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 your friends. Millions of players. Frequent updates. Over thirty unique legends. Come fight for glory in the halls of Valhalla!
User reviews:
Very Positive (1,900 reviews) - 82% of the 1,900 user reviews in the last 30 days are positive.
Very Positive (44,556 reviews) - 87% of the 44,556 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 (186)

May 17

Patch 2.61 - The Sandstorm Chest

Welcome to Patch 2.61! The Sandstorm chest has been discovered, the salute taunt is back this week, we’ve added a ton of animation improvements and more! Game Balance this patch is focused around bringing a number of weapons and signatures up to par as the speed of the game increases. We hope you enjoy this week’s patch, and thank you for playing Brawlhalla!


The Sandstorm Chest
The glorious treasures long buried beneath forgotten sands are now available for purchase in Mallhalla! The Sandstorm Chest contains 18 Legend Skins total and three unique skins that are:  
  • Anubis Mirage
  • God King Teros
  • Amun-Raza
The Salute Taunt is Back!
For this week only all Salute Taunt purchases will support Stack-Up. Stack-Up is a nonprofit organization that supports veterans and service members through video games in a variety of ways. Find out more about them on their website at
Brawl of the Week - Yumiko, Wemiko!
  • Yumiko Only! (You can play even if you don’t have Yumiko unlocked!)
  • 4 Player FFA
  • 3 Minutes
Test Features
Added to Test Features

By lowering jump height, we're hoping to keep players in range of each other more often when using vertical spacing. The changes may be on the subtle side, but we've targeted a threshold that only requires a handful of map reworks so it’s able to transition to Ranked sooner.

Jump and Fall Changes
  • Jump Height decreased from 414 to 362.
  • Jump duration decreased from 66 to 60.
  • Max Fall Speed increased from 60 to 70.
  • Max Fastfall Speed increased from 70 to 85.

A number of dodge changes are being tested internally, and more should be coming to Test Features before long. First up are tests for reducing the availability of grounded dodges when not used as a chase dodge approach.

Dodge Cooldown Changes
  • Increased Dodge Cooldown for a grounded Slow Dodge from 60 frames to 90 frames.
  • Landing no longer fully reduces Aerial Dodge Cooldown to a grounded value. Dodge Cooldown will now only be reduced to 80, or 120 for a Slow Dodge, up from 50.
  • Improved memory usage and performance in the UI System.
  • Improved client performance in the event of a controller disconnect.
  • Improved performance of input handling system
Community Request
  • Increased priority of dodge when pressing two inputs on the same frame to make gravity cancel and upwards chase dodges easier. (Credit Eramm, Diakou)
  • Improved performance on the following animations: Axe, Gauntlet, Scythe, Bow, Katar, Character Select, Taunts, and when holding a gadget.
  • Improved the Sidekicks' idle animation to be less wobbly and more lifelike.
  • Brought in Scythe's wall jump animations closer to the center of the hurtbox.
  • Brought in the head on the launch hit react animation in Scythe to be closer to the body.
  • Brought Katar wall jump animation closer to the center of the hurtbox
  • Added missing effects on the back layer of Scythe's speed and chase dodge animations
  • Added some in between frames to the animation of Scythe Down Air throws to make it just a little bit smoother and easier to track the player.
  • Brought Hammer's wall jump animations closer to the center of the hurtbox.
  • Adjusted Ember's Down Bow animation so she holds the arrow for longer during the leap.
  • Small touch up to the leaves on Ember's Down Katar signature.
  • Smoothed the arc when Kor jumps of out of the boulder on his Hammer Down Signature.
  • Smoothed Pistol's Side Light animation. Also added ‘active heads’ (for example, Spec-Ops Lucien's goggles will now light up during this move).
  • Adjusted Unarmed's Ground Pound animation.
  • Adjusted Unarmed's Side Heavy animation, accompanied by small balance changes.
  • Added animation frames to the recover of Nai's Neutral Katar signature to better support the recovery time. Also tweaked the animation to improve the seaming of joints in the character art.
  • Slightly slowed the fall speed on the following powers so that the correct transition animation would play when touching ground: Ulgrim's Neutral Lance, Ember's Down Katars, and Asuri's Side Katars.
As the Spring Championship has concluded, and we head towards Combo Breaker in a week’s time, we have a few balance adjustments targeted at bringing some of the lower end weapons up to speed, such as Katars and Spear after its recent change in ground kit, and reducing oppressive key moments in strings for others like Gauntlets and Sword. We have also increased the damage on a number of attacks, primarily ones that strike above the user, to increase the reward when pursuing an airborne opponent. A number of Neutral Signatures have also received improvements to either reward or utility in order to better combat against aerial opponents.



