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Mega Man 8-Bit Deathmatch V6C RELEASE
Freems • October. 16, 2026, 12:32 PM
Announcements
Hey all you Mega Fans! It's finally time for the release of Mega Man 8-Bit Deathmatch V6C!

At this point I really don't have much left to say that I haven't already said. I do want to thank everyone who worked very hard on this new version, and all of the players who remained so patient while it was in development!

But that's enough out of me. Firstly, here is a link to the changelog! There's a lot inside!

Changelog

And here are the downloads for V6C!


Lastly, tonight, October 16th at 7:00pm EST there's going to be a launch party of sorts for Domination! If you have a Discord account and/or that's something you're interested in, you can check out the event and the official 8BDM Discord server here!

Launch Party Domination Event

That's all from me! I hope you all enjoy this update!
Mega Man 8-Bit Deathmatch V6C Newsletter
Freems • October. 12, 2026, 2:10 PM
Announcements
Hey all you Mega Fans, we're back with one last V6C Newsletter!

This one will be very short and sweet. As you may have seen, the latest Zandronum build has released, which means the big thing we were waiting on to release V6C is done!

As such, with the trailer already posted, we have the official release date for V6C below!



That's all for this newsletter! We will see you on release day!
Mega Man 8-Bit Deathmatch V6C Newsletter
Freems • August. 31, 2026, 2:31 PM (Edited)
Announcements
Hey all you Mega Fans, we're back at it again with another V6C Newsletter!

First things first, if I'm going to post a newsletter in this day and age, I owe you all another image of some grass.



Marvelous.

To cut to the chase. It's crazy that it's been nearly 5 months since the last newsletter and here we are in a very similar position as to where we were before. For all intents and purposes, V6C is finished. There's always small things to be caught and fixed, but when it comes to the content we want to put in the game, it's basically tied up neatly with a bow.

That said, we of course are still waiting for Zandronum to release its next build, as some features in it go hand in hand with V6C. That can be soon, that can be later, but we're more or less at a standstill until that's ready on Zandronum's end.

However, we are pretty tired of just sitting on this version and while we are unable to release it until Zandronum is ready, we are very able to release the trailer without it.

So mark your calendars! The Mega Man 8-Bit Deathmatch V6C Trailer will premiere Monday, September 7th at 6:00pm EST! Below is a link to the video premiere!



Now obviously we won't be able to put a release date on this trailer, just a "Coming Soon!" (spoilers....), but we do want to show off all the hard work we've put into this version after all this time. And even though we've shown a lot of content in these newsletters, we have a couple more surprises in store in the trailer, so I hope you are able to catch it!

That's all for this newsletter! We will see you next week for the trailer!
Mega Man 8-Bit Deathmatch V6C Newsletter
Freems • March. 9, 2026, 1:03 PM
Announcements
Hey all you Mega Fans! We're back at it again with another V6C Newsletter!

Let's jump straight to the chase! Today I want to focus on a couple more weapons that are getting updated for V6C. These ones are more than just simple balance changes and are more or less full reworks of existing weapons. So first off, let's take a look at...



For quite some time now, Flame Sword has found itself in a little bit of a weird spot in our game, in that it is always competing with other resident melee weapon, Slash Claw. Back when V3A first came out, Flame Sword kind of was "Slash Claw but better", but nowadays Slash Claw really overshadows it in every aspect and it really brings nothing new to the table.
So how about a change?



It may be a little difficult to tell from this gif alone, but Flame Sword has been reworked into a slower, but much more powerful melee tool. Instead of the quicker shorter range damage you'd get before, you now have a windup that goes with Flame Sword, but to compensate the attack is wider and way more immediately damaging.



To help compensate its power, we also gave the slash the ability to go through walls. Of course, it's still a melee weapon so you can't use it to the same effect as Magic Card, but it can still be a useful ability to keep in mind.

