Brawlhalla is an epic platform fighter for up to 8 players online or locally. And it's free. Join casual free-for-alls, queue for ranked matches, or make a custom room with you friends. Millions of players. Frequent updates. Over twenty-five unique legends. Come fight for glory in the halls of Valhalla!
User reviews:
Very Positive (2,259 reviews) - 82% of the 2,259 user reviews in the last 30 days are positive.
Very Positive (36,576 reviews) - 88% of the 36,576 user reviews for this game are positive.
Release Date: Nov 3, 2015

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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?

“Brawlhalla is an epic 2D Platform Fighter and is 100% free to play. We're currently adding features, content, balancing Legends and improving gameplay.

Early Access gives us a huge advantage - real-time feedback from you.

During Alpha and Closed Beta we received tons of amazing feedback that helped us steer the development of Brawlhalla. Now, in Open Beta we're looking for even more feedback as we continue to improve, adapt and expand the game based on player experiences.

Brawlhalla ultimately belongs to its players, and we're looking to you to help us in creating the best game possible for when we officially launch.

So get in, have fun, and brawl your heart out!”

Approximately how long will this game be in Early Access?

“We're aiming to launch Brawlhalla in 2017.”

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

“We will add more features, content, balance, social features, gameplay improvements, server support, and more over the course of Open Beta. You can check our development roadmap in the description for more details.”

What is the current state of the Early Access version?

“Brawlhalla Open Beta features online play with servers in NA, EU, and SEA. You can play in Ranked 1v1, 2v2, casual 4 player FFA online, in online custom lobbies or locally with friends. There are 17 legends to choose from. It's missing a ton of features and content we want to add before launch, but it's fully playable.”

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

“Brawlhalla will always be 100% Free to Play with no pay-to-win mechanics. Forever.”

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

“Player feedback is the single most valuable part of being in Early Access. Look for us on the steam forums, subreddit, or you can talk directly with us on Twitter and in-game. We've gone directly to players to ask for feedback on specific mechanics and design choices and will continue to do so during Open Beta. Another great way to give us feedback is to leave us a Steam review. We read every bit of every one.”
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Recent updates View all (174)

February 22

Patch 2.49 - Patch Notes

 Welcome to Patch 2.49! In this patch we’re adding new skins, improving fast fall animations, and making a bunch of changes to Test Features based on your feedback. Enjoy!

New Skins in Malhalla
  • Ojiisan Koji - Old age and treachery win everytime.
  • Völsung Brynn - Leader of the fiercest Valkyrie wing in all of Asgard.
Valhallentine Item Extension
Due to an error with Steam this week, purchasing was temporarily unavailable for everyone. To make up for it, we’ve decided to extend the amount of availability for Valhallentine items.
  • One more week for Valhallentine items!
Test Features

We've changed, added, removed, and graduated a number of test features thanks to your feedback! Please make sure to read these notes carefully if you've been making the Experimental Queue your home

Removed From Test Features

(Please note, removed Test Features may still graduate or return to Test Features in later patches)

In the cases this is intended to punish, where a runaway player immediately turns and uses a power with built in movement to quickly reverse direction, the penalty could be avoided too easily by waiting for a couple frames of friction to get rid of the negative momentum. When the penalty comes into play in unintended cases like positioning for a string followup, those few frames matter a lot more. We didn't feel like the change impacted negative play well enough to risk the issues it could create in normal play, at least in its current implementation.
  • Removed: Decreased the travel distance of certain moves when the user has momentum in the opposite direction.

Increased run and fall speeds are two fairly drastic changes, and they come with a number of concerns that make us hesitant to push them live immediately despite all the positive feedback so far.  Maps would need to be adjusted to reflect the shorter jump height. There's been some concerns that the bigger range between speeds could negatively affect low speed characters, or that we'd be buffing passive play by widening the gulf between mobility for evasion and mobility for attacks. There are concerns about whether it hurts accessibility for new players. We've heard feedback that some players have started playing exclusively in Experimental Queue and are looking into whether that's a widespread behavior or a vocal minority. We want to make sure that they're healthy changes, and that them feeling better doesn't mask other problems down the line.

Focusing on one of these changes at a time should help isolate where the problems and benefits are, as well as leave room to test smaller related changes that are easier to push live.
  • Removed: Increased fall speeds by 15%.

