From the folk who brought you classic Kaiju titles like "Godzilla: Save the Earth" comes the next generation of monster-on-monster fighting action! In this first release, play as any of four Kaijuland characters. 1-4 players, online or off! Future releases will feature original characters designed by our fans.
User reviews: Mixed (48 reviews)
Release Date: Aug 11, 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?

“Any fighting game is only as good as its controls & combat mechanics. During our Early Access period we'll be rapidly iterating on both these features, according to community feedback!”

Approximately how long will this game be in Early Access?

“We anticipate about 3 months of Early Access will be necessary to really tune in the combat & controls.”

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

“The full version of Kaijuland Battles will be free - there won't be any significant gameplay differences from the Early Access version. The product is a very streamlined fighting game - 4 characters only.”

What is the current state of the Early Access version?

“All features are present, and all four characters are fully playable. Several combat mechanics are still very rough - especially weapons, grappling, & rage attacks. Many of our animations & audio assets will be polished, and we'll get a full graphical overhaul to our menu system before release.”

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

“During Early Access, we'll charge $5 for players. (Our Kickstarter backers will get Steam Keys e-mailed to them.) Once the game is ready for wide release, it will be free!”

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

“The CKC community is VERY involved - we have hundreds of ongoing discusion on our forums - and all our design documentation is online in our public wiki. We have a public bug ticketing system we hope Early Access players will make use of - and our current & future task lists are public on Trello.”
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Requires a controller to play.

Buy Colossal Kaiju Combat™: Kaijuland Battles


Recent updates View all (20)

April 29

Build #373 Notes (04/29/2015)

Combat Update Patch!

We've been really focused on getting feedback from all of you after each game, and we've rolled a ton of that feedback into our latest combat patch. We've started to slow the pace of combat down a bit - let us know how it feels! Gigashark and Robokomododon are getting more animation smoothing, tails are operating more smoothly - lots of small & medium changes!

We're also in the process of increasing knockdown distances - to create more interesting interactions between knockdown, Charge, Build_Up, and ground attacks.

Please note - many of the animation changes have NOT have the associated sound work finished just yet. Audio will tend to trail by one patch.

Engineering Fixes:
  • Robokomododon's Fall & Prone anims are now properly oriented.
  • Removed extra Defense Cell from Komododon.
  • Fixed bug which caused Getup Attacks to break defense cells!
  • Fixed bug which caused weapons to give infinite vertical KB.
  • Robokomododon's Power+Toward attack is no longer flagged as a weapon.
Gameplay Fixes:
  • Normalized damage resistances for all characters.
  • Hop links to other actions cleaned up & timed better.
  • Implemented Charge_hit anims on charge impact.
  • Gigashark has new build_up and fire anims.
  • Robokomododon has new build_up and fire anims.
  • 8-way steps speeded up for all characters.
  • Roll speeds normalized & slightly reduced.
  • Hop speeds adjusted for all characters.
  • Komododon's attacks reviewed for increased knockdown.
  • Gigashark has new roar animation.
  • Gigashark's Chain + Down and Chain + Toward now connect properly with both hits.

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April 14

Build #361 Notes (04/14/2015)

Defense Cell Patch!

At long last, they're not just for show! There are a few small changes in this build which will have very big gameplay rammifications. Plus, a whole ton of minor improvements. Please keep submitting your thoughts, suggestions, feedback, and bug reports to our FEEDBACK TRACKER. The more you write, the faster we'll keep improving!

Engineering Fixes:
  • Defense Cells are now implemented! Regain a lost Defense Cell by roaring. (If you interrupt your roar with a Charge it won't count...) To break an opponent's Defense Cell do one of the following:
  • Hit them with a full-power weapon attack.
  • Hit them with a Charge.
  • Hit them while they are prone.
  • Fixed front knockdowns, prones, and rolls. All characters now roll in a way that is strategically useful, and properly oriented. This is a critical interaction with Charges, Ground Attacks, Getup Attacks, and Defense Cells.
  • KO reaction should now always play properly.
  • Fixed several intermittent bugs related to reactions not playing when they should have.
  • Fixed various bugs related to (invisible) KO'd monsters in 3 & 4 player matches.

Gameplay Fixes:
  • Characters without Defense Cells remaining take 150% damage from all sources, and are Knocked Down with any heavy attack.
  • Light attacks no longer interrupt Power Attacks. So when starting to use your weapon, a jab won't cancel you any more. This is true for all Power Attacks.
  • Jump Anims adjusted - for better flow & visual flair.
  • Hop Anims adjusted for Romokomododon & Gigashark.
  • Robokomododon's Toward + Chain attack had range extended to match the anim better.
  • Magnarok's basic Chain combo should now hit with both attacks more frequently.
  • Gigashark's Chain + Down attack should now hit more reliably.

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About This Game

From the folk who brought you classic Kaiju titles like "Godzilla: Save the Earth", "Rampage: Total Destruction", and "Deadliest Warrior" comes the next generation of monster-on-monster fighting action: Colossal Kaiju Combat! Funded by the CKC community, our plan is to release 2-3 new games each year, showcasing features & characters selected by our fans!

