- Steam Deck Support - 18 May 2026
Antistatic 0.9 comes with an engine overhaul, random online matchmaking via Quick Play, and first-class Linux support for Steam Deck. My testing hasn't shown issues, but please let me know if you encounter any.
- Antistatic 0.9 - 18 May 2026
After 5 years, Antistatic is getting a new update. This is a feature-complete test release that will have some further bug fixes before I start on 0.10. I'll have full patch notes later, but here's a quick overview: Quick Play online: queue and play the first person who queues after you Experimental Virtual Couch mode - like the old online mode; Arcade support is in progress Experimental Rollback - this probably still desyncs, so it is disabled by default Fallback options under Advanced in case the lobby server is offline Tag support with controls and tap jump per tag Full controls menu and bindings overhaul First pass on CPU AI First-class Linux support Massive code audit to fix innumerable bugs and stability problems Tell me about the bugs you find. Have fun!
- Antistatic v0.7.4 - Some tidying - 24 January 2021
0.7.4 - Jan 23 2021 More handling changes, substantial bug fixes, and animation work. Features Improved (but still WIP) save/load state - v to save, b to restore on keyboard while offline Can now save/restore via controller inputs in Training - d-pad right to save, d-pad left to restore (might work online?) Xenon, Carbon, and Rhodium now have icons/text by stock displays to indicate charge/states Air handling was reworked again Characters Still working on balance with changes to knockback curves/etc Lots of new animations and fine-tuning, particularly for walk/stride/run Lots of small physics-related tweaks Misc Some new visual effects Changed camera anchoring on most stages to tweak how it zooms in/out Tweaks to bounce knockback Fixes Fixed AI not being able to use its controller - couldn't recover, couldn't shield Updated some dependencies Fixed some places in UI where online/non-onli…
- v0.7.1, v0.7.2, v0.7.3 - Bug fixes, physics, and etcetera - 4 January 2021
A quick set of three patches over the last two weeks, featuring a new knockback curve and a little bit of menu polish. v0.7.1 - Dec 26 2020 Minor balance patch. Tweaks Can now jump and grab out of the start of dash attack animations Lag-canceling energy regen delay is now based on move's landing lag, and lower Characters Carbon Several tweaks and buffs Helium New up-tilt (well, the animation's the same, but it hits differently) Several tweaks and buffs Misc Improved controller display Fix crash on restore state if an entity was removed Cleaned up Helium's animation data Misc cleanup 0.7.2 - Dec 30 2020 Another rework of knockback and stun, character handling tweaks, and balance changes. Tweaks All characters have had their dodge rolls, tech rolls, and floor rolls tuned to be longer All characters have had movement/handling tweaked Hax dashing should work now Shield knockback has been en…
- New netcode: Antistatic 0.7 - 21 December 2020
It's been a while, but 0.7 is finally released. Headlining the changes, and the source of many delays, is refined netcode: mostly rewritten, and much more stable. There have also been substantial tweaks to knockback curves, several bug fixes, and polish passes over some parts of the game. As usual, report any bugs in the Steam discussion board or on the official Discord. Full change log: 0.7.0 - Dec 20 2020 New controller polling code, new netplay code, tons of netplay improvements, a lot of code cleanup, more visual improvements, new knockback curves. Features Controller polling is handled more reliably now A big portion of the netcode stack has been rewritten or overhauled, and should be much more stable Netcode now consumes even less bandwith First phase of new SFX work, plus new SFX encoding pipeline Lots of visual improvements Balance New knockback curves, with a lot of move adjust…
- v0.5.0 - Getting A Head - 23 January 2020
For the one-year anniversary, this patch lays the groundwork for per-character models, improves hit response, and fixes several netplay bugs. Through the 0.5.x series of patches, the focus will be on improving Antistatic's aesthetic: more modeling work, replacing placeholder animations, and building graphics engine tech to support more visual effects. Patch notes: v0.5.0 Groundwork for per-character models. Helium's body is finished, but others mostly only have heads. WIP. Features * Per-character models Characters * Landing friction changed Helium * Up-B no longer has a sweetspot * Dair momentum changed a bit, early auto cancel window widened Iron * Up-B is now flexible; previously locked to cardinal directions * Neutral-B works more consistently Misc * `dbg animations` now includes slide momentum in velocity values * Node.js upgraded to 13.7.0 v0.4.8 A handful of changes, improved hit…
