Gang Beasts is a silly multiplayer party game with surly gelatinous characters, brutal mêlée fight sequences, and absurd hazardous environments. Support for online multiplayer game modes is in beta with online multiplayer support for 9 of the 16 local stages in the current stable Early Access build.
User reviews:
Recent:
Mixed (417 reviews) - 58% of the 417 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (10,341 reviews) - 73% of the 10,341 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 game as Gang Beasts is the first commercial game we have worked on and estimating the work necessary for specific content and features is difficult. We will post information on the full release date when the game systems, stages, character costumes, game modes, and other content has been extensively tested and made stable.”

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

“The full game will play similarly to the Early Access builds but with a full character customisation system, new stages and environments, additional character customisations, AI enemies, and other game mode to play.”

What is the current state of the Early Access version?

“The current Early Access version of the game supports local and online multiplayer modes but has with limited support for solo play (without other local or online players), there are 16 playable stages in the current version with support for 2 - 8 player 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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Recent updates View all (36)

June 29

Patch notes for the Gang Beasts 0.5.7 beta

In June we have continued working with Coatsink to address performance and stability issues and other annoyances, part of this work can be tested in the 0.5.7 Early Access build and associated server configurations (published with this post). The key patches and optimisations in the 0.5.7 build are specific fixes for the character distortion and freezing glitches introduced in the transition to Unity 5.6 (and other physics stability issues), a significant decreases in CPU use, numerous networking and matchmaking stability fixes, and reduced build sizes.



Other work included in the 0.5.7 build includes modified and optimised city geometry for the background of exterior stages (only in the blimp and girders stages currently), modified and optimised geometry for the girders, incinerator, and wheel stages, Rick and Morty character costumes and multiple new character costume parts [1], large enemy AI body types for enemy AI (in the current waves stages), an improved AI for the waves game mode (AI aggression and throwing still need additional work but can be tested in the grind and incinerator stages), and a modified colour tinting system to support more variation for costume customisations.
https://youtu.be/2T26tXGRhCY

Other work that is partially exposed in the 0.5.7 build includes the implementation of a custom atlasing system for scene optimisation (this is the last stage in the stage optimisation workflow, only the gondola and wheel stages use this system in the 0.5.7 build but the other stages are being moved to the atlas system currently), a custom buoyancy system (only exposed on the wheel stage in the 0.5.7 build for testing but will be moved to the other stages that have water or meat paste volumes when the current buoyancy parameters have been modified and standardised).

Other work not exposed in the 0.5.7 build includes modified and optimised geometry for the alley, grind, towers, and roof stages, optimisations to the character and prop physics implementations to significantly lower the frequency of physics calculations made per frame and stabilise collisions.
https://youtu.be/RuIpfufwZEM
14 of the 16 public stages support online in 0.5.7 build, the key priorities for July are to execute the current QA schedule, finish the last modifications and optimisations and add online support for the chutes and towers stages, finish the last modifications and optimisations for the alley and roof stages, make a last pass to standardise character, prop physics optimisations and climbing, fixes and improvements to matchmaking, game modes, UI, localisations, and post processing.

The list of modifications and fixes made in the 0.5.7 Early Access beta build are:

