Gang Beasts is a silly local multiplayer party game with surly gelatinous characters, brutal mêlée fight sequences, and absurdly hazardous environments.
User reviews: Mostly Positive (2,396 reviews) - 79% of the 2,396 user reviews for this game are positive.
Release Date: Aug 29, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We are making Gang Beasts available through Steam Early Access to fund development of the full game and build a community that is directly involved in informing and supporting the production of the game.”

Approximately how long will this game be in Early Access?

“We have not set a release date for the full version of Gang Beasts, we plan to make new content, stages, character body shapes and sizes, and game modes for each Early Access release, we will review significant updates and plan for a specific full release date when the number of stages, character types, game modes, character customisations, and other content to be included in the game is finished.”

How is the full version planned to differ from the Early Access version?

“The full game will play similarly to the Early Access versions but with a full character customisation system, new stages and environments, additional character body shapes and sizes, a single player and 2 to 4 player co-op story mode (with multistage sub-boss and end boss fights), complex AI enemies, numerous game and tournament modes, and various mini-games to play.”

What is the current state of the Early Access version?

“The current Early Access version of the game is a local multiplayer game with limited support for solo play (a full single player and 2 to 4 player co-op story mode is planned), there are 8 playable stages in the current version with support for 2 - 8 player gang fights.”

Will the game be priced differently during and after Early Access?

“The Early Access price is the same price we plan for the full game (excluding discounts and promotions).”

How are you planning on involving the Community in your development process?

“We want the Early Access community to inform the development of the game, specifically we want to have ongoing dialogues with the community about the game to help us identify and prioritise the key features, content, and modifications that need to be added or made and to make sure Gang Beasts as fun as it can be.”
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Recommended By Curators

"We love this easy-to-play local co-op action! It's absolutely hilarious, too. Chaotic physics in trap-filled levels means every level has new weirdness!"
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Recent updates View all (16)

September 23

Patch notes for the Gang Beasts 0.2.6 “unstable” alpha build

The 0.2.6 build released with this post is a content release with three new stages (‘billboard’, ‘blimp’, and ‘girders’) and four modified stages (‘buoy’, ‘fans’, ‘ring’, and ’subway’), the build also includes expanded AI behaviours that give AI enemies lifting and throwing abilities.

The modifications and fixes made in this build are:

  • fixed an issue that could stop characters entering the climbing state when colliding with walls
  • added the ‘billboard’ stage
  • added the ‘blimp’ stage
  • added the ‘girders’ stage
  • modified the water shader on the ‘buoy’ stage
  • modified the geometry for the ‘vents’ stage (now called ‘fans’)
  • modified the geometry for the ‘ring’ stage
  • modified the geometry for the ’subway’ stage
  • modified climbing implementation to support climbing on grabbed surfaces (including other enemy and player characters)
  • modified climbing implementation to limit / minimise stabilise the accumulation of forces when multiple characters are climbing / lifting each other
  • modified grip limitations (grip will abruptly fail when hanging from the same surface / object for a protracted length of time)
  • modified the force characters have on the wave simulation in the ’buoys’ stage (to limit / minimise the frequency of sudden or erratic high waves)
  • modified the potential delay between AI enemy punches (to increase punch frequency)
  • modified spawn points on some stages to work better with the current game camera
  • modified XInput support to be disabled by default to support 5-8 players with Xbox 360 controllers and variants (XInput limits the number of concurrent Xbox 360 controllers to four, see the 'XInput Support' section of this post for more information)
  • added centripetal forces to subway trains on ‘subway’ stage (trains can pull characters and objects in close proximity towards them)
  • added throwing behaviour for AI enemies (specific throw actions need calibrating to be effective on complex stages)
  • added grabbing behaviour for AI enemies (enemies will attempt to grab surfaces, objects, and other characters when falling)
  • modified (rebuilt) AI enemy nav meshes for all stages (excluding the ‘break’ and ’race’ prototypes)
  • added throw triggers to stages to support the AI enemy throwing behaviour (excluding ‘blimp’, ‘break’, ’buoy’, and ’race’)


The new and modified stages are work in progress and will continue to be polished and improved in subsequent builds. There are now 16 default stages in the current ‘unstable’ build (‘billboard’, ’blimp’, ’buoy’, ’chute’, ’containers’, ’elevators’, ’fans’, ‘girders’, ’gondola’, ‘grind’, ’incinerator’, ’ring’, ’subway’, ‘towers’, ’trucks’, and ’wheel’), we are still working to remake the ‘incinerator’ stage (the colliders are finished but the scene has not been fully assembled in editor).

We currently plan to add the modified ‘incinerator’ stage and the prototype ‘gymnasium’ and ‘TV studio’ stages to the fork that the customisation system is being merged with but if we identify that this work will delay the release of the next build we plan to move these stages to the same project that the 0.2.6 build was built with (to minimise the length of time before the next build can be published).

For reference the only fencing, railings and similar structures that are breakable are in the 0.2.6 build are in the ‘elevators’ stage, we are working to make the similar structures in the ’billboard’, ’chute’, ’fans’, ‘grind’, ’incinerator’, ’subway’, ‘towers’, and ’wheel’ stages breakable.


