Click here to submit feedback or report a bug! For bug reports, please check the Known Issues below to see if we’re aware of the bug prior to submission. For feature requests, please check the Upcoming Features section to see if it’s something we’re already planning. Thank you for helping us test Fraymakers!

Known Issues

Fraymakers has come a long way, but we’re not finished yet! All animations, art and assets (especially the menu!), menu design, sounds and balancing should be considered a work in progress. In this section, you can find a list of bugs that we’re already planning to fix in future updates.



  • CPUs are extremely rudimentary and their behavior has a lot of weird quirks – planned to be remade.
  • Holding down while the other character attacks you may allow you to phase through the ground.
  • If you crouch, hold backward and spam the crouch input the characters will move but retain their facing direction.
  • Frame perfect dash dancing causes the character to skip the pivot frame.
  • Rarely, you can land multiple times at the front end of a horizontally moving platform.
  • Grabbing uses port priority to determine who is grabbed if multiple players are hit on the same frame. It should base it on distance from the player instead.
  • Quickly buffered actions out of ledge jump can fail to come out.
  • Shield and Special on the same frame should result in a parry. Right now it results in a neutral special.
  • When a character transitions from crouch to walk, they are forced to complete walk_in in the direction they were facing before turning around.
  • When ledges are disabled, characters holding the ledge should automatically release.
  • If you jump while pushed all the way to the edge of a platform, you can sometimes fall past the edge on the way down.
  • If you airdash out of shield with the right stick (set to airdash in controller config) you can airdash at analog angles.
  • Airdash out of hitstun can sometimes incorrectly give you a small vertical boost.
  • Grab vs grab clank should send both players to grab release.
  • Balance is generally a work in progress! We’re looking forward to hearing your feedback.
  • Wavedash button sometimes does not work in specific unintuitive circumstances, such as jump canceling.
  • Right Stick down out of dash or run should result in down strong (currently results in down tilt).
  • Forward + up + strong button should give you up strong (currently gives you an up tilt)
  • FPS can drop when manually maximizing game (we recommend adjusting your viewport using the graphics options)
  • If you use a special move right as you run across a ledge you will get the grounded special move
  • Very rarely characters can die early by being near the blast zone in tumble
  • Rapid jabs should work with mashing in addition to holding the button


  • Point lights incorrectly appear on top of foreground objects.
  • Song overlay on match start is missing.
  • If a playable character selects a palette, the assist version of that character should not be able to pick the same palette.
  • Match start doors don’t respect color blind mode
  • VFX and damage HUD should finish their animations on match end.
  • Player slots are not maintained between selection screen and match if you don’t include P1
  • Offscreen indicator palettes are not updated when sprite palette changes
  • Offscreen indicators can appear to not properly center character visuals
  • Successful parry uses a placeholder effect
  • Some assist renders are misplaced on the match start doors
  • Some older hardware configurations may experience graphical glitches with lights. If this happens to you, try disabling lighting effects in the gameplay options menu.


  • If you start a match at 30 seconds or 1 minute, the announcer will speak twice on match start.
  • Countdown needs a corresponding visual – voice lines appear to not match up to the time currently (even though they technically do).
  • Spike voice line can sometimes play incorrectly as a result of an attack with an auto link angle.
  • First blood voice line can sometimes play incorrectly.
  • If you go into overtime, the “time/game” voice lines at end of match begin to play and are cut off by the “overtime” voice lines.
  • Announcer volume sliders are missing from the sound menu.
  • Lots of planned voice lines missing pending implementation!
  • Voice lines on character/assist select are dictated by port instead of cycling through.


  • Pro Controller
    • If you plug a pro controller in while it was already registered on bluetooth, you get a duplicate port and you control both. Make sure to disconnect your controller from bluetooth if you plug it in!

Menus and Modes

General Menu Issues

  • Some online menu informational categories are not properly functional.
  • You can hover over two buttons at once using a mouse and keyboard/gamepad. 
  • Backing out of the menu doesn’t highlight the previously selected button.
  • Mousing over buttons should not cause the click sound effect to play.
  • Master volume slider missing from sound menu.
  • Missing option to disable background animations.
  • Buttons which open hyperlinks (news, bugs and feedback, social media links on start screen) currently do not navigate you away from the game if you are in fullscreen.
  • You currently cannot navigate back to the title screen.
  • There is currently no quit button (alt + f4 or close by right clicking in the taskbar in the meantime).
  • Text is off center on the info menu asset.
  • Navigating between menu buttons on controller is too sensitive.

Controls Menu

  • The controls menu is very rudimentary/WIP.
  • Rumble functionality is missing.
  • Dash button should be renamed to “Walk” if you have Auto-Dash enabled.
  • Controls option to change what neutral airdash input does (currently defaults to airdash forward).
  • Tilt and Strong buttons should not be able to be assigned to the same key as other keys.
  • Can only interact with profile or controller dropdowns using a mouse.

