BIG UPDATE HAS ARRIVED! 🔥 PLAY FIGHT SCHOOL SIMULATOR NOW! 🥋

major update

Fight School Simulator · published · build 26324580

Sensei, this one is big. We went through the whole game: a new story arc, a Hall of Champions for your medals, a city that lives through day and night, smarter students, punchier combat, a fully reworked interface and a serious performance pass.

The Cousin's Revenge

Your uncle's story isn't over. After his defeat, his son swears revenge. A warning banner with his portrait keeps reminding you that he's coming, and a few in-game days later he shows up in the city square with his whole gang behind him, now in their own crimson-and-silver uniforms so you can tell them apart from your uncle's men at a glance.

This time he isn't fighting with his fists. The cousin carries a katana with a full set of sword animations, and when you finally bring him down he falls with a proper death animation.

He brought friends, in their own colors.

Hall of Champions

Every tournament you win now leaves its mark. A new Hall of Champions board hangs behind your manager desk with a slot for every international championship: USA, Türkiye, Japan, China, Brazil and more. Win a country's tournament and its gold, silver or bronze medal drops onto the board for everyone who walks into your school to see.

A new medal drops in and settles on its hook.

Tournaments are now winnable

Many of you told us the board was hard to fill, and you were right. A tournament is decided round by round, and your student has to win every round in a row, so even a strong fighter rarely made it through an eight-round championship.

  • Every round now gives your student +15% win chance (capped at 95%).

  • Tournament invitations now arrive at least once a day while you have a qualified student.

8-round championship 2% → 12%

4-round championship 13% → 35%

A City That Lives Through Day and Night

The day/night cycle was rebuilt from the ground up. Instead of switching between two looks, the city now blends continuously: the sun, ambient light, fog and sky shift through the afternoon, the street lamps fade in at dusk, and the night has its own color grade.

Noon to midnight in five seconds.

New post-processing everywhere

We reworked the post-processing volumes for every part of the game: the gameplay day, the DLC day, the night and the dream. Colors are richer, highlights glow, and every area has its own mood.

The dream sequence

The dream got a brand-new grade: moonlit violets, glowing lanterns and lavender fields around the sacred tree.

Combat That Hits Harder

Every strike now has weight. New impact effects (flash, sparks, shock ring and dust) burst on each hit and take the attacker's color: gold for your school, your rival school's color for them, red-orange for everyone else. Heavy hits get a bigger burst, and the effects stay semi-transparent so even big brawls remain easy to read.

Gold impacts mark your school's hits.

Booster flashes: drinking a booster gives a quick full-screen flash in its own color: gold for stamina, red for health, cyan for speed, orange for hit power and violet for damage reduction.

Fight mode vignette: entering fight mode frames the screen with a clean, steady vignette so you always know you're in combat.

Five Strike Slots

Your combination grew from 3 to 5 strike slots, plus the special flying kick slot, so you can chain longer, more varied combos. The Technique Ledger was redesigned to match. The demonstration video sits top-left and plays the first move automatically, your learned techniques fill a three-column card grid beside it, and your combined moves run along the bottom as six labeled slots. The flying kick slot stays locked until you learn it.

Student List and “Follow Me”

The Student List was redesigned to show each student's techniques at a glance, with progress and kick/punch focus. Open a quick version anytime with L.New: a Follow me button right on the student's detail page. If the student is out in the city, one click and they come to you, exactly like the F1 command. It only shows when the student can actually follow you and your follower group still has room.

From the manager's record book.

From the quick list (L).

More Grasshoppers, Cleaner School

  • You can now have 8 grasshoppers from the start (previously 5 until you opened your second school).

  • Grasshoppers walk to the exact work point before cleaning or repairing and play their animations smoothly, with no more floating or sliding.

  • Sweeping kicks up a denser cloud of dust a little ahead of the broom, so cleaning finally feels like cleaning.

  • The training equipment's collider no longer blocks the dirt under it when you clean.


Smarter Students

  • Students spend far less time standing idle: they pick their next task within a few seconds.

  • Students no longer jam into each other in corners. They keep a natural distance, one of them yields when two meet head-on, and a student who can't reach a crowded spot settles nearby and moves on.

  • No more sliding when a student “realizes” something mid-walk, and equipment animations stop when a student leaves the machine.

  • During the “choose your first grasshopper” quest, the grasshopper button now also appears in the L student panel.


Remade Posters

Every motivational poster for your hall was remade with a cohesive ink-painting style, clearer lettering and fixed typos. Hang them up and your students will feel it.

The upper floor, posters up.

Visual and UI Polish

  • Every screen redesigned, one by one, across the base game and the DLC.

  • Window animations: panels open with a soft fade and scale, buttons respond to hover and clicks, and scenes fade in smoothly.

  • Ready for China: the student record book on your desk now holds real Chinese calligraphy describing your school's rules, alongside the full Chinese localization.

武馆弟子名册 — the school's register of disciples.

Performance and Optimization

We profiled the game in its busiest moments, with a full school of 50+ students on screen, and fixed what actually cost frames.

  • Up to 240 fewer draw calls per frame: tiny face details (eyes, teeth, tongue) no longer cast shadows, and mouth details stop rendering when they're too far away to see.

  • About 0.5 ms less CPU per frame on the main and render threads in crowded scenes.

  • 4-bone skinning on Ultra: characters look the same and cost less GPU time.

  • No more save hitches: saving is batched in the background instead of happening on every hit and every rep.

  • Lighter per-frame work in the clock UI and student AI.

Fixes

  • Tournament invitations stopped arriving in some saves. Fixed.

  • The school-sign designer no longer opens the record book behind it.

  • The grasshopper button is now available during the grasshopper quest.

  • Students no longer slide or float on equipment.

  • Plus many smaller fixes across the base game and the DLC.

Thank you for training with us. Your feedback shaped almost every change in this update, so keep it coming in the discussions and reviews. Now go fill that Hall of Champions! 🥋🥊🥷🥋

Ahhh Important Note: This is a big update. I tested a lot but I might also break something and cause bugs. Please, if you face any bugs, let me know. I will be grateful!

Kind Regards,

Queen Developer