News Blog
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Freems • November. 24, 2025, 1:42 PM
Hey all you Mega Fans! We're back again with another V6C Newsletter!
Before we get into the subject of today's newsletter, I just wanted to thank you all for your input on the community poll. The poll is closed now but it will be some time before we announce our plan going forward. When we do, it will be back in that topic and will not follow the newsletter schedule. We just ask for your patience as even with the poll closed, it certainly won't be something we'll be ready to talk about immediately.
But enough of that. Let's actually show something new and exciting! I only have one subject to show you all today, but it'll be unique as far as these newsletters are concerned. So please take a look at this.

That's right! Chest, Plum, and Ripot are being added as brand new skins in V6C!
For those who don't know, this trio of news reporting robots originate from Mega Man Battle & Chase, more specifically Rockman Battle & Chase as they were more or less completely cut outside of the Japanese release of the game. But in our quest to try to encompass bits and pieces from the entire Classic Mega Man series, we felt that these three would make great additions to the skin roster.
Unlike map edits and weapon reworks, we very rarely get a chance to do anything new and exciting with skins outside of fixing up some older ones or adding a new roster when a new game is represented. So being able to add these three is certainly a very welcome addition to the many, many things being added in V6C!



I hope you all enjoy seeing this trio in action when V6C releases!
That's all for today's newsletter! While I have nothing I wanted to pair with these skins, we're not out of content to show you guys yet! So we'll see you next time with some more exciting updates!
Before we get into the subject of today's newsletter, I just wanted to thank you all for your input on the community poll. The poll is closed now but it will be some time before we announce our plan going forward. When we do, it will be back in that topic and will not follow the newsletter schedule. We just ask for your patience as even with the poll closed, it certainly won't be something we'll be ready to talk about immediately.
But enough of that. Let's actually show something new and exciting! I only have one subject to show you all today, but it'll be unique as far as these newsletters are concerned. So please take a look at this.

That's right! Chest, Plum, and Ripot are being added as brand new skins in V6C!
For those who don't know, this trio of news reporting robots originate from Mega Man Battle & Chase, more specifically Rockman Battle & Chase as they were more or less completely cut outside of the Japanese release of the game. But in our quest to try to encompass bits and pieces from the entire Classic Mega Man series, we felt that these three would make great additions to the skin roster.
Unlike map edits and weapon reworks, we very rarely get a chance to do anything new and exciting with skins outside of fixing up some older ones or adding a new roster when a new game is represented. So being able to add these three is certainly a very welcome addition to the many, many things being added in V6C!