Now, while I don't usually do this, these gifs can only do so much to show how Flame Sword works now. There's a good deal going on with the animations and sound that help sell how this weapon works now. So here is a short video showing Flame Sword in action on the field. Please take a look!



Now that's all I have to show for Flame Sword today, but there is another weapon I want to talk about!



Gravity Hold has been in a little bit of a weird spot for some time now. It's one of the classic AOE weapons, and always has been. But there's generally been something... not terribly fun about using it. If you're fighting against Gravity Hold, you would know it deals more damage if you're in the air so the best way to avoid pain is to just not jump ever, which isn't terribly fun. And if you're using Gravity Hold, your enemy most likely knows better and will just not jump, which also isn't terribly fun as you more likely than not to just not get much gain out of using it.

So instead we made some changes to how Gravity Hold works to keep its more powerful AOE weapon design intact, while adding a lot more "oomph" to using the weapon.




Gravity Hold now acts as an AOE weapon that, after a short windup, will now slam all grounded enemies to the ceiling, and all airborne enemies to the ground! Some damage is dealt by the AOE blast itself, but more of it is dealt via the slam instead.

Of course, several changes were made to the weapon to compensate this new design. The amount of shots you have before having to refill ammo has been significantly reduced, and the AOE no longer hits a large circle around you, and instead focuses on a radius in front of the user. So you at least have to be "aiming" the weapon at people to take them for a ride.

While this is definitely a more satisfying weapon to use and helps fit the theming of Gravity Hold a little better, the weapons only use isn't only in causing AOE carnage, in fact, while the damage isn't bad, it certainly isn't anything special.
But when a player is slammed into the floor or ceiling, they do experience just a little stun. Which is perfect for turning Gravity Hold into a combo tool!



After all, if you hit Gravity Hold succesfully, you should know exactly where your opponent is heading and can follow up accordingly!

Or, you know, you can perform tricks like this.



That's all for today's newsletter! I hope you all enjoy the new weapons when V6C comes out, and we'll see you next time for some more info!
Mega Man 8-Bit Deathmatch V6C Newsletter
Freems • February. 16, 2026, 1:11 PM
Announcements
Hey all you Mega Fans! We're back at it again with another V6C Newsletter!

I'm going to be doing this newsletter ever so slightly differently than the past ones, as in I'm going to show off a lot of things at once but hardly say any words about it. So let me do my rambling at the top of the post this time.

While a lot of our focus on these newsletters have been on the main maps, weapons, and items, there's still a whole subset of maps we don't really discuss much at all in any of these updates, the Capture the Flag maps. Capture the Flag has never been the most popular of modes in the game, and as such these maps usually fall to the wayside completely when it comes to updates. So for V6C, we did a rather comprehensive sweep of the CTF maps in order to just generally improve the quality of many of them.

Now that doesn't mean every single CTF map has changed drastically. A few got large changes, some got some smaller touchups, others focused more on updating the visuals, and others didn't really change at all. But instead of talking about all the changes, I'm simply going to show off some screenshots of some of the changes that will go into V6C.

I will NOT be showing off all the changes made to maps in this post though. So if a map doesn't show up here, that doesn't mean it's not getting anything in the release. I just don't want to show literally everything before the game releases.

Without further ado...

MMCTF03 - Melting Metal



MMCTF05 - Clockwork Factory



MMCTF08 - Edge of the Dam



MMCTF15 - Double Castle




MMCTF17 - Deserted City



MMCTF25 - Sky High Skirmish



And normally, that's where our CTF maps end, but you know what, I'll throw in one more as a treat.
Introducing...

MMCTF26 - Seasonal Shrines





That's all the pictures I have for you all for today! Remember, there's even more CTF changes than the ones listed here today, so make sure to keep an eye out for those when V6C releases! Though it's just going to be the one brand new CTF map, I hope you all enjoy it! It's very well done.

That's all for today's newsletter! We'll see you next time for some more V6C goodness! See you then!
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