Modified Test Features

With this change, we're looking to see whether part of the positive reaction to the movespeed increase was at the expense of slower legends. This won't fix all our concerns with a global movespeed increase, but should address possible issues with stat balance.
  • For the increased move speed change, compressed the range between low and high speed legends to be closer to the amount of variation in ranked.

Graduated from Test Features

When we introduced Landing Recover last year, we started with a low value to avoid making the game feel sticky. Now that players have acclimated, we feel that nudging the Landing Recover slightly higher will help create moments to punish floaty playstyles without noticeably impacting the feel of movement.
  • Increased Landing Recover from 2 frames to 4 frames.
This is a minor quality of life change. It's not going to fix wall camping by itself, but it chips away at it, and it's consistent enough with existing behaviors where attacks and dodges can't be performed on the wall to be intuitive. It adds some risk to the wall without the glaring downsides of the more severe changes we've tried internally like never giving jumps back or making walls increasingly slippery until the player returns to the ground.
  • Dodges will end when touching a wall.

Since the introduction of Gravity Canceling, Slide Charging has felt comparatively less useful. Slide Charges do stand out by creating a tradeoff between burning some startup frames on route to the target and having an obvious telegraph. This feature pushes that benefit a little further by giving players some control over their momentum while falling.
  • While Slide Charging a signature in midair, the power can be steered at 40% normal movement speed until the first hitbox or the charge is released.

Added to Test Features

This adds some forgiveness to mistimed fast fall inputs, letting players eventually reach fastfall speeds as long as they're holding down. This should help make fall speed feel more responsive, especially for novice players.
  • While holding the down direction when airborne, your max downward speed is the same as when fast falling.

This is most noticeable when trying to perform a down air off of a soft platform. Currently, pressing down a frame before jump and attack will result in an aerial jump instead of a grounded one.
  • Added a 12 frame forgiveness period after dropping through a soft platform where jumps will snap back to the platform and be treated as a ground jump. This is not applied unless the player was standing on the platform.

Remaining in Test Features

Leaving this in Test Features gives us another two-week sample of data to compare 1v1 winrates against Experimental Queue winrates, as part of a debate whether stacked signatures overperform with the change. We're also testing some alternatives internally, and may move one of those into Experimental in the future if any show promise.
  • Invulnerability from Chain Dodges no longer prevents hits from Signatures.
  • The invulnerability period after a Speed Dodge is canceled into an attack no longer prevents hits from Signatures.
  • Added fast fall animations to all states previously missing them (Axe, Bow, Hammer, Katar, Rocket Lance, Blasters, Holding Gadgets, Spear, and Sword)
New Legend Rotation
This week’s Legend Rotation features Bodvar, Diana, Queen Nai, Scarlet, Ragnir and Wu Shang.

Bug Fixes
  • Fixed PC support for Qanba Q2

44 comments Read more

February 15

Nix Update - Patch 2.48

Nix, the Freelance Reaper arrives in Patch 2.48! Nix is a Scythe and Blasters wielding legend with great speed and defense, and deadly signatures. We’ve also made performance improvements, adjusted game balance, and more in this patch!

New Legend - Nix!
Title: Freelance Reaper
Weapons: Scythe and Blasters
Stats:  4/5/7/6
Nix Launch Skins!
  • Scarecrow Nix - No crows to be seen...lots of vultures though.
  • Lockdown Nix - Serving her sentence...and giving you yours.
  • Grim Reaper Nix - Like sands of the hourglass… Bonus: Soul gaze and toothy menace with expressions.
Odin’s Spear
In today’s patch we’re introducing Odin’s Spear, another way for us to say thank you to the awesome players who follow Brawlhalla outside of the game. This time we’re sending you a code for liking us on Facebook as a thank you for your amazing support!
  • You may now claim a code for Odin’s Spear by liking Brawlhalla on Facebook. To do so, follow the link from inside the Brawlhalla client.

