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.
Recent Reviews:
Mixed (292) - 56% of the 292 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (12,034) - 72% of the 12,034 user reviews for this game are positive.
Release Date:
Aug 29, 2014
Developer:

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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 (40)

November 12

Information on the 0.7.0 Gang Beasts beta build and full launch content

We have written this post to summarise current and recent development work and to give more information on launch content for the game as we are still a number of weeks from publishing the next Steam build.



We plan to start testing the next build (build 0.7.0) from next week and have scheduled support from Babel, Coatsink, and Double Fine to help with the identification, documentation, and fixing of a small number of persisting issues preventing the release of the next Steam build (and to facilitate and optimise testing cycles).

The 0.7.0 build has a glut of fixes and modifications made to optimise, standardise, and refine gameplay, menus, messaging, networking, matchmaking, menus and other UI, interstitial game screens (hint screens, loading screens, and score screens etc.), the following is a summary of key game content modifications in the coming 0.7.0 beta build with information on the work left to finish before the full launch of the game.



Online

The minimum limit for private online sessions was set at 4 players for testing when support for private online sessions was published in late September (concurrently with the move to Multiplay's server architecture), a limited number of issues surfaced with the matchmaking process during the Steam Free Weekend stress test and also in October but Coatsink have been aggressively addressing these issues and we expect to lower the minimum concurrent player limit for private sessions from a minimum of 4 to a minimum of 2 in the 0.7.0 beta build.

We expect to talk with Double Fine, Coatsink, Multiplay, and other partners later this month to make a full review of current server provision and capacity, please email support@boneloaf.co if you frequently have issues connecting to online servers in the 0.7.0 beta build (for reference support for private online sessions replaced the private server tool in September as the private server tool is not compatible with current client builds, support for the private server tool will be reviewed later this year).



Localisation

The game has been localised for 7 languages, the supported languages in the full release build are Brazilian Portuguese, English (UK), US English, French, German, Italian, Spanish, (the UK English and US English localisations share most strings) with a small number exceptions that we expect to have localisations for soon, support for other languages will be added post launch. For reference we currently expect localisation support to be the 0.7.0 beta build and we will post information on other planned localisations to the FAQ section of the gangbeasts.game site as we confirm support.

Input

We're currently working on localisations for input references (for keyboard, mouse, and officially supported game controllers) but still need to standardise the UI for input mapping sequences with the rest of the game. The lack of support for mapping mouse button inputs is a temporary issue and we current expect this to be fixed in the next 0.7.0 beta build.

For reference support for VR touch controls is planned to come with full VR support next year.

Climbing

We have made multiple passes on the climbing implementation and supporting geometry to make climbing less difficult and more immediate in recent builds in preparation for a last pass on stages to add specific support for complex structures (examples of complex structures are the small billboard structures on roof, the buoy structure on buoy, the truck body work on trucks, and the turbine on vents), for reference some section of complex will have a lower targeting priority than expected until this work is finished.



Spawning

We need to set explicit spawn patterns for game mode configurations to balance gameplay and modify patterns to fit the selected game logic, specifically we need to implement set spawn patterns, for example gangs spawn patterns need to be on opposing sides of the selected stage (in 2 vs 2, 3 vs 3, or 4 vs 4 gang mode games).

Stages

We have finished work on the geometry for launch stages (excluding a small number of superficial modifications and props), stages identified as launch stages have had passes to optimise performance, standardise colour schemes, and address gameplay issues, the stages with significant modifications made to geometry are billboard (new billboard sign and catwalk structure), chutes (lowered catwalk and modified pipe works), grind (new meat slurry implementation, new pipework, new articulated grinder implementation, and new catwalk), subway (new scene with modified hanging lights, staircase, prop, and platform geometry) and trucks (new truck geometry and some minor cosmetic modifications).



Camera

We have transitioned to Cinemachine procedural camera framework and are currently working to improve support for user modification of the single player camera, group tracking, geometry clipping, camera bias, lerping, and dampening etc. but are seeing significant improvements over the previous camera system. We are also working to standardise the presentation of player information and the post stack implementation (specifically the default parameters for graphics setting).

For reference the issues with settings and resetting inputs, graphics, and other menu settings is being addressed and is expected to be fixed in the 0.7.0 build.

Modes

We are working on minimising the steps and time it takes to configure and start game modes and game sessions, and on exposing more support for game mode customisation, we are also experimenting with a longer window for identifying draw states. We are also working on making character, costume, and gang / team selection less confusing in the game mode configurations screens.