The Unarmed Side Heavy has received a new animation, and with it a slightly longer reach towards the end of the power, while the Recovery has received an increase in reward, as it serves well for attacking aerial targets.
  • Unarmed Side Heavy: Travel speed has a softer drop off towards the end of the power to match the new animation; Users will find slightly increased range on this power.
  • Unarmed Recovery: Increased Damage from 15 to 17.


We have shifted some power around within the Side Light, resulting in greater knockback at medium to high damage values that further opens a window between followup attacks due to distance needed for travel, but can serve to set up edgeguards when at those higher damage values.
  • Sword Side Light: Force of final hit changed from 0 Variable/80 Fixed to 10 Variable/85 Fixed.
  • Sword Down Air: Increased Damage of the soft hit from 15 to 16.


The Hammer Recovery has received a minor increase in reward as it was near the lower end for aerial Heavy attacks, and is excellent for attacking floating opponent.
  • Hammer Recovery: Increased Damage from 16 to 17.


We have shifted some power from the Neutral Air into the Side Light and the Recovery. The Side Light is now quicker to strike and has a smaller window between followup attacks to better serve as Spear’s grounded initiation tool. The Neutral Air is slower to start, as it has excellent coverage once it does begin and was an overly strong tool.
  • Spear Side Light: Decreased Time to Hit from 12 to 10; Increased Stun from 19 to 20.
  • Spear Neutral Air: Increased Time to Hit from 13 to 14.
  • Spear Recovery: Increased Damage from 15 to 16.

Rocket Lance

The Lance can generally have a difficult time fighting opponents above the user, tending to search for aerial dominance. We have increased the base Damage on the Recovery before charge to balance the risk/reward against an overly airborne opponent.
  • Rocket Lance Recovery: Increased Damage from 17 to 18.


In the same spirit as our other Damage increases, the Blasters power that strikes opponents above them has received an increase.
  • Blasters Neutral Air: Increased Damage of the second shot from 15 to 16.


The Katars have received greater setup tools in their Down Air and Neutral Light. These attacks now leave the opponent closer for increased engagement and puts the need for travel more squarely on the target, leaving the Katar user with more options to followup against the opponent.
  • Katar Down Air: Decreased Force on ground collision from 15 Variable/33 Fixed to 5 Variable/25 Fixed.
  • Katar Neutral Light: Decreased Force from 4 Variable/72 Fixed to 4 Variable/50 Fixed.
  • Katar Down Light: Increased Damage from 10 to 12.


The Axe Neutral Air serves as a primary air-to-air tool, although the Damage drop-off for the sides of the swing was a bit severe, so we have given a slight increase in Damage to the soft-hit portion.
  • Axe Neutral Air: Increased Damage of the soft hit from 15 to 16.


The Bow Recovery is excellent for sniping those who float above the stage, however followup attacks can be difficult, so we have increased the reward.
  • Bow Recovery: Increased Damage from 17 to 18.


The Gauntlets have had some power shifted from its downward initiation tool into its upward strike. The Down Air will have increased Dodge Windows between followup attacks to create a better difference between their possible string starters, while the Recovery has received an increase in the reward when dealing with high altitude opponents.
  • Gauntlets Down Air: Decreased Stun from 19 to 17.
  • Gauntlets Recovery: Increased Damage from 17 to 18.


The Scythe has received a number of changes that follow a design choice that had been applied to Blasters in a smaller degree some time ago. When caught in attacks, it is best to keep those strikes to quick moments, as overly long durations where a user has no control are a primary source of frustration in any game. We have altered the animations and reduced the durations of the grab-and-toss attacks, resulting in a generally quicker pace of play for both the user and the target. This does mean the Scythe user has less time to decide and input the desired version of the attack, but still proves long enough for reliable results.
  • Scythe Down Air: Reduced duration for the backwards version during the grab from 20 frames to 14 frames.
  • Scythe Down Light: Reduced duration for the neutral version during the grab from 19 frames to 14 frames; Reduced duration for the forward version during the grab from 21 frames to 16 frames.
  • Scythe Neutral Air: Reduced the duration for the neutral version during the grab from 20 frames to 13 frames; Reduced the duration for the backwards version during the grab from 26 frames to 19 frames.