  • added modified and optimised city geometry to the blimp and girders stages
  • added 17 new costume customisation parts and cat, panda, penguin, and rhinoceros kigurumi costumes
  • added food production worker 1, food production worker 2, boiler suit, and security guard costume presets for enemy AI on the grind and incinerator stages
  • added large character body types for enemy AI in waves mode
  • added modified and optimised geometry for the girders stage (with local and online support)
  • added modified and optimised geometry for the incinerator (with local and online support)
  • added modified and optimised geometry for the wheel stage (with local and online support)
  • added multiple stage escalations to the wheel stage
  • fixed a significant physics issue that made character geometry distort and freeze
  • fixed an issue that stops clients from joining servers if they had previously disconnected from a server in the same game session
  • fixed an issue where characters could pass into the grinders on the grind stage without entering the concussive state
  • fixed an issue with trains SFX ignoring the game SFX volume settings
  • modified and optimised city geometry to blimp and girders stage
  • modified concussion SFX to only trigger if characters are subjected to a concussive blow (concussion SFX should not trigger for falling and sinking hazards)
  • modified the colour system to support tinting (to support costume customisations variations)
  • modified gondola and wheel stages to use a custom atlasing system for performance (this work is the last batch of planned optimisations for the stage geometry)
  • modified server configuration to automatically restart less frequently (restarts is necessary for clearing memory)
  • modified some trigger volume tests to optimise performance and make detect specific character interactions and events (for the achievement implementation)
  • modified the climbing implementations for online and local games to standardise
  • modified and optimised UI for the character selection and character customisations screens
  • reduced memory usage
  • reduced the game file size by approximately 40% / 1.25GB
  • removed some redundant code from the client for optimisation
  • replaced buoyancy with optimised custom implementation (objects float before sinking. characters float but lose stamina, concussed characters sink)
  • temporarily removed the game over messaging for local single melee player games
  • temporarily removed support for the waves mode for the grind stage
The list of key issues identified with the 0.5.7 Early Access beta build are:
  • issues with camera on wheel stage (we are working on implementing support for the new Unity Cinemachine 2.0 CinemachineTargetGroup to improve the tracking of multiple characters)
  • issues with colliders on the pier on the wheel stage (online only)
  • costume parts can show through other costume parts in some context with some costume configurations
  • the implementation for the bridge deformation in vents needs modifications to stabilise the bridge
  • water implementation is not standardised
  • modified and optimised Beef City geometry is not standardised for external stages
[1] the full list of costume parts FastFood_foodHygieneForageHat, FoodProduction_01_foodHygieneHat, FoodProduction_01_foodHygieneJacketWithGloves, FoodProduction_01_foodHygieneShoes, Garbage_hiVisVest
Garbage_militaryCap, GroundsKeeper_overallsBottom, GroundsKeeper_overallsTop, Paremedic_bumbag, costume_tophat, costume_fez, costume_sombrero, costume_denimVest, costume_denimjacket, IceCreamVendor_iceCreamManShorts, Construction_hardHat, and Construction_dungarees

6 comments Read more

May 24

Information on server configuration modifications to address issues with physics stability

In the last month we have been finishing work on optimising the current public stages and testing fixes for issues introduced in the transition from Unity 5.4 to Unity 5.6, we have identified a potential solution for the current character distorting / freezing and other physics stability issues and have made successful tests with a patched server configuration. We plan to patch public servers over the next hour. Please post information if you still see distorting / freezing issues or missing geometry when playing online following the server update to help us identify if the patch is not working as expected. [1]

Server availability and stability will fluctuate for the next hour as servers are patched

Other than work on optimising the current local and online stages (this work is necessary for improving physics stability and standardising collision detections), we have also been working on games modes, a full replacement for the current UI implementation, physics and server stability, standardisation of costume and prop parameters (for existing and new objects), configuring the Unity post processing stack, localisations, and improvements to matchmaking and networking. We expect to publish multiple builds demonstrating this work in June and July with a series of posts giving specific information on the full release content for the game and current plans for post launch content.

[1] For reference there is no build published with this post; in tests we have recorded a small number of distorting / freezing issues in local games but instances were significantly less frequent than online games, we will monitor server stability and prioritise publishing modified client builds (with additional optimisations and fixes) when the solution for the distorting / freezing issue has been demonstrated as working.

134 comments Read more
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Reviews

“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.”
Eurogamer

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

About This Game

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

Watch in horror and amusement as gangs of gummy miscreants fight to grab, push, pull, and force their enemies from suspended window cleaning scaffolds, neglected funfair attractions, and commercial haulage trucks.

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

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows Vista
    • Processor: Core 2 Duo
    • Memory: 3 GB RAM
    • Graphics: SM3 512MB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 10
    • Processor: Core i3
    • Memory: 4 GB RAM
    • Graphics: SM4 1GB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    Minimum:
    • OS: Snow Leopard
    • Processor: Dual Core Intel
    • Memory: 3 GB RAM
    • Graphics: SM3 512MB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    Recommended:
    • OS: macOS Sierra
    • Processor: Core i3
    • Memory: 4 GB RAM
    • Graphics: SM4 1GB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    Minimum:
    • OS: Linux (Most Linux distributions should work)
    • Processor: Core 2 Duo
    • Memory: 3 GB RAM
    • Graphics: SM3 512MB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    Recommended:
    • OS: Ubuntu 16.10
    • Processor: Core i3
    • Memory: 4 GB RAM
    • Graphics: SM4 1GB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
Customer reviews Learn More
Recent:
Mixed (417 reviews)
Overall:
Mostly Positive (10,341 reviews)
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