We are working with SuperGenius to merge the work on the character customisation system with the current project fork, it wasn’t practical to merge this work with the 0.2.6 fork as the modified game management system (that adds support for the coming “King of the Hill” and “Capture the Flag” game modes) was implemented in a separate fork.

When this work is complete we can publish a build with the character system (with a selection of old and new characters), and the other work from this fork (including support for deincrementing menu selections, a front slide move, modifications to the in-game player information, and the playable prototypes of the “King of the Hill” and “Capture the Flag” game modes).

XInput Support

Disabling XInput forces Xbox 360 XInput controllers and variants to use Direct or Raw input (bypassing the XInput four player limitation and restoring support for 5-8 concurrent Xbox 360 controllers), for reference disabling XInput prevents both Xbox 360 controller triggers from registering concurrently on Windows systems (we are working on implementing an option to support manually enabling / disabling XInput on Windows for a coming build).

Information on switching to / from "stable" and “unstable” branches

To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ for more information).

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August 29

Information on the next "unstable" alpha (build 0.2.6)

We are close to finishing the various modifications and prototype content for the 0.2.6 "unstable" build and expect to publish this work within the next two weeks, we currently expect this to be the last "unstable" build before we can make the Unity 5 port of the game the default version of Gang Beasts on Early Access (the 0.1.5a Unity 4 alpha build will be made available for download through the Steam client "BETAS" tab as a legacy build for making comparisons of gameplay, performance, stability and content with the Unity 5 builds).
In the last two months we have continued to work on optimisations, new game modes, the character customisation system, character customisations, modifications to current stages, and prototypes for a number of new stages.
Work on the character customisation system is at a stage that supports making functional examples of the UI and customisation process and the work on new characters, games modes, modified stages, and stage prototypes is now sufficient to give information on the specific functionality and content we expect to make available in the builds coming in September and October.
The information in this post will summarise the work that has been done on some of the new character customisations, the character customisation system, modified stages, and the new stage prototypes (“billboard”, “blimp”, and “girders”). Specific information about the current stages, new stage prototypes, and the planned escalations for specific stages will be posted as a series of individual threads in the Early Access forums closer to the release of the next build.

Character Customisations

For several months we have been working with SuperGenius Studios to implement the full character customisation system for the game and to make a series of new playable characters to populate and test the character system, the work on the first prototype of the customisation system is close to finished and we currently expect to make a version of this prototype available for testing in an “unstable” build later this month (see the YouTube links above for examples of a recent iteration of the character system).

The character system supports a number of slots for different accessories (hats, capes, hair, shirts, skirts etc.), the prototype version of the system has support for handling overlapping geometry, specifically when the geometry of a model or asset passes through the geometry of a second model asset the system indentifies and removes intersecting and occulded geometry where needed (for reference this functionality is not fully working in the linked video).

The current implementation of the system is functional but needs additional work and testing before it can be published in a build, we currently expect to make this functionality available in September. The full system will support the saving and sharing of preset customisations when finished.


We have worked with SuperGenius on a number of new character sets, some sets have been made specifically to use to populate Beef City with pedestrians and AI enemies (for the Streets of Rage, Final Fight, Double Dragon influenced story mode), others have been made to give more scope for customisation (for testing the customisation system).

Game Modes

The logic for the Gang Beasts variations on “King of the Hill” and “Capture the Flag” game modes has been implemented but the specific map locations (KOTH) and flags (CTF) need to be added for each stage, we plan to make a playable prototypes of these game modes available in a coming build for testing and will make more information about the new game modes soon.

Modified Stages

We have finished work on the geometry for the modified versions of the “incinerator”, “subway” , “vents”, we are working to make these modified stages to the next build which barring significant issue should be published to Steam within the next two weeks.

Work on the modified "buoy" and "ring" stages is also close to finished.

More information on the rationale and mechanics of the modified stages will be posted in the Early Access forums when the modified stages are released in the next build.

Prototype Stages

We have prototyped a number of new stages for the game, three of these stages, “billboard”, “blimp”, “girder”, and "gymnasium" are at a stage where they can be play tested and will be included as prototypes in the next “unstable” build. The “billboard” stage prototype is a neglected roadside billboard with breakable panels and front and rear platforms (a modified version of this stage will have breakable railings, lighting, flooring, and a static ladder), the “blimp” stage is a floating dirigible passing through a series of high buildings, the “girders” stage is an aborted high-rise building development with breakable flooring and suspended girders, the "gymnasium" stage is one of a series of stages that are planned to approximate the mechanics and gameplay of the "sandbox" stage from the pre-alpha builds.

We will make information on the other stage that we are prototyping over the coming weeks. Information on the mechanics of the modified stages will be posted in the Early Access forums when the modified stages are released in the next build.

Unstable Builds

Since getting access to the Unity 5 beta in mid-September 2014 we have prioritised porting Gang Beasts to Unity 5 to exploit the significantly improved physics performance, and other graphics, lighting, audio, and engine improvements, it has been difficult and protracted process that has forced us to fully remake the procedural character animation system and modify the structures and parameters for the numerous stages that were playable in the previous 0.1.x Unity 4.5 builds.