Selection Screen

  • CPU level selection functionality is rudimentary / WIP.
  • Missing ability to toggle palettes by clicking the character render with cursor/mouse.
  • Stage title drop shadow is slightly misaligned.
  • Pressing F11 on the selection screen silently activates a keyboard port without lighting anything up.
  • Character/Assist/Stage buttons currently do not show a hover graphic.
  • Character and assist faces should appear on the custom content list.
  • You can toggle other port’s profile/info icon with your cursor.
  • Doors can sometimes show players in the wrong ports during 3+ player matches.


  • Lobby
    • Menu ecosystem is very rudimentary and WIP.
    • Only controlled by mouse (for now).
  • Quick Play
    • Missing a cooldown to prevent you from matching with the same player repeatedly.
    • On rare occasions quick play can fail to match you with a player. If you think this is happening, back out and hit the quick play button again.
    • Steam name missing from doors.
  • If a desync occurs and one person ends the match before you do locally, your screen will freeze until the other person leaves the room.
  • You cannot toggle your port to off on the character select screen to reassign your port. The workaround for this in the meantime if you want to change your device type on player 1 is to toggle the first port off from the offline group character select.
  • You cannot toggle your port to off on the character select screen to reassign your port. The workaround for this in the meantime if you want to change your device type on player 1 is to toggle the first port off from the offline group character select.
  • There may be a “phantom” desync console print after a hitch in a match with poor connections.
  • You can mouse over and pick up hidden tokens for closed ports on the selection screen.
  • In game HUD
    • Doesn’t alpha tween in rollback.
    • Assist charge graphic can rarely become stuck in a weird-looking fully charged state if it gets rolled back..
    • Steam name missing.
  • Additional general optimizations for rollback are planned.
  • 3-4 player matches need optimization.
  • If you connect to a room right as Steam goes offline you might not be properly locked out of online buttons, resulting in some mildly weird behavior. You can correct this behavior by restarting the game.
  • If you connect to a room right as Steam goes offline, you might not be properly locked out of online buttons, resulting in some mildly weird behavior. You can correct this behavior by restarting the game.
  • Under rare circumstances, the second port can be activated on the selection screen in online mode. If this happens, you can work around the issue by exiting and re-entering the mode.


  • Missing features and functionality.

Playable Characters


  • Rainbow trail:
    • Visuals WIP.
    • Should never appear after trades.
    • Doesn’t disappear when you are in a grabbed state.
    • Sized incorrectly on frame 1 of animation state change.
    • Tweened instances of the trail appear jagged in game.
    • Missing fade at end of trail.
  • Down Special 
    • Doesn’t currently rotate his hurtbox.
    • Doesn’t receive a teams outline.
  • Side Special
    • Incorrectly changes states when parried and you release the special button.
    • If you land during the aerial version and hit with the grounded version, shield bounce doesn’t work and the hit sound does not play.
    • Endlessly slides into walls.
  • Up Special
    • Doesn’t receive teams outline.
    • Ambient lighting does not apply to the front layer of the cannon.


  • Roll off of a ledge sometimes results in incorrect positioning.
  • Some attack and motion functionalities are incomplete.
  • Down Special
    • Reel-in visuals are a bit off.
    • Does not become grounded when grabbing grounded opponents.
    • Cannot grab characters in crash.
    • Dust vfx can appear incorrectly.
  • Up Special
    • Reel-in visuals are a bit off.
    • Connecting with the ledge from the opposite direction results in funky flipping behavior.
  • Some of Octodad’s sprites have outdated visuals which are planned to be updated.
  • Throws are missing reaction visuals for grabbed characters.
  • Uses placeholder sprites for parry animation.


  • Bubbles 
    • Are currently missing palettes (uses garbage colors for now).
    • May slow down rollback online.
  • Side Special
    • Can fail to land properly when using the aerial version onto the ground
  • Puddle 
    • Doesn’t disappear after final stock in FFAs.
    • Doesn’t disappear after being reflected by a character other than Orcane.
  • Throws are missing reaction visuals for grabbed characters
  • Boosted up strong vfx uses a placeholder visually stretched version of the normal vfx.
  • Hitting with an airdash into aerial then using up special to teleport during that aerial’s IASA frames will cause Orcane to experience additional land lag after the teleport.
  • Uses placeholder sprites for parry animation.


  • Side special is not fully implemented.
  • Select throws should use ammo (it won’t affect gameplay unless you get hit out of the throw but will feel cool).
  • Double jump projectile destroy animation should continue downward movement while playing when decaying in air.
  • Airdash from the ground doesn’t use ammo.
  • Ammo meter bounces when he gets a bullet by hitting an opponent. It should only bounce on full recharge.
  • “Empty!” text is incorrectly positioned when he grabs a ledge.
  • Bullet casings and reload sound inappropriately play when wavedashing using the wavedash button.
  • Neutral Special
    • Balloon should flash a bit before timing out.
    • String and balloon visuals WIP.
  • Up Throw is missing reaction visuals for grabbed characters


Captain Viridian

  • Characters affected by Captain Viridian’s gravity do not properly loop their jump_loop state while rising (they currently hold their last frame).


