Patch Notes
Patch Notes
v1.1 Hotfix
Bug Fixes
General: Remove erroneous "Advance" from Spartan Kick card
You can now achieve the "All the Things" Achievement on all platforms
Xbox: Fix for missing "Death to Death's Head" achievement
Xbox: Fix for missing "Purity" achievement
v1.1 Minor Update
This patch addresses a number of issues raised since the full release:
New Features
Leaderboard cheat prevention
Bug Fixes
You can now achieve the Double Crossed Out Achievement on all platforms
Enemies killed stats are now stored correctly on GoG Galaxy
Game saves correctly if you quit the game immediately after completing a boss
Balance Changes
Shimmy card adds 1 Dodge
v1.0 Full Release
We are delighted to present the full launch of Fights in Tight Spaces. With a new selectable player character, a completely revised final mission, and a host of changes, fixes, and improvements. Plus full localisation support in a range of languages
This isn't the end of the journey, we'll be here to support the game as it goes forwards, and we'd love it if you could be part of that conversation, so join the Discord community and less us know what you'd like to see next. If you've been part of the Early Access launch, we wouldn't be here without you. And if you're new to the game... Good luck, Agent!
Important info for Early Access players
If you have previously played the game, much of your progress has been tracked, and some achievements will unlock immediately. If you want to avoid this, and earn the achievements afresh, you can reset your progress and stats from the Options Screen before beginning a new game
If you load an old save game (prior to v1.0) you may experience strange behaviour in-game, and/or not see any new content. We recommend that you start a New Game from the main menu
New Features
New selectable player character
Entirely replaced final mission, including new levels, characters, and enemy abilities
New levels across the game for more variety
Improved visibility of hazard areas/kill zones and railings
Achievements implemented across all platforms
Full in-game localisation in French, German, Spanish, Russian, Chinese, and Japanese
Changes
Improved end of level slow-down
Updated help screens
Enemies now fade away rather than popping out of existence
Improved front-end appearance and layout
Final card art added
Improved appearance of Map screen icons (i.e. gym, medical, and event)
New UI options to:
Show/hide Hazard Markers
Permanently show/hide on-screen camera rotation buttons
Permanently show entity health/damage/turn information
Arrow keys can be used to navigate the map screen
Improved fight start visuals
Map screen now shows current Max Combo and Momentum values
Ambient audio added to levels
Map generation has been improved to significantly reduce the possibility for repeated or “no-choice” map node selections
Player levelling progress is now shown on Card Compendium screen
Improved card visuals to show Dodge and Bleeding, and to show more appropriate icons for attacks without damage
Significant fix for extra levelling progress being given to players using Level Restart, levelling rebalanced accordingly
Button text after a lost fight now clearer for players with Restarts enabled
[Xbox] Xbox players can filter leaderboards to only see other Xbox Players
[Xbox] Xbox players can see the GamerCard of other Xbox player from the leaderboard screen
[Xbox] Xbox version correctly supports Suspend/Resume
Balance Changes
Made Welder less spongey
Shield enemies take damage from Wall Bash attacks regardless of initial direction
Shield enemies take damage from attacks that ignore block
Shield enemies and enemies with Dodge receive effects from indirect attacks (e.g. Caltrops, Flash Powder)
Enemies with Dodge no longer can dodge the effects of bleeding
Enemies with Dodge no longer dodge attacks when they are downed
Uncontrolled Power now correctly triggers auto-attacks
Order of actions in No Take Backs changed to allow Counter Attacks to be Dodged
Shoulder Charge can no longer be used as a long-distance movement card
Added time limit to Rising Strength and reduced damage modifier
Hidden Blade no longer effects non-attack abilities (such as Shift and Grapple)
Snap Strike no longer interferes with Bank Combo
Reduced Rifleman Attack damage slightly
Gangster Boss now has Aggressive property
Damage done against block is now included in total damage dealt stats
Intimidate card is now Remove on Play, gains Retain when upgraded
Allow Effect on Discard type cards to stack
Rebalanced Recycling card
Slightly reduced Bartender health
Bug Fixes
Fixed multiple issues in Tutorial
Fix for ring-out kills counting double
Fixes for various enemies having incorrect animations and reactions
Various text updates and improvements
Fix for Grapple card sometimes causing a soft-lock
