What changed in version 13.2
Three things arrived together: a new fighter, a new stage, and a mechanic that changes how every match can end. This is a walk through what 13.2 actually added and what each piece means at the controller.
Bob from Marketing joins the roster
Bob is the eleventh fighter and, on paper, the strangest. The developer describes his kit as pizza-box projectiles, a dance that builds Hype, and a super where he answers the phone and the entire party goes out of control.
Why he is interesting
Most of the roster maps to a recognisable fighting-game archetype: close-range pressure, mid-range zoning, a grappler, a summoner. Bob does not. He is built around a resource — Hype — that he generates by dancing, which means his damage output is tied to how willing you are to spend time not attacking.
That is a genuinely different risk profile. Characters who need to stop and charge a resource are vulnerable during the charge, so Bob players have to create space before they build. If you like setup characters, he is the one to lab.
The Corporate Party stage
Bob arrived with his own arena, bringing the stage count to nine. Each stage in this game carries its own theme music, so a new stage is also a new track — a real addition in a roster this small.
The stage matters mechanically because of stage breaks. A new arena is a new set of walls, a new ceiling height and a new set of transitions. Players who had learned the existing stages now have one more layout to read.
Next Level: vertical stage transitions
This is the headline change, and it is bigger than the character. Before 13.2, stage breaks were horizontal — you sent someone through a wall. After 13.2:
- An uppercut can send an opponent up through the ceiling.
- A slam can send them down through the floor.
The stages are stacked so this reads as moving between floors rather than cutting to a new arena. The developer's notes place Martin's apartment below Bruh-Man's space, which is the clearest example of the vertical layout.
What it does to a match
Vertical transitions add a second axis to a decision that used to be one-dimensional. A player who is losing near a ceiling now has an escape route upward; a player who is winning has to be careful about which launcher they commit to near a floor.
Smaller changes in the same patch
The release notes also mention tuning that does not show up in a headline: repeated voice lines were adjusted, and touch controls tied to controller detection were changed. Both are quality-of-life fixes rather than balance changes.
If you played on a phone before this patch and found the touch overlay fighting with a paired controller, this is the update that addressed it.
How this fits the release pattern
The version history so far reads like a build log rather than a roadmap:
- Jerome added, with ice powers and The Playa's Ball.
- Dragonfly Jones added, with his assistant, his dojo and his own story chapter.
- 12.9: Bruh-Man added, plus the Windows, Linux and Steam Deck download builds.
- 13.2: Bob from Marketing, The Corporate Party, and Next Level transitions.
Roughly a character every few days, each with a stage and often a system change. That pace is why guides go stale fast, and why the version number matters when you read anything about this game.
Should you update
The browser build updates itself — you always get the current version when you load the page. If you are on a downloaded PC build, you need to fetch the newer zip from the developer's listing; the developer notes that your settings carry over when you update.
One caution specific to browser play: if you have kept a tab open for days, it may still be running the old build. A hard reload fixes that.