I hope you all enjoy seeing this trio in action when V6C releases!
That's all for today's newsletter! While I have nothing I wanted to pair with these skins, we're not out of content to show you guys yet! So we'll see you next time with some more exciting updates!
Quick update, CS S3 signups are being reopened, as captains attempt to find a time to begin the draft. We thank you all for your patience.
EDIT: I SHOULD SPECIFY WE'RE ONLY LOOKING FOR ADDITIONAL PLAYERS AT THIS POINT, WE ARE NOT ACCEPTING FURTHER CAPTAIN SIGNUPS
EDIT: I SHOULD SPECIFY WE'RE ONLY LOOKING FOR ADDITIONAL PLAYERS AT THIS POINT, WE ARE NOT ACCEPTING FURTHER CAPTAIN SIGNUPS
Rick Edwardson • November. 12, 2025, 8:09 PM (Edited)
VENICE'S BRIDGE ROBOT MASTER CLASS CONTEST!
Have you ever looked at the wide variety of robot master classes mods and wondered to yourself, “man I wish I could make and play as my OWN robot master OC in one of these.” Well, worry not, today is the day you very well might get a chance to.
What is this?
Through the efforts of Rick Edwardson and Mushsect, Venice's Bridge classes is bringing to you the VBRMCC, Venice's Bridge robot master class contest. Were you, yes you, can submit your very own original robot master class concept for the chance to be one of two winners and become part of VB classes. All you need to do is create a design or use a robot master design you already have made, whether it’d be through sprites or artwork. Create a class concept around it that fits the theme of the robot master design with a moveset that would be cool to play with. Just remember to take into account the rules of the contest and submit it before the deadline, so do start cooking your ideas.
What is VB or Venice’s Bridge?
Before we get into the details, I assume it’d be best to explain to you what VB or Venice Bridge is to those who are not privy to its existence.
Venice Bridge is a mod patch of the mod patch known as Gondola for the Classes mod. Which Gondola is a more competitive focused classes mod that aims for balance. However VB’s goal is to bring different and unique classes to Gondola that are from various fan games or different media transformed to be in theme with mega man. Starting years ago as a humgle "Quake woman dlc", it has expanded over time from just fan game robot masters to original robot masters by those in the mega man community to even multiverse based classes that take a spin on translating famous characters into robot masters you can play as, all for the fun of it, all for the hell of it.
The Contest Itself
So what’s all going down? Over time VB has built up a select set of 6 original character robot master classes, those being; Shard man, Viscera man, Bayonet, Rouge man, Blood woman, and Kabuto man. All selected and created with the permission of their respective owners. However, it takes 8 bots to make a full set minimum, so this contest was made to give the community a fun chance to get their bot in as well to fill out the last two slots. While there are only going to be 2 winners (with a small chance of a third one so long life grants me its permission), each person who submits is allowed to pick ONE of their submissions to appear in the accompanying maps as audience members as a participation prize. Getting 2 unique 5 rotation frame poses that match the map they are displayed in. These aforementioned maps are 6 in total and based off of the current 6 oc robot masters in VB! We hope you look forward to playing on them and seeing your little robot appear in the audience, as well wish to present decent maps that are designed for classes specifically. Additionally, the 2 winners will not only get their robot obviously made into a class for VB. They will also get a drawn art piece by Mush to match the contest’s logo art of the current 6 as a cute bonus.
Meet the Misfits!
Contest Rules and Submission Guidelines
While we are all for having fun with this contest, there are a select set of rules we’d like you to follow to make submissions streamlined and easier on ourselves to get through all your ideas.
The rules are as followed;
- No obvious derogatory content, please keep it clean
- Your class is open to be discussed and maybe have its core gameplay customized to adapt to the game if needed
- Each person can send up to 5 submissions, but must only select 1 as their preferred map cameo if your robot master does not win
- Submissions should at a bare minimum have a clear design identity (try to avoid stickmen scribbles), bonus point for providing a concept of class function and archetype of some form (ex/ tank support)
- Submissions will be accepted until day (x) at (x) (timezone) time
- A.I. and stealing other’s art or editing other’s art without permission is disallowed and you will be auto disqualified.
Submissions;
Here we have provided to you an example submission based off of one of Mush’s robot masters before we provide you the link to the google forum for submitting.
Fizzman
- Simple and straightforward character that must keep his ammo in check to keep his power from being crippled, the higher his ammo the farther his projectiles can travel
- Mainfire: hold m1 for a spray of bubbles, they do low overall damage. They latch on a target and pop a second later, the more bubbles present on the enemy, the bigger the pop explosion
- Altfire: shoots a big unstable bubble that latches on an enemy, if this enemy touches someone else or any walls, it will explode
- Reload: Reloads buster ammo, takes half a second to fill each stock
- Item: N/A
- Passive: N/A
With that out of the way, here is the submission form, copy the link into your browser's search bar to visit the page, do read it:
=============================================================================
https://docs.google.com/forms/d/e/1FAIpQLScUtmkRQQVmhnj4AhuHl7ELc2iQp_JmzN3_7br6Re_qAQZV1Q/viewform
=============================================================================
With all said and done, we wish you luck and await your submissions for the contest.
-Rick/Mush
Freems • November. 6, 2025, 11:41 PM
Hey all you Mega Fans! We're here at a very different time for a very different kind of MM8BDM V6C update.
One of our (many, many) goals with V6C has been to update and refine our weapon view sprites all across the board. V6A updated the buster sprites, but we wanted to go back and edit all the other sprites to be up to the same modern standard, as much work as that is. This update is happening in V6C no matter what, so buckle up and get ready for it.
However, we on the development team have reached a little bit of a dilemma. While we were working on these updates, we ended up reaching a very real talking point regarding the amount of details these weapon view sprites should have, namely in terms of the coloring, and how detailed we want them to be. We have the very real opportunity to add what is essentially a 3rd color to our sprites. Instead of just having the view sprites be blue and cyan, it would be blue, cyan, and another darker blue, allowing for more detail, and making the style match both official artwork for the Mega Man series, but also the more detailed weapon get screens from the games.
Before I continue, let me show you all a preview of 25 weapons that use the new sprites, both in the current two color style, and a new three color style. Please note that none of the sprites or colors that you will see below are finalized and they are still subject to change. We normally would prefer to have everything finalized before showing them off, but I believe the community's input here is important enough that I want to post these early. Just remember they are subject to change.