Breakable window states and visual are now correctly set when loaded mid-fight
Get Over Here and Redirect can no longer be used on Downed enemies
Fix for occasional missing icons on health panels
Slow motion no longer effects music playback
Fix for Spawned enemies sometimes breaking replays
Counter Grapple no longer breaks other counter effects
Fix for Counter Throw breaking the game when attacking enemy is standing on a downed enemy
Fix to Long Counter playing when the target is behind an obstacle
Various fixes to Back Slam card
Damage numbers now show correctly when dealing additional damage to stunned enemies
Minor animation fixes
Indirect attacks show correct damage values
Fixed camera cutaways in Subway levels
Wall Kick now has retain
Removed Sucker Punch (as it was too similar to Follow-Up Strike)
Replaced Throwing Star with Heavy Strike in Slasher deck
Fix issue with spawned enemies counting towards Kill All Enemies objectives
Various Ragdoll fixes
Fix for tile UI sometimes not appearing on car park level
Fix for flickering for enemy attack UI during enemies’ turn
Fix for missing text on Prison Guard Shield
Multiple statuses can be checked for card cost adjustment, fixing conflict between Fractured Leg and Flow State
Fix for Rollback removing Rising Strength Modifier
Prevent Complete By Turn objectives appearing on Survival levels in Daily Play
Early Access v0.23
Main Features
New Unlocking System - Cards and decks are unlocked progressively as you play (existing players will be prompted to reset their existing progress to see this in action)
Updated Tutorial and Help system - a less intimidating but more comprehensive tutorial for new players, and new help screens when new enemies and mechanics are introduced
Card Compendium - a built-in reference guide to all the available cards and enhancements
Visual Updates - new visual effects, animations, card art, audio, and polish
Balance Changes
Informants with auto attack no longer attack the player after the level is completed
Biker Welder block has been reduced to stop him being so tank-y
You can now Taunt the Ambassador to cause him to unleash his devastating attack!
You can Taunt enemies to attack, even if they are lined up to use their Special Ability
Bug Fixes
Special Agent difficulty now always correctly issues a Step card when required
Fixed issues with Daily Play leaderboard navigation
Fix for issue where you couldn't throw enemies who were stood on downed enemies
Correctly ragdoll enemies when thrown
Fix various other throw related bugs
Multiple card adds (i.e. with Flurry), now take place much quicker
Early Access v0.22
Main Features
Daily Play - a new (and difficult) challenge every day, compete with friends and the wider FITS community to top the Daily Play leaderboards
Cloud Saves - cloud saves have now been activated for the game on Steam, GoG, and Epic Games Store (Xbox Cloud Saves were already supported)
Card Art - a large chunk of new card art has been added to make things feel extra special
Balance Changes
New gangster enemy
Bug Fixes
Some animation, audio, and gameplay fixes
Early Access v0.21
Main Features
New Jade Staff Content - Europe's most secretive clan of ninjas gets a look in this month, with a set of new enemies, an extra mini-boss, and a host of level variations
Grappler Starter Deck - After many requests, we've finally added a starter deck concentrating on the noble art of picking people up and then chucking them on the ground, yes a grappling/wrestling move set right from the get go can now be unlocked as you play!
Clearer Scoring - The game's scoring system has been completely overhauled, scoring is much more transparent than before with a breakdown after each fight
New cards and moves - Try out new movement, attack, and special ability cards
Post Game Stats - When you finish a game (successfully or not!) you will now be shown a page not only showing your scoring stats, but also a breakdown of the cards and enhancements that you used
Balance Changes
"Invincible from front" enemies can now be thrown, giving you additional options for defeating them
Throat Punch no longer forces enemies to turn to face before you attack
Upgraded Headbutt no longer applies 2 Stun
Bug Fixes
Fix for issue where restarting an fight created by an event would cause a soft-lock
Fixes to several animation glitches when using throw and stun abilities
We might have actually fixed Pep Talk, no one knows any more!
Text fixes
Impact sounds no longer play when dodging, other audio fixes
Other small fixes
Early Access v0.20
Another big content update, and this month it's the turn of The Insiders, expect new enemies and new prison environments to fight in. We've also bumped up your defensive options with a new Dodge system, and Conditioning cards to super charge your Block decks. There's also some cracking new music to enjoy!
