News Blog

Catch all of Mega Man 8-Bit Deathmatch's announcements and highlights here!

1 2 3 10
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!
8bdm Mint Duel Tournament
LordDamager • May. 16, 2026, 12:11 AM (Edited)
Events
Hi im a duel junkie. And i'd like to see duel played more again, as well as vanilla styled gameplay without 100+ extra weapons i need to throw into a minecraft crafting grid to get the ultraman buster. So im coming up with a tournament using the mint mod me and laplace have developed. You will not need to join a discord, nor will this be streamed. this is intended to be a fun, one day tournament, with a cash prize of 100 dollars USD via paypal. Details are as follows:


Tourney rough date: weekend of 16th/17th of may. 16th will be the main day,and the 17th for any left over fights if needed.

Starting time: 1pm est

Prize: 100 usd via paypal.

First possibly annual mint tourney regulations:

-6 frags
-time limit 15 mins
-only vanilla skins mods will be permitted. You can have clientside skins but if no one else has them, they'll see maestro. Ultimately, its recommended to clear your skins folder of any skins mods just for the tournament.
-in event of ties, player score determines winner
-for first tourney, only vanilla maps are permitted.
-players pick 3 maps per, and for each round, are put into a randomizer to select which map is played. Please submit your map picks in this thread.
-Only one full match per each player, that is first to win moves on.
-In the event a player fails to show, they have until the end of the bracket to join or be given an automatic loss. If its the last match in a bracket, they are given a 5 minute grace period.
-Weapon spawn randomizer in the mod will be disabled for the tournament.
-SIGN UPS ARE OFFICIALLY CLOSED.

Sign up on Challonge.

Current participants:
Cowsha
MrDocRobot
Mush4
MrShadow
Chloe!^^
Mushsect
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!
Mega Man 8-Bit Deathmatch V6C Newsletter
Freems • January. 26, 2026, 1:05 PM
Announcements
Hey all you Mega Fans! We're back again with another V6C Newsletter! It's been a minute since we've had a proper one of these, so I hope you all had a great New Year and the such!

So let's get right to it this time, shall we? I only have a couple things to show you and they're surprisingly not terribly map related this go around. Instead, I want to take a look at an existing weapon in the game...



Skull Barrier has always been a very interesting weapon in MM8BDM, exclusively focusing on the defensive capabilities of the shield. Originally it just provided straight invulnerability for a period of time with it eventually being changed to being able to tank any one hit while being able to switch to any other weapon.

While this was certainly very effective, it has proven to be almost too effective. After all, there is practically never a scenario where you shouldn't use Skull Barrier if you have it, it's a free hit after all. There was some talk about how to handle this, and some very out there different ideas. But we decided to keep the gist of what Skull Barrier is, but add an actual offensive twist to it.



First of all, you might notice that Skull Man's stage has received some quality of life updates. It's nothing game changing (hence why it's not the point of this newsletter) but try to see how much you can see in this clip.

Back to the point though, Skull Barrier can now act as an offensive on contact weapon! It will still protect you from any one hit, and that one hit will still pop the shield. But if you make contact with an opponent, the shield will pop with one burst of damage surrounding the user, which turns it into something of a rush weapon.
To compensate for this change, you can no longer switch off of Skull Barrier once you have it activated.

Though there's certainly one more detail that's worth mentioning about it. You might have noticed it in that first clip but this one will show it off better.



Contact with the enemy also provides a knockback effect! There's actually also a knockback effect if the shield is popped by a projectile, but it is much smaller and much less dangerous. In the past you'd often expect to see players with Skull Barrier running away from you, but now you might want to show more concern if they're running toward you!

Now, if you're looking very, very closely in that last clip, you might notice some item pickup sitting in the background of that shot. It is very hard to make out, so let me give you a closer look.



An important part of Skull Barrier in all of its versions has been its ability to cross dangerous terrain. While it still retains that ability in its current form, the fact that you have to commit far more to it without the ability to switch off had us want to provide an alternative means to pull this off.
So, introducing Shock Guard!



Shock Guard won't protect you from any enemy projectiles like Skull Barrier, but it acts as a passive item that will protect you from any deadly map hazards! Lava, pits, you name it. It will even protect you from the likes of a Cold Man Ice Block if one were to finish you off. Though it's important to keep in mind that if the damage of the hazard isn't lethal, it won't protect you from that damage.
But it does open a number of new options with map hazards that weren't possible before...



Now there is one more thing I should address before I wrap this newsletter up, and it's the state of the buster sprites in the last two clips. If you recall, a couple of months ago we hosted a community poll looking for feedback on the idea of changing the sprites from two colors to three. I want to really thank everyone who filled out that form and especially those who gave us feedback to go with it. There was a lot of different aspects to consider when it came to this change.

Though as you can likely tell from the above clips, we have officially decided to keep the same two color style that they've previously had. There's definitely something pretty and appealing about the three color style to be sure, but for various reasons we've decided it is better for the state of the game to keep it the way it is. The tricolor sprites came into existence to better match the art style of the more detailed weapon get screens and Megaman artwork, but it just wasn't possible to keep that style AND have the busters be easily readable at the same time. There were certainly ways to add more colors to tricolor to fix that readable part, but in doing so we lost the entire point behind doing tricolor in the first place, and instead of being based on the artwork, they just turned into weirdly detailed graphics that didn't match anything.
Really, this was just one of the aspects that influenced our decision, but you all don't need an essay at this exact moment. Regardless, I do want to thank you all one more time for your feedback on the community poll, it was very very important.

Anyhow! That is all for today's newsletter! We'll see you next time for some more Mega Man action!
1 2 3 10