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Hey everyone - long time no speak!
So, as some of you may have heard, Skullgirls Mobile is currently LIVE on iOS and Google Play in Canada and the Netherlands!
I know, I know - you’ve got questions. Read on!
I DON’T LIVE IN ANY OF THOSE COUNTRIES! CAN I STILL GET ACCESS TO THE SOFT LAUNCH?
Rumor has it that there are methods for doing so, otherwise you’ll need to wait until the game is available in your territory.
IF I START PLAYING NOW, WILL MY PROGRESS BE SAVED?
Yup! Unlike the Beta version (which was a temporary build setup with debug tools and was using our internal servers), this release is now all configured using LINE’s servers in a live environment. Your progress is safe!
WHEN WILL WE BE DOING A FULL RELEASE?
Soon! While we can’t share any specific dates, you should expect the full release within the next few months.
WHAT’S NEW IN THE LATEST BUILD?
WHAT ISN’T NEW?!
Many of the changes that we’ve made since the beta were in direct response to much of your feedback. While there are too many changes to list here (rest assured we’ll do super detailed update notes for future releases), here are the main updates from the Release Notes we posted on the store, with a bit of commentary:
• Deeper customization - now equip up to 5 different moves for every Fighter
Instead of only having 3 BBs that are “locked” to a given Fighter, we now let you fully customize what BBs and Special Moves you want to equip. Also, Moves now have randomly generated bonus stats attached to them (like equipment in an RPG) which will increase as you upgrade them.
• Interface improvements throughout the game
The UI looks way better than it did before! It’s going to take another leap forward in the final release version as well. Smoothing out a lot of rough edges and inconsistencies.
• Quick Play and Training modes added
Quick Play auto-matches you against teams of comparable level for more efficient level grinding!
As many of you requested during the Beta, Training mode is just you vs a bunch of Training dummies with TONS of HP who will never attack. Great for testing out combos and other strategies!
NOTE: Per Beta feedback, we’ve also updated the Combo Counter so that it will change color if your Combo is no longer guaranteed.
• Parasoul Events and Relics added to the Daily Event Rotation
Parasoul is now a “regular” character that can be acquired through standard means. The only character that you fight but cannot unlock (for now) is Eliza (coming soon!). Of course, more characters from the original SG roster coming after that!
• New EXPERT level difficulty added for Story Mode and Daily Events
In addition to BASIC and ADVANCED we’ve added EXPERT level challenges for Story and Daily Event modes.
• Enemy AI refined for more competitive high level battles
AI is much better than it was before! We’ve also since made a bunch of additional improvements that make the AI less exploitable in certain circumstances that will go live when we fully launch.
• Daily Event Fights now have a random chance to drop Moves and Skill Points for that Fighter Type
Now you can get Moves and Skill Points from Daily Events!
ALSO, INTRODUCING… STEVE! (aka mooddoofus)
While I’m not going anywhere, I wanted to introduce you guys to Steve (aka @mooddoofus) a Producer here at Hidden Variable who will just as (if not more!) active on the forums answering questions and announcing things and the like. He’s also an original Skullgirls (and BB/GG/MvC) player to boot!
That’s all for now! Thanks so much again for all your help and patience throughout the Beta - eager to hear what you guys think, and itching to share the full final release version with everyone as soon as it’s ready to go
So, as some of you may have heard, Skullgirls Mobile is currently LIVE on iOS and Google Play in Canada and the Netherlands!
I know, I know - you’ve got questions. Read on!
I DON’T LIVE IN ANY OF THOSE COUNTRIES! CAN I STILL GET ACCESS TO THE SOFT LAUNCH?
Rumor has it that there are methods for doing so, otherwise you’ll need to wait until the game is available in your territory.
IF I START PLAYING NOW, WILL MY PROGRESS BE SAVED?
Yup! Unlike the Beta version (which was a temporary build setup with debug tools and was using our internal servers), this release is now all configured using LINE’s servers in a live environment. Your progress is safe!
WHEN WILL WE BE DOING A FULL RELEASE?
Soon! While we can’t share any specific dates, you should expect the full release within the next few months.
WHAT’S NEW IN THE LATEST BUILD?
WHAT ISN’T NEW?!
Many of the changes that we’ve made since the beta were in direct response to much of your feedback. While there are too many changes to list here (rest assured we’ll do super detailed update notes for future releases), here are the main updates from the Release Notes we posted on the store, with a bit of commentary:
• Deeper customization - now equip up to 5 different moves for every Fighter
Instead of only having 3 BBs that are “locked” to a given Fighter, we now let you fully customize what BBs and Special Moves you want to equip. Also, Moves now have randomly generated bonus stats attached to them (like equipment in an RPG) which will increase as you upgrade them.
• Interface improvements throughout the game
The UI looks way better than it did before! It’s going to take another leap forward in the final release version as well. Smoothing out a lot of rough edges and inconsistencies.
• Quick Play and Training modes added
Quick Play auto-matches you against teams of comparable level for more efficient level grinding!
As many of you requested during the Beta, Training mode is just you vs a bunch of Training dummies with TONS of HP who will never attack. Great for testing out combos and other strategies!
NOTE: Per Beta feedback, we’ve also updated the Combo Counter so that it will change color if your Combo is no longer guaranteed.
• Parasoul Events and Relics added to the Daily Event Rotation
Parasoul is now a “regular” character that can be acquired through standard means. The only character that you fight but cannot unlock (for now) is Eliza (coming soon!). Of course, more characters from the original SG roster coming after that!
• New EXPERT level difficulty added for Story Mode and Daily Events
In addition to BASIC and ADVANCED we’ve added EXPERT level challenges for Story and Daily Event modes.
• Enemy AI refined for more competitive high level battles
AI is much better than it was before! We’ve also since made a bunch of additional improvements that make the AI less exploitable in certain circumstances that will go live when we fully launch.
• Daily Event Fights now have a random chance to drop Moves and Skill Points for that Fighter Type
Now you can get Moves and Skill Points from Daily Events!
ALSO, INTRODUCING… STEVE! (aka mooddoofus)
While I’m not going anywhere, I wanted to introduce you guys to Steve (aka @mooddoofus) a Producer here at Hidden Variable who will just as (if not more!) active on the forums answering questions and announcing things and the like. He’s also an original Skullgirls (and BB/GG/MvC) player to boot!
That’s all for now! Thanks so much again for all your help and patience throughout the Beta - eager to hear what you guys think, and itching to share the full final release version with everyone as soon as it’s ready to go
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