Rivals of Aether
Rivals of Aether is an indie platform fighting video game developed primarily by Dan Fornace and his team at Aether Studios.[1][2] Set in the fantastical world of Aether, where ancient civilizations harness the elemental forces of fire, water, air, and earth to wage war, the game features a diverse roster of anthropomorphic animal characters known as Rivals, each with unique abilities inspired by these elements.[3][4] Players engage in fast-paced, 2D arena battles emphasizing aerial combos, precise platforming, and strategic depth, supporting up to four participants in local or online multiplayer modes.[5] The game began development in 2014 by Dan Fornace and collaborators, drawing inspiration from classic 2D fighting games and entering early access on Steam in September 2015 to gather community feedback and refine mechanics.[1][6] It reached full release on March 28, 2017, for Microsoft Windows, introducing core features like a story mode exploring the planet's lore, an Abyss mode for cooperative roguelike challenges against shadowy foes, and a milestone system for unlocking cosmetics.[1][7] An Xbox One port followed on August 23, 2017, via Microsoft's Game Preview program, with achievements and leaderboards integrated across platforms.[1] Post-launch updates expanded the roster with DLC characters such as Ranno and Clairen in October 2017, alongside guest appearances from Shovel Knight and Ori from Moon Studios' games.[1][7] The Definitive Edition, released on September 24, 2020, for Nintendo Switch and PC, bundled all prior content and added enhancements like Tetherball mode, improved online netcode supporting 2v2 and free-for-all formats, and platform-specific features such as Steam Workshop for custom characters and stages.[7] This edition also introduced Infamous Skins—alternate costumes referencing gaming culture—and a comprehensive training suite for competitive play.[7] Rivals of Aether has garnered acclaim for its fluid animations, deep customization via a built-in character editor, and vibrant competitive scene, including presence at major esports events like Genesis and CEO.[1] Rivals of Aether is the predecessor to Rivals of Aether II, released in October 2024.[8]Gameplay
Mechanics
Rivals of Aether is a two-dimensional platform fighter where players control characters battling on multi-tiered stages to knock opponents off the screen, drawing inspiration from the genre's emphasis on aerial mobility and stage control rather than depleting health bars.[9] Combat revolves around accumulating damage percentage on opponents, which ranges from 0% to 999% and is displayed above each character's head and on the screen's bottom HUD; higher percentages amplify the knockback received from attacks, making characters easier to launch.[10] Knockback force is determined by a formula incorporating base knockback (BKB), damage scaling (typically 0.12 per percent), and character-specific weight adjustments, with combo-oriented moves often featuring fixed knockback to enable chaining while kill moves scale dynamically for edgeguarding.[9] Victory is achieved through knockouts (KOs), obtained by blasting opponents beyond the stage's invisible blast zones—primarily the left and right boundaries, though top blasts are possible on certain setups—resulting in stock loss in stock-based matches or contributing to time-based win conditions if damage is lower.[9] The game features an elemental attack system tied to each character's theme, where fully charged strong attacks (FSmash, DSmash, USmash, or NSmash) deploy persistent elemental effects on the stage; for instance, fire elements from characters like Zetterburn create temporary flame pillars that act as platforms or damage sources, while water elements from Orcane form puddles that reduce traction and enable slippery movement.[11] These interactions encourage strategic stage manipulation, as elements can hinder or aid recovery depending on the matchup and terrain.[11] Gameplay prioritizes offense through combo-oriented sequences, where players link light attacks (jab, dash attack, smash attacks) and aerials using techniques like jump cancels—landing and immediately jumping to extend chains—or jab cancels for rapid follow-ups, often building 20-40% damage before transitioning to kill confirms.[11] Directional influence (DI) allows hit characters to input cardinal directions during knockback to alter trajectory, angling away from blast zones (inward DI) for survival or outward to escape combos, with advanced drift DI providing minor momentum control mid-flight.[9] Recovery emphasizes vertical and horizontal options, including a universal double jump (replenished on landing, with character-varying heights), an air dodge functioning as a third jump with invincibility frames (active from frame 3, 12 endlag), and character-specific up special moves for traversal, such as gliding or teleporting back to the ledge.[9] Defensive play includes parrying, performed by inputting a spot dodge (dodge button without direction) during an incoming attack's active frames (3-11 invincibility, 3-frame cooldown), which stuns the attacker briefly for punish opportunities, and rolling dodges (grounded directional dodge) with 4-17 invulnerability but higher endlag.[9] Controls support both keyboard and gamepad inputs, with default keyboard mappings using WASD or arrow keys for movement, spacebar or up for jump, J/K/L for light/strong/special attacks, and S for dodge/parry; gamepads use the left analog stick for direction, face buttons or right stick for attacks, and a dedicated dodge button.[11] Inputs are buffered for up to 6 frames, enabling precise execution of cancels, wavedashes (jump into airdodge toward the ledge for momentum), and techs without frame-perfect timing, which facilitates the game's fast-paced, combo-heavy flow across multiplayer modes.[9]Characters