- Alpha 0.4.6 - More translations! - 17 November 2019
0.4.6 - Nov 16 2019 Unicode support is finalized. Machine translations now included for Japanese, Simplified Chinese, Traditional Chinese, and Korean. More UI is now translated, including stage names. Text looks nicer, too. Features Full Unicode code point support - note, doesn't include any fancy Unicode features, only the ability to show any character. Also, many languages outside of normal ranges are rendered with a very small font to save on file size. Text measurement actually works now Text antialiasing is enabled again More UI is translated (start menu, some other things) Characters Xenon's teleport now causes a burst effect Rhodium's shield placement fixed Fixes Fixed character spawns starting one spot late Characters no longer flash if they don't charge a tap attack Fixed a bug that would cause character style not to save between matches Now waits until leaving the settings men…
- v0.4.5: New Character, Rhodium - 27 October 2019
New character: Rhodium. Rhodium's defining mechanic is Burn. After using a non-special attack, the move becomes burned and loses hit bubbles. This may result in less range, loss of a sweet spot, or a completely different trajectory. All moves are reset when using down-B, which can be jumped out of. Balance Rhodium New character Xenon Dtilt buffed Fixes Fixed some bugs with animation redirects Fixed potential bugs from not re-initializing characters on respawn Misc Replaced a few placeholder miscellaneous animations for all characters Updated to Node 13.0.1 Updated to SDL 2.0.10 Updated to FreeType 2.10.1 0.4.4 - Sep 29 2019 Working prototype for a control rebinding menu with bad keyboard support, plus small changes while busy with life. To contribute to translations, join the Antistatic Discord or send a pull request/comment on GitHub: https://github.com/bluehexagons/antistatic-translat…
- Translation Alpha - v0.4.3 - 20 August 2019
Mostly internationalization work. Most UI now goes through the translation system, so the game should largely be understandable (depending on machine translation quality). The next step is better Unicode support, to allow for CJK translations. Machine translations available for testing: Spanish, French, Italian, German, and Russian. To contribute to translations, join the Antistatic Discord or send a pull request/comment on GitHub: https://github.com/bluehexagons/antistatic-translations Features Old UI now gets run through translation infrastructure Language cycle added to options menu Audio settings moved onto a separate screen Text now squishes if it's too long for its box UI updates immediately when changing languages Facing arrow is now much more pronounced Fixes Fixed some custom startup scripts not being run correctly - inconsequential except for tinkerers Balance Carbon Dair slig…
- Patch 0.4.2 - 12 August 2019
0.4.2 - Aug 11 2019 Internationalization prototype for the main menu, powered by Fluent! Tries to guess proper language, change with `config locale `; reads from `app/assets/ftl` directory. Right now, it's just temporary machine translations. Let me know if anything's particularly funny. To contribute to translations, join the Antistatic Discord or send a pull request/comment on GitHub: https://github.com/bluehexagons/antistatic-translations Unicode support was improved dramatically, but still not good enough for CJK character sets. Soon? Also fixed a really annoying bug when connecting for netplay. Features Internationalization prototype, via `config locale`; VERY work-in-progress Better Unicode support Very-slightly-improved netplay menu Fixes Fixed a bug that caused connections to randomly, and often, time out Some general stability improvements to netplay Fixed error when setting co…
- Patch v0.4.1 - 19 June 2019
Some random additions making progress to 0.5. Features Controls menu: no rebinding implemented yet, but should help to see keyboard controls Random character button/sandbags Pressing Special on menus now goes back when applicable Volume sliders v1 (mouse interaction isn't perfect) Lots of backend UI features Save/restore states work with more properties Console now breaks lines at 100 characters Fixes Fixed using space bar to trigger buttons causing crashes Misc The enter key no longer opens the console, now activates buttons
- Main Menu Update - v0.4.0 - 8 June 2019