Our first release: "Kaijuland Battles" features 4 cartoony kaiju from the (now sadly defunct) Kaijuland game. This is our "bare bones" release - we'll iterate to really tune our core combat mechanics & controls during Early Access.

Our next CKC game (The Fall of Nemesis) launches next year with 9 original characters designed & voted on by our fans, and 2 special boss characters designed by guest contributors Jeremy Robinson & Monster Attack Team.

CKC features 1-4 players, online or off. Gamepad control only - YOU MUST HAVE A GAMEPAD TO PLAY!

To submit your own character for a future title, or just to join in our lively kaiju discussion, visit our forums!

System Requirements

    • OS: Windows XP SP2
    • Processor: 1 GHz
    • Memory: 512 MB RAM
    • Graphics: DirectX 9-compatible video card
    • DirectX: Version 9.0c
    • Hard Drive: 200 MB available space
    • Additional Notes: Gamepad required! Multiple gamepads required for 4-player local play.
    • OS: Windows Vista, 7, or 8
    • Processor: 1 GHz
    • Memory: 2 GB RAM
    • Graphics: DirectX 9-compatible video card
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Hard Drive: 200 MB available space
    • Additional Notes: Gamepad required! Multiple gamepads required for 4-player local play.
Helpful customer reviews
25 of 28 people (89%) found this review helpful
1 person found this review funny
0.2 hrs on record
Posted: April 11
Early Access Review
Supported the game during the Kickstarter.
And I'm far from amazed by the early result.
I'm not sure that they know what they're doing, and they focus a little bit much on their collectible card game.
Concepts arts are cools.
Result is far from stellar.
Will revisit the review later if actual progress is made (right now it's barely a skeleton). For now I really can't tell you to get the game at all.
Was this review helpful? Yes No Funny
18 of 31 people (58%) found this review helpful
1 person found this review funny
0.6 hrs on record
Posted: February 15
Early Access Review
guys if you were a fan of the godzilla games on gamecube and playstation please do support these devs if you can! i see some great potential in this game, so lets give these devs more motivation by backing this game! they also patch the game once every week or two, so that shows their dedication. Keep it up devs!(and add achievements and local coop!)

that being said i still wont reccommend it as a buy for people who want a full experience right off the bat.
Was this review helpful? Yes No Funny
6 of 12 people (50%) found this review helpful
1 person found this review funny
1.2 hrs on record
Posted: May 12
Early Access Review
One note: MAKE IT KEYBOARD COMPATIBLE! Other then that its a great game with a bright future.
Was this review helpful? Yes No Funny
37 of 59 people (63%) found this review helpful
8.8 hrs on record
Posted: August 11, 2014
Early Access Review
All right, the main thing you need to know when going into the game is this: It is ALPHA. It is not completed at all. With that out of the way, I'll move onto other points.

The game is laggy, but still playable. Expect disconnections every now and then. Other than that, joining games is easy. Private matches, however, do not seem to exist. It seems anyone can join a game no matter what password you give the server, so expect to not be playing with just your friends all the time.

Now the gameplay itself. Some of it is yet to be implemented (grappling) but it is overall a pretty fun combat. It feels great to dodge an attack and counterattack. However, beam weapons are extremely OP at this time: Expect to be OHKO'd by them.
This will be fixed in the future, however, since this is only Alpha. Some attacks also go beyond their frames (once again, beams). Overall, however, this is a pretty fun fighting game.

Overall, I highly reccomend it. This is just the first of many planned games from Sunstone Games in this series. I'd highly suggest getting involved with both the game and the community; their both user-friendly. It is also possible to get your OWN
monster into the game series (Colossal Kaiju Combat) in the future, but more of that on the community site:

Now if you dont want to read that massive wall of text:

TL;DR: I reccomend this game if you have a controller and are a fan of fighting games or just monsters in general. It is still in Early Alpha, so glitches are guarnteed; however, this is still a great game.

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14 of 19 people (74%) found this review helpful
1 person found this review funny
38.5 hrs on record
Posted: October 20, 2014
Early Access Review
Now, I have a long history of loving Godzilla and its series. When I first played those Godzilla fighting games after knowing so much from the movies, I just got obsessed with it. Now the last Godzilla fighting game was released back in 2007 which was Godzilla Unleashed. Even though I still play it a lot (as Gigan lol) I feel like they should really be making a new great game for everyone. Unfortunetly they haven't, but however, Godzilla Unleashed producer Simon Strange decided to bring back the feeling of it by making his own version of a monster fighting game bringing back all the game mechanics similar to Godzilla Save the Earth and the feeling of being a monster in a free for all or 2v2 fight. The game is in Alpha which means its still being produced. As a Godzilla fan I reccommend sticking with this game as it produces, to see the greatness of game production and that warm feeling of playing a good monster fighting game. The game is going to rock.
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