Rivals of Aether features a base roster of 18 playable characters, each uniquely designed around the core elements of fire, water, air, and earth to create distinct combat identities. Examples include Zetterburn, a fire-attuned warrior whose attacks emphasize aggressive close-range pressure, and Orcane, a water-based shapeshifter capable of transitioning between solid and liquid forms for versatile movement and zoning. In addition to the base roster, downloadable content introduces guest characters such as Ori and Sein from Ori and the Blind Forest, who function as a tag-team duo with spirit-based projectiles and mobility, and Shovel Knight, a relic hunter relying on shovel strikes and purchasable items for adaptive play. These additions expand the roster while maintaining the game's elemental focus in the core fighters. The elemental affiliations of the characters directly influence their move sets, fostering diversity in playstyles and encouraging strategic depth. Air-aligned fighters like Wrastor excel in aerial mobility, utilizing multiple jumps and wind gusts for rapid repositioning and combo extensions that dominate the skies. In contrast, earth-themed characters such as Maypul employ summons like vines and seeds for trapping and controlling space on the ground, enabling defensive setups and mix-ups that reward patient, trap-based approaches. This elemental integration ensures that no two characters play identically, with mechanics like Zetterburn's lingering burn damage or Absa's electric bursts providing thematic consistency alongside mechanical variety. Characters are differentiated further by weight classes and basic stats that shape their archetypes, from lightweight speedsters to heavyweight bruisers. Lighter characters, exemplified by Wrastor with his low knockback vulnerability but high dash speed, favor hit-and-run tactics and evasion, while heavier ones like Kragg, boasting greater endurance against knockback, prioritize grounded power and projectile denial for a tankier presence. These stats—encompassing factors like run speed, jump height, and fall speed—influence overall playstyles, allowing players to select based on preferences for aggression, zoning, or resilience. The design philosophy emphasizes competitive viability across the roster, with developers prioritizing balanced kits that avoid dominant archetypes through iterative updates informed by player feedback. Regular patches adjust damage outputs, frame data, and interactions to ensure all characters remain viable in tournaments, as seen in early adjustments to high-mobility fighters like Wrastor to curb exploitable advantages. This approach, supported by the relatively compact roster size, facilitates thorough testing and maintains a level playing field without overhauling core identities.Modes
Rivals of Aether offers a variety of modes catering to both competitive multiplayer and solo practice, emphasizing fluid platform fighting mechanics. The core Versus mode supports local and online battles in formats such as 1v1 duels, 2v2 team fights, and free-for-all skirmishes with up to four players, allowing customizable rules like stock lives or time limits for casual or tournament-style play. Tetherball mode, added in the Definitive Edition, is a multiplayer variant where players compete to hit a ball tethered to the stage's center, scoring points by directing it into opponents' goals in best-of-three matches, playable locally or online.[7][5][4] Single-player and local co-op options provide structured progression without online requirements. Story Mode enables players to explore the planet Aether's conflicts through a narrative-driven campaign, selecting a character to wield elemental powers against AI opponents in arcade-style levels that advance through boss encounters and story beats.[3] Abyss Mode, a co-op variant, lets up to four local players team up to battle waves of shadowy Abyss creatures, with options for endless survival or versus-style rune-powered enhancements to character abilities.[3][7] Training mode, often called Practice Mode, equips players with advanced tools for skill development, including frame data overlays to display startup, active, and recovery frames for moves; hitbox visualization to reveal attack and hurtbox boundaries in real-time; and input recording for scripting opponent actions with loop or shuffle playback options.[12] Save states allow instant reloading of specific game situations via hotkeys, while the integrated replay system captures matches for frame-by-frame analysis, enabling review of decision-making and combo execution without external recording software.[12][13] The online infrastructure facilitates global competition through dedicated matchmaking for ranked and casual queues, supporting 1v1 rollback netcode for low-latency play alongside delay-based netcode for larger formats like 2v2 and free-for-alls.[7] Custom lobbies permit rule adjustments, stage selection, and spectator access for up to eight viewers, with peer-to-peer connections upgraded in the Definitive Edition to handle four-player sessions seamlessly.[7]Setting
