Blogs

Blogs from the studio.

Builds, decisions, in-engine clips. Not press releases — actual work.

  1. 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.

    — Network Team

  2. 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.

    — Audio Team

  3. 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.

    — Animation Team

  4. 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.

    — Platform Team

  5. 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.

    — Combat Team

  6. 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.

    — Combat Team

  7. 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.

    — Marketing + Game Design

  8. 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.

    — Studio Team

  9. 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.

    — Network Team