  • Shadows are missing from the pillar.
  • Pillar should destroy when unattached from ground.
  • Pillar should blink before self-destroying.
  • Pillar destruction may slow down rollback online.


  • Please don’t use pizza’s paint on a custom stage with a slope we’re begging.
  • The Brush’s outro has a baked in white flash which briefly disrupts palette swaps.

The Bard

  • Hit detection can be a bit funky.
  • Character sprite preemptively leaves if you hit with the song wheel early.


  • Can fail to grab properly while landing.


  • Sunburst is missing from the cut in.


Merchant Port

  • Missing anchor shaking animation.

The Spire

  • Lighting system is not yet fully implemented.


  • Tweened symbols do not respect pivot points.
  • Origin point should be represented by a fixed-size crosshair graphic
  • Navigating the library using the keyboard doesn’t update previews.
  • Selecting a frame on a locked layer (or the locked layer itself) should not allow you to edit the object on the stage.
  • Your cursor can get stuck in the corner of edge resize visual (tab out and then back into the application to fix in the meantime).
  • You should be able to deselect a selected object by either pressing esc or left clicking an empty portion of the stage.
  • If you use ctrl + click on a keyframe to deselect something, you lose the ability to select anything on the stage until you select something on the timeline again.
  • Multiple layers paste in the wrong order.
  • Pasting multiple collision box layers sets the collision box type to “None”.
  • Detection radius on draggable points is too small.
  • The properties panel only responds if you move your mouse between clicks.
  • The stage’s scroll bar can sometimes appear inconsistent.
  • Publish time should use seconds if applicable.
  • Opening another asset while one is already loading causes a rendering error and corrupts publish.
  • Properties text panels don’t extend horizontally with additional screen space.
  • Rarely, objects can become non interactable.
  • Double clicking a negative number only highlights the digits.
  • Moving keyframe positions with your mouse by clicking and dragging should clear the keyframe’s previous position.
  • If you create an animation with a duplicate name, save and close the entity and reopen, you get a visual glitch where a bunch of duplicate names show up. If you delete one, close and reopen they’re all gone.
  • Changing the value in a properties field then selecting another object should save the value change.
  • Exporting a large file doesn’t give you an immediate indicator that you are publishing.
  • When you copy a palette the “base costume” toggle should automatically turn off.
  • Layers in game don’t match what appears in FrayTools.

Upcoming Features

Content and features that we’ll be adding during Early Access! 

Playable Characters

  • The Watcher (Slay the Spire)
  • Ultra Fishbunjin 3000 (Slap City)
  • Plus 3 more characters before 1.0, and at least one additional DLC character!


  • Ape (Ape Out)
  • Lady Luck (Dicey Dungeons)
  • Lea (CrossCode)
  • Rockman (FTL: Faster Than Light)
  • Shopkeeper (Downwell)
  • Stardrop (Indie Pogo)
  • Super Hexagon (Super Hexagon)
  • Plus 27 more assists before 1.0!


  • Hazard versions for all stages (including The Spire!)
  • 9 more full stages before 1.0!
  • FamilyJules Backyard song

Single Player Modes

  • Tutorials
  • Training mode features
  • Target Test


  • Ranked Matchmaking
  • Custom content support
  • More advanced lobby options (passwords, kicking, etc.)
  • Profiles
  • Leaderboards
  • FrayBets!
  • Spectator Functionality


  • More match options
  • Match Modifiers
  • End of match screen
  • Expanded screen shake functionality
  • Super Attacks
  • Items


  • In-Game Custom Content management
  • Fleshed out controls options
  • Performance settings
  • FamilyJules Fraymakers Theme cover


  • Tile Support
  • Onion skin support
  • The ability to edit multiple frames at the same time
  • Enhanced auto-hurtboxer
  • Auto-generate PNG sequences from GIFs
  • Update notifications
  • Update prompt for plugins
  • Support for reflection layers on stages
  • Quality of Life Updates
    • Inter-asset clipboard functionality
    • Ctrl/Alt/Shift key support for transformation tool
    • Library search bar
    • “convert to frame by frame” function for tweens
    • Customizable hotkeys
    • Double click layer name to rename
    • Ability to click and drag layers to reposition
    • Indication of open files in library
    • Size indicator for stage
    • Option to automatically load assets upon project open
    • Ctrl Shift paste to paste contents at center of screen position
    • Enter key to toggle timeline playback
    • Surface error when duplicate animation names exist
    • Option to have color picker persist when making palettes
    • Ability to choose a background on stage of palette creation screen
    • Option to have panels’ positions persist between tabs
    • Ability to set an image to the position 0,0 by right clicking
    • Glyphs for different ease types on tweens
    • Ability to cancel mid-publish
    • Ability to jump stage position to origin
    • …and more!


  • Tomamoto Announcer Pack
  • Alpharad Announcer Pack
  • Credits Game
  • Switch Port

© 2022 Team Fray | McLeodGaming Inc.