A downloadable game for Windows

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Welcome to simple fighter.

Simple fighter is an audio only, blind accessible game built around a map builder. You design audio maps, populate them with characters, weapons, shields, NPCs, doors, hazards, vehicles, zones, and various other entities, and then walk around your maps and use what you've placed. All output is screen reader speech plus HRTF spatial audio, so the game can be played with the screen turned off.

Game features.

The ability to build maps in three different modes (2d, topdown, and 3d), each with its own spatial rules.

The ability to level up, gain experience, and upgrade stats with level up points.

The ability to author your own characters, shields, weapons, NPCs, doors, items, zones, and more by editing plain text info files.

The ability to add environmental effects like HRTF, reverb, echo, lowpass, highpass, phaser, flanger, chorus, and distortion to your maps through effect space zones.

The ability to drop in your own sounds for any entity. Anything that's not in the data folder lives in the sounds folder, and the engine resolves clips by glob, so adding a sound is the wiring.

The ability to bind up to 42 in game slash commands to keyboard slots through the macro system.

The ability to compile maps into encrypted packs that the game falls back to when the decompiled folder is missing.

Map modes.

Every map is created in one of three modes, set when the map is first built. The mode determines what the axes mean and which keys are available.

2d. The x axis is left and right; the y axis is altitude (up and down). There's no north and south. Body rotation does not apply.

Topdown. The x axis is left and right; the y axis is north and south. There's no altitude axis, so jumping, hooking, jump height changes, and most height related entities are disabled. Body rotation applies, so movement, sonar, spire, and camera keys all rotate with your body.

3d. The x axis is left and right; the y axis is north and south; the z axis is altitude. Body rotation applies. Hooking and jumping are vertical, so they ignore body rotation.

Map bounds and negative coordinates.

Every map sets a minimum and maximum value for each of its axes when it's first created (minx/maxx, miny/maxy, and on 3d maps minz/maxz). The minimum and maximum can be any whole number including negatives, so a 3d map could span from minz minus 5 up to maxz 10 to give you five basement floors below ground level zero plus ten floors above. Type a leading minus sign followed by the number in any of the bound input boxes when creating a new map, and any platform, wall, zone, or other entity you build afterward can also be placed at the negative coordinates - the builder accepts the same minus syntax in its own bound inputs.

Useful patterns. Set minz to a negative value to model basements, sewers, mines, or anything else underground that an elevator could descend to. Set minx or miny to a negative value if you want the spawn point in the middle of a region that extends in both directions instead of starting from a corner. The default fallback spawn point clamps zero into the map's bounds on each axis when the map has no spawnpoint, so a map whose bounds don't include zero will land you at the nearest in-bounds corner instead of dropping you outside the map.

The folder structure.

Data folder.

Split into two siblings: data/main/ holds macro packs and other shared engine config, and data/builder/ holds authored maps (each map's decompiled folder lives at data/builder/maps/decompiled/<name>/ with its main.sif and meta.sif inside data/, plus an assets/ folder for per-map audio overrides).

Docks folder.

Split into two siblings that mirror the data layout: docks/main/ holds the documents the in-game docs menu opens (this readme, the changelog, the todo list, and the credits) and docks/builder/ holds the per-feature reference topics the map builder's help menu serves (one .tp file per topic, like character.tp, npc.tp, weapon.tp).

Sounds folder.

Holds the game's audio, split into two siblings: main/ (characters, equipments for shields and weapons, keyboards, menus, and a small shared misc folder) and builder/ (per-entity sounds for everything you can drop on a map — kombat NPCs and projectiles, transitions like doors and elevators, transportation like bikes and vehicles, traps, construction tiles, zones, audio entities, and interaction items). Authored info.sif files for each weapon, shield, and npc live in that entity's data/ subfolder, and the corresponding audio clips live in that entity's general/ subfolder.

Updated 18 hours ago
Published 6 days ago
StatusReleased
PlatformsWindows
Authortsatria03
GenreFighting
Tags2D, 3D
AI DisclosureAI Assisted, Code

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Click download now to get access to the following files:

SimpleFighter V13.0 windows portable 11 MB
SimpleFighter V13.0 full sounds 872 MB

Development log