Costumes

We have been working on exposing more costume customisation parts and the UI and flow of the costume customisation screen, we have also been working to fix physics stability issues and gameplay exploits associated with specific costume parts. We have also exposed an additional four character colours and made multiple passes to improve colour and colour tints (and minimise clashes with the colours for non-character geometry).

Thank you

Thank you for staying with us we push to get to the full launch of the game, we're working on some fun holiday content for next month, and are excited that the full game will be out soon.

If you have questions, please comment on this post or Tweet @boneloaf. We plan to make a post with information on testing for the 0.7.0 build later this month with any additional information we can give on the next builds and full release content.
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September 21

Patch notes for the Gang Beasts 0.6.1 beta build and Steam Free Weekend

Update at 20:30 BST on Friday 21 September

We've been working with Coatsink and Multiplay for the last 24 hours to fix server performance and matchmaking issues identified in the first span of servers tests. There are still some minor issues and annoyances with the process for starting online game sessions but the key issues compromising the stability and performance of the matchmaking service has been addressed and patched.

The matchmaking service has been taken down in the last 30 minutes for some minor fixes but is coming back online currently and should be availanble for a second batch of stress testing in the next 10. Connecting to the current online multiplayer implementation requires updating to the 0.6.2 build.

Sorry that we were not able to provision servers in less time and the interruption in access to online games, we don't have the volume of players using the unstable builds to fully stress test the new networking scheme and needed to publish the server testing builds as default Steam builds to make testing valid but we're now close to having a stable and scalable hosting platform that supports both public and private game sessions and can support other online game modes.

Update at 3:20 BST on Thursday 21 September

Coatsink have identified the issue as a deadlock in one of the client threads when it receives a high volume of requests; the issue has been isolated to an authentication process.

The matchmaker is available currently but it will continue to ignore some request until Coatsink can finishing patching in the morning (the time in the UK is approx. 3.20am), apologies for the interruption, this is an issue we didn't identify in internal testing or testing in the "unstable" build as we could not manufacture the volume of concurrent users.

We will post an update to this post as soon as we have an estimated time for the second stress test (we currently expect the second stress test to require downloading a new client build, Steam should prompt you to download when this build is available).

Update at 23:30 BST on Thursday 21 September

Coatsink have identified a single issue to fix before we can push the matchmaking update, we will post more information soon.

Update at 20:25 BST on Thursday 21 September

Coatsink have temporarily taken the matchmaking server offline to patch some issues identified in the first batch of tests, will post an ETA for when they are back online soon.

Patch notes for the Gang Beasts 0.6.1 beta build and Steam Free Weekend

Since the Gang Beasts online beta in August 2016, Boneloaf have been working with a small team at Coatsink to finish the content and systems for the full game, a significant part of this work has been to transition to Multiplay’s dedicated game hosting solution and Hybrid Cloud Orchestration technology to give official Gang Beasts servers a scalable, low-latency, managed hosting platform maintained by a specialist team of game server experts.



We have published the Gang Beasts 0.6.1 Early Access beta to Steam in the last hour and have made the game temporarily free on Early Access as a Steam Free Weekend game from 10am PDT / 6pm BST on Thursday 21 September to 1pm PDT / 9pm BST on Sunday 24 September to stress test the new server architecture and networking scheme and support for private sessions on official servers.

Please see the post at beef.city/060 for information and a changlog listing the key modifications and fixes in the 0.6.0 unstable build. For more information on Multiplay please see the Press press release at beef.city/multiplay

For reference we expect to have some inconsistencies with server availability and stability in the next hours as we transition to Multiplay's servers and scale server capacity.
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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 i3
    • Memory: 4 GB RAM
    • Graphics: SM3 512MB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 10
    • Processor: Core i5
    • Memory: 8 GB RAM
    • Graphics: SM4 1GB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    Minimum:
    • OS: Snow Leopard
    • Processor: Dual Core Intel
    • Memory: 4 GB RAM
    • Graphics: SM3 512MB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    Recommended:
    • OS: macOS Sierra
    • Processor: Core i5
    • Memory: 8 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 i3
    • Memory: 4 GB RAM
    • Graphics: SM3 512MB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    Recommended:
    • OS: Ubuntu 16.10
    • Processor: Core i5
    • Memory: 8 GB RAM
    • Graphics: SM4 1GB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
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