Good evening everyone. I'm back with another major update for this game to address lots of bugs that not only I discovered while playing, but also you guys as well. Please check it out!
Before I continue, a heads-up for anyone bringing custom content forward from an older version. This time the folder layout itself hasn't changed — your data, docks, and sound folders are all right where you left them — but a set of on-disk format and sound-pack changes have landed across the recent updates, so some hand-authored maps and custom sound packs will need a small one-time touch-up before they fully load.
If you've authored a custom map by hand, here's what to expect.
1.
A set of text-bearing entities now store their text wrapped in double quotes, so it can hold spaces and keep your exact punctuation. This covers the message on signs, clocks, calendars, and timed texts, and the text on blockages, elevator floors, story zones, text squares, and text zones. These lines are not backward compatible — an old unquoted line is silently dropped — so wrap those fields in quotes, or just re-save the map in the builder, which does it for you. Doors, passages, and elevators moved to quoted text as well, but they need a fuller re-make, covered in step 3.
2.
The separate ranged underscore names are gone. Every entity that used to have a distinct ranged_ token now uses the plain entity name for both its single and ranged forms, with the line itself deciding which by its shape. If you hand-wrote any line starting with ranged_ — across hazards, spikes, vanishing hazards, force fields, timed texts, the sound, url, and timed sources and ambiences, signs, clocks, calendars, text squares, travelpoints, switches, sensors, and doors — drop the ranged_ prefix so it reads just hazard, sign, switch, and so on. Old ranged_ lines are no longer recognized and won't spawn.
3.
Doors, passages, and elevators need to be re-made. Each one now draws all of its clips from a single bundled folder and stores one sound name instead of the several it used to, and each also gained new per-sound toggle fields for muting individual sounds. Because the shape of these lines changed, the cleanest path is to delete and re-place any door, passage, or elevator in the builder rather than hand-patch the old line.
If you've authored a custom sound pack, here's what to expect.
1.
The teleporter's movement sound was renamed. In each custom teleporter folder, rename hit.ogg to move.ogg, or that sound won't be found.
2.
Checkpoints changed folders. Custom checkpoint clips moved out of the builder's misc folder into its construction folder, so move your checkpoint sounds from sounds/decompiled/builder/misc/checkpoints into sounds/decompiled/builder/construction/checkpoints.
For anybody with external tooling, nothing moved this round — the data, docks, and sound folder layouts are unchanged, so any shortcut you repointed after the earlier reorganization still finds its files.
In short, old content won't crash the game, but the affected pieces won't load until you've done these steps. Re-save your maps and tidy up your pack once, and everything falls back into place under the new layout.
With all that said, here's what's new from versions 13.6 to 13.9. As per usual, I'm only going to summarize the top 10 things that are the most significant to y'all.
1.
Undo and Redo for Map Edits
Building a map stopped being a one-way street. The new /undomap and /redomap commands (short forms /ud and /ro) take back and reapply your recent changes, covering an added, edited, or removed line as well as pasting a whole map over the current one, including a /rawdata paste. You can step back and forth through your history as many times as you like, so a single fumbled edit no longer costs you your work. The history is kept the whole time you stay on a map and clears when you load a different one, and both commands can be blocked in a command blocker like any other command can.
2.
Custom Presets for Effect Spaces
Effect spaces gained a real preset system. When building one you pick an effect and then a preset from the new preset type list to instantly fill its sliders, or choose custom to dial the sliders in yourself and save them under a name for reuse on any map later. Saved presets can be renamed or deleted right from the same form, and every effect starts with a default preset holding its standard values, so you can reach for a known-good sound or build your own library without ever leaving the builder.
3.
The Preferences Screen Reorganized
The settings screen was untangled so audio and menu options each have their own home instead of crowding into the game tab. The game tab now holds only gameplay switches, a new menu tab gathers the navigation options, and a new sound tab gathers the audio options along with the sound device chooser that used to live in the general tab. The general, keyboard, and sound tabs are available only from the main menu, while the game, menu, and speech tabs can still be reached from inside the map builder, so everything is where you would expect to look for it.
4.
One Builder Entry per Object
The builder menu shed its long list of duplicate entries. Clocks, calendars, signs, switches, sensors, text squares, travelpoints, spikes, hazards, doors, item doors, and more were each merged into a single entry with a build mode choice at the top of the form. Picking ranged reveals the minimum and maximum coordinate fields for an area, while single asks for just one tile, replacing the old pair of separate single and ranged entries for every one of these objects. Your existing maps load exactly as before, only the way you build changes.
5.
Simplified Door, Passage, and Elevator Sounds
The most sound-heavy objects in the builder were drastically simplified. Doors went from six separate sound types to one, passages from four to one, and elevators from five to one, with each object now drawing all of its clips from a single bundled folder picked from one sound list. Holding Control and pressing a letter previews each individual clip right there in the builder. Because these lines now store one sound name instead of many, existing maps containing doors, passages, or elevators must be re-made.
6.
Per-Sound Mute Toggles
Doors, passages, and elevators picked up checkboxes to silence their individual sounds. A door can disable its looping and moving sounds, a passage its looping sound, and an elevator its beeping, looping, and moving sounds, and a disabled sound never plays no matter which bundle is chosen, while the builder previews are unaffected. They are off by default, so nothing changes until you ask for quiet, but a noisy object can finally be silenced exactly how you want. Because each line now carries the extra toggle fields, existing maps with these objects must be re-made.
7.
Quoted Text That Keeps Its Spaces
Free text across the builder stopped losing its formatting. Item ids and passwords on doors and passages, and the messages on signs, clocks, calendars, elevators, timed texts, blockages, story zones, text squares, and text zones are now stored in quotes, so they keep the exact spacing and punctuation you typed and can hold multiple words. The line decides single or ranged by how many coordinates sit before the quoted text, so the same plain entity name covers both forms.
8.
New Character Restore Commands
Restoring your character got a full set of commands. /healhealth (/ht) refills your health and /healstam (/hs) refills your stamina, each to full, joining the existing /healbones so every part of your character now has its own restore command. Each one speaks a notice if you are already at maximum, so there is no guessing whether it did anything.
9.
Inventory and Quick Utility Commands
A handful of small commands close long-standing gaps. /take and /takeall (/tk, /ta) remove items as the exact inverse of /give and /giveall, taking a positive amount and clearing an item out entirely if you remove more than you hold. /silence (/si) instantly stops every overlapping sound started by /play while the map, the game, and your character keep going. And /loc speaks your current position along with the minimum and maximum of the map on each axis, with height included on 3d maps, so you can always hear where you are and how far the map reaches.
10.
A Wave of New Help Topics
The in-game help menu filled out across these versions. Dozens of builder topics were added, covering doors, elevators, hazards, lifts, passages, platforms, teleporters, travelpoints, fires, force fields, mines, security cameras, spikes, bikes, vehicles, conveyor belts, trampolines, command blockers, floor breakers, timed texts, every ambience and source type, speakers, and topics on building maps and configuring game preferences. Whatever you are placing, there is now a written reference for it.
That's all I have for now. Remember to run through the migration steps for the game at the top of this post first so it can properly recognize your audio and data under the new layout.
I hope you guys enjoy what I've brought to the table. Stay tuned for more updates to come!
Here's the download link for the game, accessible on itch.io.
https://tsatria03.itch.io/simplefighterEnjoy, and happy building!
The people who love you the most, are the people who matter most in your life.