As you can see, even with the updated sprites, the decision to stick with two colors VS three colors is a very large one, and it's one the development team wishes to poll the community at a large about. We're not fully sure as a whole which path to take going forward, as there are a number of pros and cons that I would like to list out.
Pros of Three Colors:
- Matching the style of the official artwork and Weapon Get screens can be considered to be overall prettier to look at and more visually appealing.
- This gives us a unique opportunity to better differentiate weapons that would otherwise share the same colors between them (such as Dust Crusher and Bubble Lead as seen in the above images.)
- With more detailed artwork and sprites being found in many of the game's mods found in the community, this brings the fidelity of the base game up to the same level.
Cons of Three Colors:
- While some might find three colors to be a prettier style to look at, others might find it more out of style.
- There's something of a learning curve with a change like that, and there's a whole lot of muscle memory associated with the current weapon colors, both in terms of those who have played MM8BDM for years, and for those very familiar with the weapon colors in the main Mega Man games.
- Mod creators of weapon packs will have a good deal of extra work on their hand having to update all of their weapons to account for the extra darker color in the sprites.
It is worth noting that modders will have some work required with this update regardless of decision made with the colors, namely with the sprite offsets being changed to account for the new sprites. That said, we will have a fallback in play so you will not be forced to immediately update your custom weapons.
For the reasons listed above, we want to extend this decision with the colors to the community as a whole. Below is a simple poll to vote on which color option you would prefer, and an optional space to write your reasoning if you choose to. It is worth noting that this decision is most likely not one we will come back to later. If we decide on sticking with two colors here, I imagine we will not change our line and change it again in a later version.
Vote for the poll HERE
The poll will stay open until the date of the next V6C Newsletter: Monday, November 24th. The results will probably not actually be released on that day and the Newsletter will instead be about something completely unrelated but hopefully still exciting.
Thank you all for reading, and voting on the poll! Your input is very important to us so please participate!
One of our (many, many) goals with V6C has been to update and refine our weapon view sprites all across the board. V6A updated the buster sprites, but we wanted to go back and edit all the other sprites to be up to the same modern standard, as much work as that is. This update is happening in V6C no matter what, so buckle up and get ready for it.
However, we on the development team have reached a little bit of a dilemma. While we were working on these updates, we ended up reaching a very real talking point regarding the amount of details these weapon view sprites should have, namely in terms of the coloring, and how detailed we want them to be. We have the very real opportunity to add what is essentially a 3rd color to our sprites. Instead of just having the view sprites be blue and cyan, it would be blue, cyan, and another darker blue, allowing for more detail, and making the style match both official artwork for the Mega Man series, but also the more detailed weapon get screens from the games.
Before I continue, let me show you all a preview of 25 weapons that use the new sprites, both in the current two color style, and a new three color style. Please note that none of the sprites or colors that you will see below are finalized and they are still subject to change. We normally would prefer to have everything finalized before showing them off, but I believe the community's input here is important enough that I want to post these early. Just remember they are subject to change.
As you can see, even with the updated sprites, the decision to stick with two colors VS three colors is a very large one, and it's one the development team wishes to poll the community at a large about. We're not fully sure as a whole which path to take going forward, as there are a number of pros and cons that I would like to list out.
Pros of Three Colors:
- Matching the style of the official artwork and Weapon Get screens can be considered to be overall prettier to look at and more visually appealing.
- This gives us a unique opportunity to better differentiate weapons that would otherwise share the same colors between them (such as Dust Crusher and Bubble Lead as seen in the above images.)
- With more detailed artwork and sprites being found in many of the game's mods found in the community, this brings the fidelity of the base game up to the same level.
Cons of Three Colors:
- While some might find three colors to be a prettier style to look at, others might find it more out of style.
- There's something of a learning curve with a change like that, and there's a whole lot of muscle memory associated with the current weapon colors, both in terms of those who have played MM8BDM for years, and for those very familiar with the weapon colors in the main Mega Man games.
- Mod creators of weapon packs will have a good deal of extra work on their hand having to update all of their weapons to account for the extra darker color in the sprites.
It is worth noting that modders will have some work required with this update regardless of decision made with the colors, namely with the sprite offsets being changed to account for the new sprites. That said, we will have a fallback in play so you will not be forced to immediately update your custom weapons.
For the reasons listed above, we want to extend this decision with the colors to the community as a whole. Below is a simple poll to vote on which color option you would prefer, and an optional space to write your reasoning if you choose to. It is worth noting that this decision is most likely not one we will come back to later. If we decide on sticking with two colors here, I imagine we will not change our line and change it again in a later version.
Vote for the poll HERE
The poll will stay open until the date of the next V6C Newsletter: Monday, November 24th. The results will probably not actually be released on that day and the Newsletter will instead be about something completely unrelated but hopefully still exciting.
Thank you all for reading, and voting on the poll! Your input is very important to us so please participate!
Freems • November. 3, 2025, 1:57 PM
Hey all you Mega Fans! We're back again with another V6C Newsletter!
I've got another pretty simple newsletter lined up for you all today with another round of some map changes! I do think the next few newsletters will be very different than just map changes though, so feel free to keep that in mind...
That said, let's focus on the map changes of today! Firstly, this is one where the changes are on the smaller side of things, but that doesn't make it no less important.