We've added some Quality of Life features for players who want a more relaxed playthrough, with an in-fight Rollback system and the ability to restart a failed level (these are both included as part of the difficulty level selection at the moment, but it's likely they will be separated out so players can pick and chose their level of challenge more specifically in future).
Main Features
Dodge Cards - a new mechanic where you can gain Dodge, which allows you to avoid all the damage from the next incoming attack. Particularly useful in the late game, but offering brand new tactical options throughout the game, the Dodge cards are accompanied by a whole new set of animations
Conditioning Cards - for those of you who enjoy more defensive decks, the conditioning ability allows you to maximise Block gained and make your agent even more resilient to enemy attacks
New Prison Content - a whole new set of enemies and levels to bolster the second mission of the game. The Insiders' ranks are bolstered with a new variant of the Prison Guard carrying a riot shield, a fast and fearsome tattooed inmate, and a highly suspicious prison doctor. New variants of all the prison levels expand on the possibilities and the variety within the mission as a whole
Rollback System - For players who like to be able to learn from their mistakes, we have added a limited undo feature which will allow you to roll back to the start of a turn a set number of times each fight. The number of rollbacks is based on difficulty levels, so for the FITS hardcore there's still no turning back!
Level Restarts - For those who have asked for it, and because we know that no everyone loves the extreme brutality of the experience, there is now the option (at lower difficulty levels) to restart a level when you fail it - you can still get yourself in a sticky situation, but this way you can try again if you really mess up and don't want to lose your progress
New and Updated Music - All the game's music tracks have been overhauled and improved, as well as some brand new tracks that have been added alongside an incredible new Boss Battle theme
Balance Changes
Initial enemy spawns are generally fairer
Bleeding attacks are a little more powerful
Pep Talk can now be used to add Block to the player!
Bug Fixes
Fix for issue where "pure" Bleeding attacks wouldn't add combo
Fix for selection of cards in multi-stage abilities when using a controller
Fixed Bug/Exploit that allowed the outcomes of card effects to be skipped
AI changes to prevent weird direction choices for ranged enemies
Additional fixes and improvements to replays
Other small fixes
v0.19 Hotfix
Reduced instances of Hatchet Men in gangster mission
Enemy panel shows all abilities again, and doesn't show player data erroneously
You can now see details for downed enemies by mousing over or with Show Info
Downed enemies no longer transfer their bleeding damage to people standing on them
A few text and description fixes
Fixed issues with Foresight and Recall
Bleeding damage is correctly done to all characters regardless of whether they have an attack phase
Steel Self now behaves correctly with multistage attacks (like Tackle/Suplex)
Fix controller input for multi-stage picker situations
Early Access v0.19
In our first content update we've overhauled the fourth mission of the game, with attention paid to the i Completi mission. There are new level variations throughout, and new enemies and new lieutenants all with new abilities and behaviours to challenge even the most experienced of players. There are a few surprises in there, so be on your guard.
Not to be outdone, Agent XI has a brand new deck to play with, including all new cards and a new Bleeding system to deal long term damage to his foes. There are a host of new cards, particularly in the latter stages of the game, offering more tools and techniques for dealing big damage (at big cost!).
This update opens the door to a faster turnover of new content, new cards, and new experiences. If you want to be the first to see this content (in an very early form), and be part of the discussion as we develop new content, we currently have a beta branch available to anyone who owns the game on Steam, so please join our Discord for details on how to access that.
Main Features
Updated i Completi Content - new levels, enemies, and enemy abilities
New Bleeding mechanic - deal long term damage to enemies
New Slasher Deck - See if Agent XI is as skilled with a blade as he is with his fists
New Cards and Abilities - A range of exciting new cards and abilities that will be encountered as rewards and in the Gym
New Card Art - Lots of extra card art imagines for new and existing abilities
Balance Changes
Tweaks to enemy health and damage values throughout the game
Characters are no longer stunned when standing from being knocked down (however they cannot move after doing so)
Throws are cheaper and more damaging to offset this
Deck Draft mode offers two additional Movement-only choices at the start of drafting
Slip no longer gives bonus Momentum
Rising knee and Linking Move correctly maintain Momentum
Bug Fixes
Fixed exploits for Medical and Upgrade costs
Fixes to various abilities
General fixes
v0.18 Hotfix
Controller support in difficulty menu fixed
Apprentice enhancement no longer applies to drafted cards
Prevent player from being able to skip cards when drafting
Difficulty level shown on end game screen
Hand assist system tweaked
Early Access v0.18
Main Features
Deck Draft Mode - Rather than pick from a pre-made deck, you now have the opportunity when you start a game to start with a hand drafted from a series of choices. Build a deck that suits your mood, try out new cards, and mix things up as you throw down.
