Blogs
Blogs from the studio.
Builds, decisions, in-engine clips. Not press releases — actual work.
-
May 22, 2026
The netcode shipping checklist
Lorem ipsum dolor sit amet. The final pre-beta netcode QA pass — packet loss simulation, regional bridging, and the one bug that took two weeks to track down.
-
May 21, 2026
Audio mixing: the first pass
Lorem ipsum dolor sit amet. First sweep through the combat audio mix — hit confirms, parry tells, and a story about why the super-cancel SFX got cut in half.
-
May 20, 2026
Animation blending: the hard parts
Lorem ipsum dolor sit amet. Notes on how we keep transition frames honest when a hit-confirm chains into a special into a super — without rubber-banding the silhouette.
-
May 19, 2026
Build pipeline overhaul
Lorem ipsum dolor sit amet. Notes from the platform team on the new sharded test pipeline and what it means for our release cadence going into beta.
-
May 18, 2026
Training mode, rebuilt from scratch
Lorem ipsum dolor sit amet, consectetur adipiscing elit. We threw out the v1 trainer and started over — frame data overlays, recording dummies, and per-character hit confirms.
-
May 12, 2026
Parrying finally feels right
Six iterations on the parry window before we shipped something that rewards reads without punishing mistakes too hard. Build notes from the netcode + animation teams.
-
May 4, 2026
How we picked the reveal cadence
We argued for three months about whether to reveal characters one at a time or in waves. Here is who won, and how the pre-reg milestone rewards drove the answer.
-
Apr 29, 2026
Welcome to the studio
A small experienced team is making a fighting game with a massive IP. Here is who we are and how we ended up here.
-
Apr 22, 2026
Notes on the rollback netcode stack
Why we picked GGPO-style rollback over delay-based, what the input prediction window looks like, and the worst-case scenarios we are still hunting.