, but now, joystick recognition must be better or equals than older versions!
- New minor update (190320) (better/more joystick support) - 21 March 2019
Considering that some users had problems with various joysticks (the amount of feedback that has come since I put the game in Humble Monthly is huge), I were working on improving compatibility with non-xinput joysticks. Luckily, with some dedication, I have been able to add support for all the joysticks that I had the opportunity to try... (Of course many must still be missing, but the compatibility should have improved substantially now). In addition, it is also possible to map the triggers (L2 and R2) as buttons (those who use Hori Fighting Commander, for example, can use the 3 buttons in line too! =). As you can see, the current improvements are more related to the internal architecture, above all. In other words, the game itself has no changes whatsoever (except for the control configuration screen that has the information a little better aligned now). I hope this improves substanti…
- New Update!: Quick Save Feature! (181129) - 29 November 2018
Hey, finally, I decided to add a Quick Save Feature! After read a lot of your good suggestions, I started to think about HOW doing a Quick Save Feature without the disadvantages that I was afraid... and finally, I found a way to achieve that, so, I made it =). Thanks for all suggestions, it helps me a lot to figure what you really wanted... it's pretty sad that people who have only a few minutes to play can't play FnR properly... so... here it's! To be honest, I was worried about losing some dynamics or discourage players to restart a new game if I put a Quick Save feature... but in this way, I think it can fit pretty well. =) How to use it: -Just play Arcade Mode until you clear a section or get defeated. -Next time, start Arcade Mode again with same character(s) and difficulty, and the game will ask you for continue or restart. -Enjoy! Note: When you start to play, the game DELETES TH…
- Here comes a new Content! (New Update! (181111)) - 11 November 2018
Here's a list of changes. Don't worry about the main gameplay or Arcade Mode difficulty, there's no changes here, it plays as always. =) New Content: -Added new Survival Mode which is like an "Endless Elevator" mode. It allows you to unlock new costumes! -Added 2 more costumes for each protagonists that are related with the new Survival Mode ranks. Improvements: -Now Ricardo and F.Norris as CPU allies can escape from Judog grabs, just like Gal always does. (Thanks @AppleBerryKitty for pointing it on twitter!) -Now it's possible to select Game Speed on every game mode, included Training Mode too. Fixes: -Some minor translation fixes. -Minor visual detail fix on main menu. -Disabled repeated taunts from Whip Girls when player loses on Score Attack. If you found any problem, please let me know and I will fix as soon as possible. Thank you all for continuing support my game in various ways,…
- New update (180602) - 2 June 2018
I have made some improvements and fixes in this version, however, don't worry, the gameplay and difficulty level is intact. =) Improvements: - I rewrote the TV effect, and now it looks way better and clean, specially when you use scanlines. - Now it's possible to use Turbo Speeds at Score Attack and Time Attack (wich make those modes optionally hardest, because time runs faster too). -Some minor translation errors were fixed. I hope you enjoy this update and specially I hope you like the new TV filter look. =)
- New Small Update (180324) - 24 March 2018
I've added a new achievement when you got Rank S on Time Attack with all characters, and I've modified some time requeriment too. These are the new time requeriments for Rank S: Ricardo: 1:40 (because 2 minutes was too easy) F.Norris: 1:45 (because 2 minutes was pretty easy) Diane: 2:10 (because 2 minutes was extremely hard) I update the internal assembly info too... because the game was internally named "F.A.R.M" for some reason ^^U Well... that's all... as you can see, this is a pretty simple update! =) Cheers!
- New Small Update (180324) - 24 March 2018
I've added a new achievement when you got Rank S on Time Attack with all characters, and I've modified some time requeriment too. These are the new time requeriments for Rank S: Ricardo: 1:40 (because 2 minutes was too easy) F.Norris: 1:45 (because 2 minutes was pretty easy) Diane: 2:10 (because 2 minutes was extremely hard) I update the internal assembly info too... because the game was internally named "F.A.R.M" for some reason ^^U Well... that's all... as you can see, this is a pretty simple update! =) Cheers!
- New Big Update! (Update #5) - 7 March 2018
I have read all your posts here and I've been working on some of your requests and some other cool things... btw, here are the updates notes! =) Update Notes (180307) New Content: -Added a new Time Attack mode (as unlockable) which allows you to unlock new costumes! -Added 2 more costumes for each protagonist! (to be unlocked on Time Attack, of course!) -Added a new Stage Practice mode (as unlockable) where you can select all previously beaten stages with different settings and infinite lives! -Another thing that I've added, is a new... oh, wait... just... just look at last fixed issue instead. =) Gameplay Adjustments: -Now, cpu ninja enemies' will not cancel their rain kick into normal air kick. (Sometimes it looks weird when you play as Ricado and parry this attack.) -Score Attack Rank S requeriment for Gal was down from 55k to 52k, however, it was possible to do more than 55k, but I…
- New Big Update! (Update #5) - 7 March 2018
I have read all your posts here and I've been working on some of your requests and some other cool things... btw, here are the updates notes! =) Update Notes (180307) New Content: -Added a new Time Attack mode (as unlockable) which allows you to unlock new costumes! -Added 2 more costumes for each protagonist! (to be unlocked on Time Attack, of course!) -Added a new Stage Practice mode (as unlockable) where you can select all previously beaten stages with different settings and infinite lives! -Another thing that I've added, is a new... oh, wait... just... just look at last fixed issue instead. =) Gameplay Adjustments: -Now, cpu ninja enemies' will not cancel their rain kick into normal air kick. (Sometimes it looks weird when you play as Ricado and parry this attack.) -Score Attack Rank S requeriment for Gal was down from 55k to 52k, however, it was possible to do more than 55k, but I…
- New Update! (Update #4) - 17 November 2017
While I was seeying how a lot of people playing my game, and reading discussions I tought a lot of things about the gameplay itself. I noticed how some players try to play in the best possible way at high difficulties, while others just try to unlock all costumes and extras while playing more casually... as player, I like to play in the two ways too, it depends on how much compromise I want to have with certain games. I noticed that some players just can't finish the game on hardest settings, because they try to keep continuing in the last level (which is the hardest way to achieve it)... to be honest, I must admit that continuing in hardest levels is not a good option... maybe it can be fun on people like me who enjoy this type of "frustrating experiences" on this type of games, but not for every type of player. somewhere in the line, I was thinking about keep continues limited, but I…
- New Update! (Update #4) - 17 November 2017
While I was seeying how a lot of people playing my game, and reading discussions I tought a lot of things about the gameplay itself. I noticed how some players try to play in the best possible way at high difficulties, while others just try to unlock all costumes and extras while playing more casually... as player, I like to play in the two ways too, it depends on how much compromise I want to have with certain games. I noticed that some players just can't finish the game on hardest settings, because they try to keep continuing in the last level (which is the hardest way to achieve it)... to be honest, I must admit that continuing in hardest levels is not a good option... maybe it can be fun on people like me who enjoy this type of "frustrating experiences" on this type of games, but not for every type of player. somewhere in the line, I was thinking about keep continues limited, but I…