Difficulty Levels - The game now offers a range of difficulty levels to accommodate multiple play styles and preferences. The "default" behaviours of the Early Access release (movement card assistance, enemies moving in the first turn) are available in Classic mode. Other difficulty options allow you to reduce or turn off entirely hand assistance. This is very much a first step. We are conscious the game is still inherently difficult, particularly in later missions, and the difficulty system will continue to be expanded in future to offer further options for new players, and further challenges for more experienced ones.
Balance Changes
The ambassador's health now increases for latter missions, making protect missions easier and more worthwhile
New block/slide animations to make it clearer when the player is block damage during push attacks (and you look much cooler when you do it too)
Bug Fixes
Add missing audio for Charge and Big Overhand attacks
v0.17 Hotfix
Fix for Bounty Hunter enhancement reward not being added to player's cash
Prevent Distraction enhancement from reducing damage dealt by status effects (e.g. Deadly Deal, Bleeding etc.)
Fix for injury removal in discounted Medical Facilities sometimes being unavailable
Clarify Stun Counter range
Early Access v0.17
Main Features
Dark Mode (experimental)
Accessed via a toggle on the Options Menu, a new optional visual appearance for the game (ideal for playing at night).Events Overhaul
The majority of events now offer neutral or positive outcomes, less randomness, and fairer choices. Added some additional Events.Spawn System
Enemies no longer move on the game's first turn, meaning fewer blocked spawns and more opportunity to assess the situation.Enhancement Changes
Enhancement rewards are now offered from a selection of three at the end of missions, leading to more choice and less randomness in runs. Wider range of enhancements available, and more opportunities for improvements to the enhancement system in future. You can also now view enhancement descriptions on controller (by clicking the right stick inwards to move between active enhancements).
Balance Changes
Added a card type text to all cards for clearer understanding of game rules
Made Ground Jump Punch retained
Starting card removal cost has been reduced from £80 to £60
Max Health can be increased by 4 (from 2) in Medical Facilities
Bug Fixes
Fix for issue where Apply Effect type statuses (e.g. ) could not be stacked
Fix for issue where passive status effects (e.g. Slow Bleed) could not be stacked
Clarify in card text that Grapple won't gain combo and made it an Attack card for the purposes of card effects
Fix for issue where upgraded Shove wouldn't do damage
Clarify Ninja Enforcer absorb behaviour text
Fix Energy Booster description (cards are removed from deck for the duration of the fight)
Fix Change Tack description to remove erroneous End Combo text
Fix issue with Retained cards being selectable with Forward Thinking (and Forward Thinking+)
Early Access v0.16
Balance Changes
Add ability to use "Heavy" enemies as walls for the purposes of Wall Run Kick etc.
Allow 540 kick to be targeted on empty tiles (as long as there is still a valid target)
Made the I Completi boss less easy to deal with!
Ninja mini-boss damage reduction now happens correctly
Recall now removes on play
Get Over Here no longer triggers auto-attack
Flash Kick maintains combo correctly
Vault correctly gains combo rather than reducing it
Improved Big Block and its upgrade
Follow Up Strike is now distinct in its behaviour from Body Blow
Bug Fixes
Enhancement Statuses now stack correctly
Fix to Shift not triggering reaction animations
Fixed issue with On The Job Training not copying cards with alt-movement values correctly
Prevent sudden deaths in Powder Room
Made card removal text clearer
Pick card actions no longer break replays
Ground Pound and Unleash upgrades have benefit
Dynamic Move upgrade correctly shows combo benefit
Bank Combo correctly clears damage modifier
Added cost to Redraw card
Fix prices not updating in shop after removing a card.
Lots of card text fixes and clarifications
Better handling of downed enemies
Fix for End Turn ability action (e.g. in False Surrender)
Fix for soft-lock when stacking too many counters
Various other fixes
We hugely appreciate all the feedback we have received. With your help we can make Fights in Tight Spaces even better. We hope you continue to enjoy it.
Thanks
The Ground Shatter Team.