World of Aether
The World of Aether is a fictional realm populated by anthropomorphic animals who harness the powers of the four classical elements—Fire, Water, Air, and Earth—to sustain their civilizations amid ongoing conflicts. These societies, each tied to a dominant element, maintain a delicate balance that is perpetually threatened by external forces, shaping the cultural and environmental landscape of the planet.[3] The four elemental civilizations form the core of Aether's societal structure. The Fire civilization, composed of volcanic warriors, resides in the scorching Firelands surrounding the fortified Fire Capital, where inhabitants like the lion-like Zetterburn embody a culture of martial honor and relentless defense against invaders. In contrast, the Water civilization thrives as aquatic shapeshifters in the bustling Water Town, a merchant hub emphasizing cunning trade and fluid adaptability, exemplified by playful orca-inspired figures such as Orcane who navigate both land and sea with deceptive ease. The Air civilization consists of sky nomads originating from the elevated Air Academy, fostering a nomadic ethos of freedom and aerial prowess, as seen in rebellious bird-like aerial aces like Wrastor, who challenge authority within the Air Armada through daring aerial maneuvers. Finally, the Earth civilization comprises forest guardians in the vast Aetherian Forest, protected by steadfast defenders known as Wall Runners, such as the rock golem Kragg, who uphold traditions of loyalty and territorial vigilance amid ancient woodlands. Other notable figures include Absa, a sky nomad from the Air civilization, and Etalus, a warrior from the icy northern realms affected by shadow incursions.[14] Geographically, the realm of Aether encompasses diverse biomes aligned with these elements, including volcanic badlands in the Firelands, expansive aquatic harbors around Water Town, lofty mountain peaks and airborne fleets for the Air nomads, and dense, insular forests encircled by the imposing Rock Wall for Earth guardians. Neutral zones, such as shared trade routes and the central Rock Wall, serve as contested buffers where inter-civilization tensions often erupt, preventing any single element from dominating the planet's equilibrium.[14] Antagonizing this balance are the shadow creatures, dark entities originating from the mysterious Endless Abyss—a vast, shadowy crater to the west—whose incursions manifest as sudden onslaughts of ice and darkness that corrupt elemental harmony and slaughter inhabitants indiscriminately. These beings, often appearing as twisted imposters or amorphous horrors, emerged prominently during periods of civil strife, exploiting vulnerabilities to tip Aether toward chaos and forcing unlikely alliances among the civilizations.[14] The anthropomorphic designs of Aether's denizens reflect their elemental affiliations through animalistic traits and cultural motifs: fiery lions and felines symbolize raw power and aggression in Fire society; sleek, shapeshifting marine mammals like orcas represent fluidity and opportunism in Water culture; agile avian predators evoke swift independence among Air nomads; and sturdy, plant-entwined golems like Kragg denote rooted resilience in Earth traditions. These motifs reinforce each faction's identity, blending animal instincts with elemental mastery to define their roles in the world's ongoing struggle.[14]Narrative
The narrative of Rivals of Aether centers on the formation of an unlikely alliance among warriors from the planet's warring elemental civilizations—Fire, Water, Air, and Earth—who unite against a pervasive threat of corrupting purple shadows invading the land.[15] These shadows, manifestations of an ancient evil, sow discord and decay across Aether, initially exacerbating inter-clan conflicts before revealing a greater peril.[16] The story unfolds through a chapter-based structure in the game's single-player Story Mode, comprising six initial chapters each focused on one protagonist—Maypul, the guardian of the Aetherian Forest, Forsburn and Zetterburn from the Fire Kingdom, Orcane from the Water Village, Wrastor from the Wind Clan, and Kragg from the Rock Wall Kingdom—interwoven with cutscenes, dialogue, and boss encounters against shadow-corrupted foes.[16] Key events trace the characters' personal struggles, such as Forsburn's exile after being framed for regicide and Zetterburn's loyal pursuit of the stolen Flame Imperium artifact, which lead to discoveries of a conspiracy undermining Aether's defenses and the awakening of primordial Gatekeepers as the shadows' origin.[15] Initial skirmishes between rivals, driven by suspicion and territorial disputes, evolve into cooperative efforts as the group converges at the Aethereal Gates, a cratered portal site symbolizing the world's fragile balance.[16] The climax features a multi-phase battle where players control a primary rival supported by the others as backup, confronting the colossal Gatekeeper boss in a desperate stand to seal the abyss and halt the invasion.[16] Throughout, the narrative explores themes of unity across divided elemental clans, the harmony required to restore Aether's natural order, and the personal sacrifices demanded in the face of existential threats, culminating in a fragile peace forged through shared adversity.[15]Development