The first prototype of the Unity 5 port of Gang Beasts was made available through Steam as a second optional “Beta” build in April, this was necessary to give access to iterations of the Unity 5 port without removing access to the older 0.1.5a "stable” alpha build (made with Unity 4.5 and PhysX 2.8.3), when the modified “incinerator”, “subway” , and “vents” stages are released in the next public alpha build (build 0.2.6) the “unstable” Unity 5 build will have content parity with the older “stable” Unity 4 build.

If no significant issues are identified with the public 0.2.6 build it will become the default version of Gang Beasts on Steam Early Accesss (replacing the 0.1.5a Unity 5 build) in September.

There are still a number of key optimisations that can be made to the Unity 5 builds but the 0.2.x Unity 5 builds are demonstrably more performant than the 0.1.x Unity 4 builds in most contexts. For information on the performance of PhysX 3.3 relative to PhysX 2.8.x see the High-performance Physics In Unity 5 post on the Unity Technology blog.

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“I once had a persistent pugilist clutching my eyeball as she hung over the edge of a fatal drop, refusing to relinquish the ocular grip and admit defeat.”
Rock, Paper, Shotgun

“Gang Beasts is a brilliant, drunken multiplayer brawler.”

“Gang Beasts – probably the funniest fighting game ever made”
Guardian Online

About This Game

Gang Beasts is a silly local multiplayer party game with surly gelatinous characters, brutal mêlée fight sequences, and absurdly hazardous environments.

Watch in horror and amusement as gangs of floppy antagonists grab, push, pull, and shove their enemies from permanently suspended window-cleaning scaffolds, unattended ferris wheels, and commercial haulage trucks.

Gasp with shock and delight at the spectacle of stupidly pugnacious thugs punching, kicking, and throwing their foes into unspecified hazardous machinery, flaming incinerator pits, and the paths of moving trains.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows Vista
    • Processor: Core 2 Duo
    • Memory: 3 GB RAM
    • Graphics: SM3 512MB VRAM
    • Storage: 800 MB available space
    • OS: Windows 7
    • Processor: Core i3
    • Memory: 4 GB RAM
    • Graphics: SM4 1GB VRAM
    • Storage: 800 MB available space
    • OS: Snow Leopard
    • Processor: Dual Core Intel
    • Memory: 3 GB RAM
    • Graphics: SM3 512MB VRAM
    • Storage: 800 MB available space
    • OS: Mountain Lion
    • Processor: Core i3
    • Memory: 4 GB RAM
    • Graphics: SM4 1GB VRAM
    • Storage: 800 MB available space
    • OS: Linux (Most Linux distributions should work)
    • Processor: Core 2 Duo
    • Memory: 3 GB RAM
    • Graphics: SM3 512MB VRAM
    • Storage: 800 MB available space
    • OS: Ubuntu 14.04
    • Processor: Core i3
    • Memory: 4 GB RAM
    • Graphics: SM4 1GB VRAM
    • Storage: 800 MB available space
Helpful customer reviews
24 of 24 people (100%) found this review helpful
6 people found this review funny
11.3 hrs on record
Posted: November 16
Early Access Review
This game + a couch + friends = 9/10
Was this review helpful? Yes No Funny
86 of 137 people (63%) found this review helpful
2 people found this review funny
9.0 hrs on record
Posted: November 4
Early Access Review
The basic summary of this review is that the game is overpriced and has little replay value. Wait for a sale.

It's fun while you have people to play it, but that doesn't last very long. There is very little replayability. Once you've gone through all the maps once or twice you'll start to get bored. There is no AI. So if you don't have a mate or two to play this with then you're gonna have a bad time. There is no progress. It's been in my library for about a year now and I don't think I've seen a single update for it. Frankly, the game is overpriced for what it'll bring to the table. I would suggest not buying it until it goes on sale or it starts seeing some content updates.
Was this review helpful? Yes No Funny
13 of 17 people (76%) found this review helpful
2 people found this review funny
16.7 hrs on record
Posted: November 8
Early Access Review
Pretty damn fun, especiallly if u have people playing with ya :3
Was this review helpful? Yes No Funny
22 of 37 people (59%) found this review helpful
4 people found this review funny
6.3 hrs on record
Posted: November 15
Early Access Review
Dev's basically stopped doing anything with this game, don't buy unless you have 4 controllers and actual friends.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
4.2 hrs on record
Posted: November 17
Early Access Review
This game has a lot of potential, but - oddly enough - its hamstrung by how skill intensive it is.

When you sit down to play a couch multiplayer game, you want chaos. Instead, you get predictable and repeating wins from the players who have mastered the (fairly awkward) controls. Some of the maps also tend towards boring play and stalemates if people try to play competitively (obviously you shouldn't "try-hard" too much in a game like this, but I hate games that sort of make you choose between "playing fun" and "playing to win").

Game needs more chaos, more variety, and simpler controls. It's not bad (and it can create some hilarious moments) but ultimately too frustrating to recommend..
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