Game Updates

Invincible VS Open Beta Recap 

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Invincible VS is for everyone

Hey gang! it’s Mike Willette, Invincible VS Executive Producer, here with a recap on the Open Beta and what is next for the Quarter Up team as we boost dash into launch day. 

The team is incredibly grateful to everyone who played this weekend to stress test our systems and drop feedback and bugs on Discord, Reddit, etc. Big thanks to that one person who played 368 matches, I hope you made time to pee. 

The Quarter Up crew is showing up every day until launch to make sure the Day 1 patch addresses as many of the bugs and feedback you reported. And if we can’t get them in time for launch, we’ll build a path to get them in as quickly as possible.

Get Ready For Our Arrival

You’re all fucking amazing. The Training Mode lab monsters, the Leaderboard chasers, and all of you who were either trying a fighting game for the first time or jumping over from your comfort game.  

All 2 million+ matches helped us test scale and harden and our systems, including our Roll Back Netcode, console cross play, and regional match making. We also learned you understand the lore and REALLY like losing as Invincible.  

“Hey Mike, what else can I do when I get this game?” Hot damn, you’re in luck!

You can expect 18 characters at launch with more DLC throughout the year. In addition to experiencing our Story Mode for some hidden unlocks, you can take your dream team through Arcade Mode, deep dive into the game mechanics in Tutorial, and refine your playstyle in our Practice Mode. Unlock cool shit in player and character progression systems. Play with your friends in Local Versus and Lobbies and battle it out for love in Casual and Ranked matchmaking.

Notable Change Areas

All major changes since Beta will be in patch notes before launch, but for now we can confirm that the tuning is focused on these areas.

  • Making big moves that whiff or are blocked more punishable 
  • Reducing the number of solo Touch-of-Death routes 
  • Resolving the dash macro input issues 
  • General gameplay balance—even for characters not playable in the Open Beta. 

To make the above happen we’re looking to adjust Boost Meter cost for Heroic Strike, nixing tags after character death, damage scaling in various situations, as well as Dash and throw interactions. There’s also balance changes for a majority of our roster based on the Beta observations. 

Ranked Feedback and Rage Quits

I’m going to breakdown what caused the storm of Rage Quits. Most of these are on us and you’ll see later how we are better discouraging and penalizing this in the future:

  • Rank Data Bottleneck: On day one of the Beta, the backend for player rank data tracking was not uploading fast enough and players were not matchmaking according to their approximate skill level. This delay caused players to not get properly placed in their appropriate rank, and this meant higher skilled players were matching with lower skilled players too often. So even if everyone decided to stick around for their loss, this was not the intended matchmaking experience. 
  • Delayed LP Loss: As listed in our Known Issues post, there was a delay in how soon you would be able to see earned or lost League Points reflected in your profile. Even though this would update in about 5-10 minutes, it appeared as if there was no LP penalty for leaving a match early, which might have further encouraged people to disconnect because they assumed it negated the match.  
  • Lack of Disconnect Penalty: For those not deterred by the LP loss, there was no clear way to keep them from re-queuing and then rinse and repeat.  
  • Not Enough Modes for Casual Play: This Open Beta was an opportunity to stress test Ranked, one of the most important systems to get right. And although the Beta was a meaningful stress test for us, it left very little to do for those that wanted to demo at their own pace or were new to fighting games.  

What are we doing to deal with this?

First, we fixed the backend delay for ranked player data and are better prepared for any bottleneck we might encounter on launch day.  

Disconnecting during a Ranked match will still cost you LP and the match, and we’re looking at ways to keep frequent leavers out of the ranked queue. Quarter Up is currently implementing a cooldown penalty and targeting the first major post-launch patch. I don’t have an exact date to give you, but it’s at the top of our post-launch priority list. 

If you’re reading this and were guilty of a rage quit or two during the beta…we get it. Ranked was the system we most needed to stress test, but we also know that meant players who wanted to explore at their own pace (or who are new to fighting games entirely) didn’t have a good way to do that.

Invincible VS is for everyone! We hope the availability of all single player and multiplayer modes on launch (Story, Arcade, local versus, Casual, Lobbies, Progression) will help you develop your skills and progress towards competing against players at your level in Ranked play. The next time you get caught in a match-ending move, you’ll feel confident enough to run the set or go back to the lab and come back better.

Bug Fixes

Again, we’re dropping a full set of patch notes before launch but here are some of the major issues we have fixed or will have ready by day one. 

  • Fixed ‘ghost’ players in matchmaking 
  • Fixed majority of issues that caused game crashes 
  • No more Omni-Man ult bug 
  • Improved HUD clarity for Wifi vs Wired players when Show Ping is enabled

Team Focus for Launch

Thanks one more time to everyone that played Invincible VS during the Open Beta. We’re excited by all the hype there was from just one weekend of play—that wasn’t even the full roster! With more time to lab, more players, our balance updates, and 8 additional characters coming April 30, we know the mix ups are going to be unreal. 

Quarter Up is hammering away at more content for Invincible VS, making sure Universa and The Immortal are a must for your team. Oh, and there is still [redacted] and [redacted] to look forward to.

See you April 30! 

Mike Willette
Executive Producer