Conception
Dan Fornace, a game designer who had previously worked on Microsoft Studios' Killer Instinct reboot, began development on Rivals of Aether in April 2014 as an independent project alongside composer Orlando "flashygoodness" Sanchez.[17] Inspired by the fast-paced combat and combo potential of Super Smash Bros. Melee, Fornace aimed to create a platform fighter that captured similar depth but with mechanics he felt were more accessible for competitive play.[18] This solo-led effort initially focused on prototyping core gameplay, starting with two elemental characters—Zetterburn (fire-based) and Orcane (water-based)—to establish the game's unique identity rooted in the World of Aether, where warring civilizations harness powers of fire, water, air, and earth.[17] The elemental theme was chosen to differentiate the project from existing platform fighters, emphasizing visually distinct abilities tied to environmental forces rather than generic movesets.[17] As prototyping progressed through mid-2014, Fornace prioritized fluid animations and responsive controls to emulate Melee's aerial mobility while introducing innovations like a parry system inspired by Street Fighter III: 3rd Strike.[19] For the 2D physics engine, he opted for a custom-built system in GameMaker Studio, favoring low-latency hit detection and momentum-based movement over traditional collision models to enable precise combos and edgeguarding without stalling exploits—such as removing ledges entirely and limiting wall jumps to one per air time.[19] These choices stemmed from early playtests, where Fornace iterated on offensive-focused mechanics, eliminating shields and grabs to streamline aggression and reduce animation overhead. By winter 2014, additional prototypes featured characters like Wrastor (air) and Kragg (earth), refining the elemental roster and ensuring each fighter's animations supported unique playstyles, such as Wrastor's wind currents or Kragg's rock pillars.[17] In 2015, Fornace expanded the team under Dan Fornace LLC, recruiting programmers like Trevor Youngblood and additional artists to handle the growing scope, marking the shift from a two-person operation to a small studio of 5-8 members.[17][19] The project gained public traction after its July 2014 announcement on forums like Smashboards. It was approved via Steam Greenlight in just five days in June 2015.[20] Launching into Steam Early Access on September 22, 2015, served as a crowdfunding mechanism, allowing sales to fund ongoing development while integrating community feedback on balance, animations, and netcode—such as adjustments to parry timing based on player reports of combo viability.[6] This iterative process, driven by alpha testers and Early Access players, shaped the game's core loop before its full release.[17]Release and Platforms
Rivals of Aether entered Steam Early Access on September 22, 2015, allowing players to access an incomplete version of the game during its development phase.[21] The Early Access version was priced at $15, providing foundational gameplay with a limited roster and stages while funding further development.[22] The full release for Windows occurred on March 28, 2017, via Steam, marking the exit from Early Access and introducing the complete base game at a price of $19.99.[5] This launch version included a core roster of eight characters—Zetterburn, Orcane, Wrastor, Kragg, Forsburn, Maypul, Etalus, and Absa—along with multiple stages such as Firefall Peak and Fulgora's Bog, and modes encompassing local and online multiplayer, training tools, and single-player options like Story Mode and Abyss Mode. Ranno and Clairen were added later via DLC.[1][23] The game expanded to consoles starting with the Xbox One port, which launched on August 23, 2017, following an initial Game Preview release in July 2016 to test console-specific features.[1] Porting to Xbox One involved adapting the PC-centric controls to gamepads and implementing cross-platform online matchmaking, which required significant adjustments to input handling and network stability for console environments.[24] The Nintendo Switch version arrived later as part of the Definitive Edition on September 24, 2020, bundling the base game with all prior DLC content for $29.99 on both Steam and the eShop.[7] This port presented unique challenges, as the original game was built in GameMaker Studio; the team collaborated with external developers to rewrite core systems for native Switch compatibility, optimizing performance for 60 FPS gameplay, refining controller inputs to match Joy-Con and Pro Controller ergonomics, and enhancing online features to support Nintendo's network infrastructure without relying on emulation.[25] At launch on Switch, the Definitive Edition retained the full base roster and stages from the 2017 PC version while incorporating updated modes for portable play.[4]Updates and DLC