Ancient Chest!
  • The Ancient Chest is now available in Mallhalla.
  • Exclusive skins in the Ancient Chest are White Fang Gnash, Winged Serpent Nai, and Fangwild Fawn Ember.
Last Week of Valhallentine’s
We hope you’ve enjoyed the holiday! This is your last chance to collect up colors, bonus gold, skins, avatars and anything else Valhallentine related!
  • Valhallentine ends after this patch.
Performance Improvements
  • Reworked the render cache to be more efficient and use less memory.
  • Improved animation system memory and performance.
User Interface
  • Client should now display better error messages when a file loading failure occurs. Solution is still to verify game files in Steam.
Gameplay Improvements
  • Adjusted some pickup behavior to be more consistent with expectations. Gadgets no longer receive extra pickup priority from being picked up before by the same user.
With several Circuit events on the horizon, we are focusing this round of balance changes on two weapons that have had a significant presence in the competitive scene. We are pruning some of the more oppressive capabilities of these weapons, while still leaving most of their tools intact.



With players becoming increasingly comfortable with the more complex game mechanics, the Katars have seen a rise in tournament play. A significant portion of this usage has centered around string routes that rely on keeping the target airborne, so we have redirected the Force on the Down Air to allow a faster dodge reset for the target.
  • Katar Down Air: Increased Time to Hit from 8 to 9; Decreased Stun of final hit in the air from 14 to 13; Decreased maximum Damage from 21 to 18; redirected angle of Force on ground hit to be more horizontal.
  • Katar Recovery: Decreased maximum Damage from 21 to 20.
  • Katar Side Air: Decreased Force from 43 Variable/57 Fixed to 41 Variable/57 Fixed.


The aerial Heavy attacks on the Axe command a great deal of air space, making them some of the most difficult attacks to avoid in the game. The Damage and Force now decrease more significantly throughout their duration, causing late frame hits to have reduced reward.
  • Axe Recovery: Decreased Damage on the latter half of the swing from a range of 18~14 to a range of 15~11; Decreased Force on the latter half of the swing from a range of 40~26 Variable/66~56 Fixed to a range of 38~22 Variable/66~50 Fixed.
  • Axe Ground Pound: Damage and Force now decrease over the duration of the attack; Damage is changed from 22 to a range of 22~16; Force is changed from 45 Variable/50 Fixed to a range of 45~40 Variable/50~45 Fixed.


The Bow has been struggling to confirm knockouts in the current competitive landscape, so we have slightly increased the Force on the Neutral Air to enable more reasonable knockouts on and above the stage.
  • Bow Neutral Air: Increased Force from 30 Variable/87 Fixed to 32 Variable/87 Fixed.


As players have become more practiced with the Scythe, we are seeing strings that cycle between the Neutral Air and the Side Air increasing in popularity. We have reduced the Stun on the forward release of the Neutral Air to allow a slightly larger dodge window in which the target may also use a jump to escape.
  • Scythe Neutral Air: Decreased Stun on the forward release from 26 to 23.


As the speed of competitive play has increased significantly, some of Ember’s options can leave her struggling to find knockouts, primarily on her Bow kit. We have increased the response time and reward for her Side Bow to open up a more reliable knockout option.
  • Ember Side Bow: Decreased Minimum Charge time from 10 to 9; Increased Force from 49 Variable/65 Fixed to 52 Variable/65 Fixed.


Much like Ember, Azoth can struggle to find knockouts in a number of matchups. We have slightly increased the reward on his Neutral Axe to compensate.
  • Azoth Neutral Axe: Increased Force from 53 Variable/71 Fixed to 54 Variable/71 Fixed.


Many of Lucien’s Signatures have great utility, however the reward is slightly out of line with other similar Signatures. We have adjusted his most used Signature to be in line with other similar powers.
  • Lucien Neutral Blasters: Decreased Force from 58 Variable/72 Fixed to 55 Variable/72 Fixed.


Jhala has been slightly underperforming in most tiers of play, so we are increasing her potential Damage to bring her up to par with other Legends.
  • Jhala Neutral Sword: Increased total Damage from 21 to 24.


With a versatile Signature kit that houses some high utility attacks, the reward on Hattori’s farther reaching attacks is slightly too high. We have reduced the base Damage value to match the utility of this attack.
  • Hattori Side Sword: Decreased Damage from 30 to 27.
New Legend Rotation
This week’s new Legend rotation features Brynn, Cassidy, Koji, Lucien, Val, and Ulgrim.

Bug Fixes
  • Fixed a bug where a stunned player could slow more than intended when bouncing off of a surface at specific speeds.
  • Fixed a bug that caused sigs to beat thrown items due to clashing logic. Thanks for the replay /u/AisuHusky.
  • Fixed a bug where in the event of an Accident, the knocked out player plays the KO FX of whoever hit them last rather than their own.