Spark Man's map has always been a decisive one in the game, mostly and totally just due to it remaining one of the smaller arena maps in the game. Now I'm firmly on the side that this identity for the map is very important and I wouldn't want to replace the map with just a bigger box or something like that. But that doesn't mean we couldn't make some little changes to it. Outside of some nice texture touchups and some new background elements, we added little pillars to the corner to allow easier jumping to the edges of the map. We also added two smaller wings to two sides of the map, mostly to allow just a little extra cover and a place to duck out of a fight in a small map.
As for our other two maps of the day, let's take a look at two more Mega Man 8 touchups!



Tengu Man's stage has joined the ranks of getting a fresh coat of paint! The changes are a lot less openly obvious than the likes of Clown Man and Duo, but they are certainly appreciated nonetheless. As you can see in the last screenshot, we also added little balconies to the wings on both sides of the map. This makes the floating platforms WAY less of a commitment and offers more ways to move around a pretty rigid part of the map!




Aqua Man has also gotten a complete makeover! These tiles were definitely suffering a good deal out of Mega Man 8's lineup, so I'm really glad we were able to spice this one up. If you looked at how the stage looks in Mega Man 8 proper compared to Rockman 8 FC, you'd be shocked at the amount of details that were missing outright.
But as you can probably tell from the screenshots, Aqua Man got far more than just a coat of paint. Much of the entire back half of the map has been completely remade, both to compliment the new texture set, and to help open up what was otherwise a really bland and difficult to navigate half of the map.
Anyhow, that's all for today's newsletter! As I said before, expect some different content other than just maps next time! Until then!
I've got another pretty simple newsletter lined up for you all today with another round of some map changes! I do think the next few newsletters will be very different than just map changes though, so feel free to keep that in mind...
That said, let's focus on the map changes of today! Firstly, this is one where the changes are on the smaller side of things, but that doesn't make it no less important.


Spark Man's map has always been a decisive one in the game, mostly and totally just due to it remaining one of the smaller arena maps in the game. Now I'm firmly on the side that this identity for the map is very important and I wouldn't want to replace the map with just a bigger box or something like that. But that doesn't mean we couldn't make some little changes to it. Outside of some nice texture touchups and some new background elements, we added little pillars to the corner to allow easier jumping to the edges of the map. We also added two smaller wings to two sides of the map, mostly to allow just a little extra cover and a place to duck out of a fight in a small map.
As for our other two maps of the day, let's take a look at two more Mega Man 8 touchups!



Tengu Man's stage has joined the ranks of getting a fresh coat of paint! The changes are a lot less openly obvious than the likes of Clown Man and Duo, but they are certainly appreciated nonetheless. As you can see in the last screenshot, we also added little balconies to the wings on both sides of the map. This makes the floating platforms WAY less of a commitment and offers more ways to move around a pretty rigid part of the map!




Aqua Man has also gotten a complete makeover! These tiles were definitely suffering a good deal out of Mega Man 8's lineup, so I'm really glad we were able to spice this one up. If you looked at how the stage looks in Mega Man 8 proper compared to Rockman 8 FC, you'd be shocked at the amount of details that were missing outright.
But as you can probably tell from the screenshots, Aqua Man got far more than just a coat of paint. Much of the entire back half of the map has been completely remade, both to compliment the new texture set, and to help open up what was otherwise a really bland and difficult to navigate half of the map.
Anyhow, that's all for today's newsletter! As I said before, expect some different content other than just maps next time! Until then!
