0.4.0 - Jun 8 2019 New UI infrastructure, used for the new main menu. Lots of random changes. Features Start of shiny new UI infrastructure, used by main menu and settings Moved settings from versus select to settings screen Added SFX to UI interaction (only on new infrastructure) Throws now scale their speed by the target's weight Cursors move faster while angling the right stick AI now shakes out of tumble Brand new audio loader - much faster, slightly buggier, more portable Blastzones render again when approaching them Netplay Clunky in-game chat using the `say`, `me`, and `nick` commands Netplay UI now shows more errors Can now cancel join and host Disconnects happen more nicely Fixed some of the bugs with the netplay UI Disabled most non-controller menu navigation while connected for netplay, since they currently cause desyncs Balance Wall jumps grant brief intangibility 19XX now d…
- Weekly Alpha v0.3.5 - 6 April 2019
More quality of life improvements, plus bug fixes. Still working on netplay reliability, and there's a new menu in the works that will hopefully be ready next week. Change log on Trllo: https://trello.com/c/3Ii8Ow5E/65-v035-apr-5-2019 Netplay Fixed some more possible desync conditions Fixed pings not pinging correctly Fixed cases where network controllers could activate things they shouldn't be able to Features Hitbubbles are now also colored based on sound effect and damage type Training mode now has an Overlays dropdown to toggle various dbg settings Balance Default blast zone ceiling is now lower (applies to several, but not all, stages) Carbon Down-B non-super knockback nerfed Iron Up air now has DI staling on first hit (can be DIed further the more stale it is) All throws adjusted Forward-tap knockback increased Silicon Dash attack no longer weirdly clings to the stage Xenon Bottom…
- Weekly Alpha v0.3.4 - 29 March 2019
Patch notes were previously only posted on Discord and Trello, but starting this week they'll be shared here as well. Quality of life update more than anything. Controls can now be rebound using a very basic `mapping` console command until a UI is built to make it simpler. Instructions: https://trello.com/c/DH6uPzfu/59-console-based-control-rebinding Change log on Trello: https://trello.com/c/pheuUA4P/64-v034-mar-29-2019 NetplayControllers reset on connect, which should resolve a few desyncsConnecting over netplay now automatically connects a controller if none is connectedEven more buttons are now disallowed over network (exit, fullscreen, etc)FeaturesRecovering under Great White and Crossing is now a little less harrowingConsole-based control rebinding using the `mapping` commandVersus select screen is slightly less shocking on startup (temporary solution for now)BalanceXenonUp-B now…
- Alpha 0.3: Netplay Prototype - 6 March 2019
First release of the netplay prototype: a lot of features are missing, problems are going to happen. But at a basic level, it works. Website | Discord | Official Subreddit | Twitter | Roadmap on Trello There are two netplay buttons on the Versus Select screen: host, and join from clipboard. Either player can host, and doing so will copy the lobby code to the clipboard. Share the code with another player, who only needs to use the Join From Clipboard button to join the lobby. More information about the patch is available in the Trello card: https://trello.com/c/mrXRlZ3R/50-v030-mar-4-2019 Just getting to this point was a large task. Antistatic's game engine, being built from the ground up starting over 7 years ago, was not originally designed for online play to ever happen. Over the last years, the code has been reorganized several times to build more consistency to lead up to online pla…
- Steam Early Access launch! Current state and roadmap. - 24 January 2019
After 7 years of on-and-off work, Antistatic is now available on Early Access. Some links to keep up to date and interact: Discord | Official Subreddit | Twitter | Facebook | Roadmap on Trello So, where are we at right now? Short list: local multiplayer, four characters plus one prototype, five starter stages, four counterpick stages. Game mechanics are feature-complete. Keyboard is supported, but I strongly recommend against using it. Since there aren't in-game prompts: WASD moves, Space/I jumps, J is attack, M is special, OKL; is right stick, L/Rshift shield, Q/apostrophe light shield, E/H grab, RFCG are tilt inputs, Backspace is start. Antistatic imposes no controller number limits of its own, but currently supports only one GCN USB adapter, and uses XInput which may restrict to four XInput controllers. DirectInput toggle option will be added later, but it causes issues with Xbox con…