Good morning Royalty! 👑
We’re pleased to report our launch sales have been able to fund continued work on Royalty Free-For-All. In the meantime of new content announcements, we’re pushing a major patch focused around character adjustments and QOL issues. Please take a look:

Reworked backend to fix Game Maker’s implementation of trig functions that causes desyncs online.
Adjusted input delay handling. This should overall lead to a reduction in input delay when playing online.
We believe the trig issue is responsible for the majority of online desyncs. We could foresee this needing further tweaks down the road to fully fix the issue, but this should cause a meaningful reduction in desyncs.

Dorothy:
Air Strong: Fixed an issue that would cause players to not take knockback from this move.
Mother Goose:
Ground Weak - Hit 1: Increased ending lag by 1 frame.
Air Strong: Base knockback increase vs aerial opponents 11 / 10 → 13 / 11. (Sweetspot / Sourspot).
Mother Goose is overall fine but did have one of the fastest jabs in the game and it was also advantageous on hit. This change makes it “zero on hit” to make it a little less of a knowledge check.
Lilith:
Ground Strong: Increased ending lag by 4 frames.
Ground Special:
Item healing reduced 6 → 5.
Fixed multiple issues involving the Pea being redirected, and when it turns into an item.
Air Strong:
Sweetspot: Base knockback increased 10 → 11.
Sweetspot: Angle vs Grounded opponents adjusted 30 → 35.
Hitboxes adjusted to make it easier to hit the sweetspot.
Air Special: Decreased knockback growth 1.2 → 1.1.
Overall these are fairly slight tweaks. Air Strong was intended to be a more impactful part of Lilith’s kit than we’re seeing from players, so we’re slightly tweaking points out of her very good Ground Strong and Air Special to move some power into Air Strong.
Lancelot:
Air Strong: Spike hitbox base knockback increased 14 / 9 → 16 / 12. (Ground / Air)
Ground Strong: Base knockback increased 12 → 13.
Ground Special: Mid Charge knockback growth increased 1.4 → 1.5.
Air Special: Removed the ability to DI the multihits of the move, which should make them link more consistently. (Final hit unaffected).
Lancelot’s numbers weren’t really that much better than a lot of the faster characters, so we’re introducing a few small tweaks that should make Lancelot a bit scarier when he hits you.
Nessie:
Ground Strong:
Damage increased 12 / 16 → 13 / 18. (Standard / Charged)
Knockback growth increased 0.8 / 1.0 → 1.1 / 1.5.
Ground Special:
Increased startup by 6 frames.
Decreased trap hitbox size, which also allows opponents to stand on top of the bubble.
Bubble platform collision adjusted to feel more intuitive.
Grab:
Grab active frames reduced from 19 → 14.
Throw base knockback increased 8 → 11.
Throw knockback growth decreased 1.1 → 0.7.
Throw damage decreased 14 → 12.
We’re trying to smooth out where Nessie’s strengths are distributed a bit by taking power out of the Grab and Bubble Trap. Nessie currently has a Ground Strong with low KO power and it also can sometimes be a little awkward to hit, so its a good target to shift some power into.
Oliver Twist:
Air Special: Knockback growth now scales with initial launch speed. 1.2 → 0.6 / 1.05 / 1.5. (Uncharged / Low Charge / High Charge).
Sakura:
Ground Weak: Reduced damage of all hits by 1. Attack knockback adjusted to compensate.
Ground Weak 1: Hitbox size increased.
Ground Weak 2: Hits no longer have knockback growth.
Ground Weak 2 - Side: Hitbox size and forward movement increased.
Ground Weak 2 - Down: Hitbox size and forward movement increased.
Ground Weak 2 - Up: Now uses two hitboxes; hitstun and forward movement increased.
Ground Weak 3 - Center: Increased forward movement.
Ground Weak 3 - Up: Hitbox size increased.
Ground Weak 3 - Down: Hitbox is now created 3 frames earlier and lasts 2 frames longer.
Ground Strong:
Increased hitbox size of sweetspot.
Decreased hitbox size of the high-priority reverse sourspot.
Ground Special:
Now has more knockback when launching upwards or diagonally.
Grounded whiff lag reduced by 9 frames.
We’re following up with a second wave of adjustments on Sakura. We think Sakura’s Ground Weak as overall fairly solid, but feedback indicated players felt like the move was whiffing in places it shouldn’t. So we’re adjusting the move to deal less damage, but to be much easier to hit. We’re also making changes that make Ground Strong easier to hit, as well as Ground Special less risky and more rewarding.
Toto:
Air Strong: Fixed an issue that would cause players to not take knockback from this move.
Air Special:
Increased horizontal drift speed by about 20%.
Increased vertical lift by about 10%.
Quick Brown Fox:
Ground Weak:
Sweetspot base knockback increased 12 → 14.
Sweetspot knockback growth decreased 0.5 → 0.3.
Hitstun scaling increased to compensate for above changes.
Initial hitbox size adjusted to match placement of Magic visuals.
Fixed an issue that caused each hitbox to be active for 1 frame longer than intended.
Ground Special: Decreased knockback growth 0.2 → 0.15.
Air Weak: Fixed an issue that made it harder to turn around when using this move than intended.
Air Special: Fixed a bug that made the startup of this move halt your horizontal air movement faster than intended.
Grab: Reduced throw ending lag by 2 frames.
Ground Weak’s initial sweetspot was hard to hit and didn’t always have the best reward for doing so. Now it should be easier to hit, and be rewarding enough on hit to justify using it over Air Strong and Ground Special in neutral.
Big Bad Wolf:
Ground Weak - Hit 3: Increased knockback growth 0.5 → 0.7.
Bigfoot:
Air Grab: Hitbox size slightly increased

Adjusted the frame data of standard grabs to be more consistent across the cast.
Players will now always bounce into the air when hit by a strong spike while grounded.
Tweaked floor techs: You now need more speed to bounce off the ground or slide along the ground. Standard knockdowns will happen more frequently.
Fixed an issue with losing points due to Screen KOs in Time Mode.
Fixed a movement bug that occurred when buffering a dash into a wavedash after certain actions.
Movement speed on running jumps are no longer improperly clamped to your standard air speed.
Movement when jumping with the stick neutral will now properly clamp your speed.
Double jumps now properly inherit the running jump status.
Double jumping with the stick neutral will now properly clamp your speed.
Slowing down too much mid-air via backwards air drift will now remove running jump status.
These movement adjustments are trying to re-adjust movement to remove an invisible mobility gap between players. This will allow players to overall move faster without having to do strange inputs, but will clamp movement speed in a few niche cases that otherwise allowed players to move exceptionally fast.
Also, the target to the left of the spawn point for Sweeney Todd has been moved very slightly to the right. This target wasn’t impossible for any character to hit, but for some it was excessively difficult. It’s been moved a very tiny amount to put it just barely in reach of a few moves.