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“Little gems like Brawlhalla make PAX special... the controls (we played on an Xbox 360 controller) are great, the art style is awesome, and the characters range from a cowboy to a viking.”
Game Zone

“it is a ton of fun to play...Keep an eye on this one, I have a feeling it’s gonna be big.”
Gamers Bliss

About This Game

Brawlhalla: An eternal battle arena where the greatest warriors in history brawl to prove who's the best that ever was, is, or will be. Every match is an epic test of skill, speed, and strength, and every victory brings additional glory and bragging rights to the winners.

These slugfests are salted with powerful weapons and gadgets. Fighters scramble to grab swords, axes, hammers, blasters, rocket lances and more! Every weapon changes your play style and your options. Gadgets like mines, bombs, and spiked spheres add even more danger into the mix, letting fighters change the course of battle with a well timed-throw or carefully laid trap.

Brawlhalla is a free to play, 2D platform fighting game featuring both online and local singleplayer/ co-op modes.
  • Online Ranked 1v1 - A personal test of skill where you match up against a single opponent to claim untold levels of personal glory in Brawlhalla.
  • Online Ranked 2v2 - Bolster your ranks with a friend to prove your mettle, wit and teamwork in frenetic 2v2 battles.
  • 4 Player Online Free for All - Ranked or casual matches where four fighters enter, but only one can win.
  • 8 Player 4v4 & FFA - Because the only thing better than four legends vying for bragging rights is eight legends battling for bragging rights.
  • Local Free for All - Up to 4 players can play in free for all mode on one computer - perfect for friendly face-offs.
  • Local Custom Teams - Team-up on your local machine, by adding up to 4 bots into the mix for living-room level mayhem.
  • Local Single Player - Square off against bots in a three game tournament series. Perfect for warmups or score grinders.
  • Alternate Game Modes - Brawlball, Bombsketball and more provide ‘casual’ ‘party game’ ‘just for fun’ alternate game modes with completely different objectives and just as much competition.

Early Access to Open Beta available now for free!

Brawlhalla will always be 100% free to play, with no pay-to-win advantages and no in-game purchases to keep you from the action. In Open Beta there are a few things that we’ll be continuing to improve on, and a few things you’ll have special access to as a player who joins us in Open Beta.

Here's what you can expect if you get involved with Early Access today

  • Immediate access to this fun as hell game!
  • Online, custom, ranked, and local play modes.
  • Loads of stages to fight on with seven designated for 1v1 battles alone.
  • Over 25 Legends to chose from and a free 6 character weekly rotation, unlockable with gold earned through playing the game.
  • Unique signature moves, weapon combinations and stats for each character.
  • Bugs. Lag. Missing features. Abrupt changes and nerfs (probably to your favorite powers).
  • A constant stream of new features, balance tweaks and Legends to make the game better and better.
  • Excited Devs active on the forums eagerly listening to what you think!
  • Our eternal thanks (you're our favorite).

Development Roadmap

Just Added
  • Major Gameplay Improvements / Balance
  • Two New Legends
  • Gravity Canceling
  • Networking Improvements
  • Advancement System
  • Large Team Mode (4v4)
  • Clan Support

Real Soon
  • More Legends
  • More Maps
  • More Playable Legends
  • Ongoing Gameplay Improvements
  • Additional Gamemode Support

Slightly Less Soon
  • More Weapon and Legend Skins
  • More Maps
  • More Legends
  • Ongoing Gameplay Improvements

  • Full Player Profile and Statistics
  • Novelty Items
  • Official Crew Battle Support - Teams, clans, crews, guilds and bands of Brawlhallans can challenge one another in crew battles to claim which crew has the most powerful contenders.
  • Even More Maps
  • Even More Legends
  • Ongoing Gameplay Improvements
  • Launch!

But all of this will change based on what you tell us! We’re always listening to community feedback and value what players are telling us. Throughout Closed Beta the Brawlhalla community helped steer the direction of development multiple times to make Brawlhalla the best it can be.

System Requirements

Mac OS X
    • Memory: 1 GB RAM
    • Storage: 200 MB available space
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • OS: 10.7
    • Memory: 1 GB RAM
    • Storage: 400 MB available space
    • Additional Notes: Please note it will not work on 10.6.8.
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 400 MB available space
Customer reviews Learn More
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