Following its full release in March 2017, Rivals of Aether received its version 1.0 balance patch in April 2017, which introduced adjustments to character movesets to promote competitive viability, such as reducing Maypul's root damage from 6% to 5% and altering Kragg's nair hitbox to knock opponents upward rather than outward.[23] Subsequent patches continued this focus, with regular updates nerfing overpowered abilities—like shortening the duration of certain specials for characters such as Wrastor—and buffing underutilized options to maintain roster diversity across the competitive scene.[26] These changes were informed by community feedback and tournament data, ensuring the game's mechanics evolved without disrupting core gameplay.[27] The game expanded through paid DLC characters, starting with Ori and Sein on August 23, 2017, priced at $4.99 and including the new stage The Spirit Tree, which features ethereal platforms and environmental hazards tied to Ori's abilities.[28] Shovel Knight followed on September 14, 2018, also at $4.99, bringing melee-focused moves inspired by the guest character's origins along with the Troupple Pond stage, complete with interactive water elements and fish projectiles.[29] These additions integrated seamlessly into the base game, with full compatibility in all modes, and were developed in collaboration with the respective indie creators to preserve authentic playstyles.[30] In September 2019, Rivals of Aether integrated Steam Workshop support, enabling players to access and share custom assets directly within the game while maintaining official balance standards for competitive play.[31] The Definitive Edition launched on September 24, 2020, as a free upgrade for existing Steam owners and a $29.99 package for new players on Steam and Nintendo Switch, bundling all prior DLC characters into the base roster alongside enhanced visuals such as improved lighting, particle effects, and higher-resolution sprites.[7] This edition also added the Tetherball mode, a team-based sports variant, and the Milestone System, which rewards cosmetics like alternate skins upon reaching kill milestones with each character.[32] Free updates through 2022 included additional cosmetics via the Milestone System and event rewards, such as palette swaps and icons, as well as new music tracks integrated into stages during balance patches.[33] Features like improved replay functionality and custom color options were rolled out in patches to enhance training and viewing experiences without cost.[34] In February 2022, the Workshop Character Pack was released as a free update, compiling select community-created content for easier access, though core free updates emphasized balance and quality-of-life enhancements.[35]Expansions and Media
Workshop Integration
Rivals of Aether integrated Steam Workshop support through an open beta launched on September 18, 2019, enabling players to create, share, and download user-generated content such as custom characters, stages, skins, and buddies.[31] This feature leverages the game's underlying GameMaker Studio engine, allowing creators to extend the platform fighter's ecosystem beyond official developer content. The primary tools for content creation include a modding framework with scripting capabilities in GameMaker Language (GML), which permits detailed customization of character behaviors. Creators can define movesets using functions for attacks, special abilities, and final smashes; configure hitboxes with parameters like damage, knockback, and angles viaset_hitbox_value() scripts; and handle animations through sprite assignments and state transitions outlined in the official modding manual.[36] Example starter characters, such as the simple projectile-based Sandbert and the more complex melee-focused Guadua, demonstrate these tools in practice, with files organized in a dedicated workshop directory for easy testing and upload.[31]
To maintain fairness in competitive and official play, Aether Studios provides guidelines emphasizing originality, compatibility, and balance. Creations must avoid copyrighted assets, such as sounds or sprites, and adhere to technical standards for seamless integration with the base game, including compatibility patches for interactions between mods.[37] Moderation occurs through Steam's platform tools and developer oversight, with rules prohibiting disruptive or unbalanced content in tagged submissions; for instance, tournament-legal mods are vetted for equitable gameplay to prevent exploits in official events.[38]
The Workshop has significantly expanded the game's content library, with the community producing over 3,000 characters alongside thousands of stages and skins since its inception.[37] This includes diverse creations like crossover homages to other fighting games and balance-adjusted variants of existing fighters, fostering a vibrant modding scene that enhances replayability without altering core official modes.