Queen Nai

Queen Nai’s Neutral Spear can serve has a solid anti-air, although it had lower end force and a flatter angle of knockback that made it more difficult to score a knockout. We have increased the reward for this power as well as the angle of knockback to follow a more vertical and natural path.
  • Queen Nai Neutral Spear: Increased Force from 50 Variable/65 Fixed to 52 Variable/65 Fixed; Increased Damage from 25 to 27; Raised angle of knockback.


Gnash’s Neutral Spear is now a faster anti-air for more reliable punishment against falling opponents.
  • Gnash Neutral Spear: Decreased Minimum Charge from 12 to 11.


Thatch’s Neutral Blasters is a very difficult attack to use, given its long time to hit and low range on the initial shot. We have made this attack fire off faster to be better in line with its range and potential use as a dodge punish
  • Thatch Neutral Blasters: Decreased Minimum Charge from 11 to 9.


Ember’s Neutral Katars is a strong attack that reaches greater heights than most others, however this greater height does mean the user is in the air for a slightly longer amount of time. We have reduced the Recovery on this power to shift the risk/reward more in favor of the user.
  • Ember Neutral Katars: Decreased Recovery from 25 Fixed to 23 Fixed.


The Neutral Hammer can be a strong attack, but overly difficult to land as the speed of the game has increased. We have decreased the Minimum Charge resulting in a faster strike that better fits the current pace of the game.
  • Scarlet Neutral Hammer: Decreased Minimum Charge from 15 to 12.


Similar to Scarlet’s Neutral Hammer, Azoth’s Neutral Axe had an overly long Time to Hit as the game speed has increased. We have reduced not only the Minimum Charge, but also the Time to Hit after release for more reliable usage as an anti-air.
  • Azoth Neutral Axe: Decreased Minimum Charge from 7 to 6; Decreased Time to Hit after release from 9 to 8.


We have pushed the risk/reward more in favor of the user by reducing the Recovery Time, given this attack’s already lengthy active portion that, while useful, can result in being overly punishable.
  • Barraza Neutral Blasters: Decreased Recovery Time on miss from 10 Fixed to 8 Fixed.


We have reduced the risk on Jhala’s Neutral Sword, as it is a lengthy anti-air similar to Barraza’s that can be overly punishable on miss due to its long overall duration.
  • Jhala Neutral Sword: Decreased Recovery Time from 16 Fixed to 14 Fixed.
New Legend Rotation
This week’s Legend rotation features Ada, Bodvar, Brynn, Ember, Kor, and Ulgrim.  

Bug Fixes
  • Fixed a Multi Keyboard bug where keyboards using a volume knob could crash the game.
  • Fixed a bug where players could be incorrectly told that they finished the Brawl of the Week mission after playing it for the first time if they had partial progress on the Brawl of the Week quest from the previous week.
  • Fixed a bug that would cause the exhaust effects on Lance Down Air's ground collision to freeze.
  • Fixed a bug that caused the pick up effects for Blasters to not color swap
  • Cross Down Gauntlets: Fixed a case where the target could be dropped before the final hit. (Credit: NoviBliss)
-- PS4 Report --

The PS4 Port process has been going smoothly and we're getting close! We're still working through some bugs and performance improvements before we are able to go live with the closed beta and will continue to keep all of you up-to-date as we move forward with the PlayStation 4 Port.
  • Ongoing final features, bug fixes, and performance improvements.  
  • You can still sign up for the PS4 closed beta at!

19 comments Read more

May 10

Patch 2.60 - Animation, Art, and More Updates!

Welcome to Patch 2.60! In this patch we’re introducing a brand new game mode for Brawl of the Week, improving animations, revamping the Thundergard Stadium art, and much much more. On top of that, The Spring Championship is this weekend! We’ll see you when we’re live on with the best players from NA & EU fighting it out for their share of $10,000. Enjoy the patch!

  • Double Cross - “A gambler with the devil’s own luck.”
  • Ancient Azoth - “Even skeletons have skeletons in their closet.”
Brawl of the Week
This week we’re introducing a brand new game mode for Brawl of the Week! In Platform Fighter you’ll brawl over control of different platforms to score points and secure victory.
  • Platform Fighter!
  • Four Players. Six Platforms.
  • One Platform will go ‘active’ at random. Be on that platform to score points.
  • 2 Minute Game Timer.
Spring Championship This Weekend!
This weekend The Brawlhalla Spring Championship is taking place! SS Circuit Points and $10,000 is at stake with four tournaments in two days for both NA & EU players. You can watch all the action live this weekend on
To commemorate this Circuit event, The Spring Championship Pack is now available to purchase in the Steam store! This limited pack includes the following:
  • Spring Championship Avatar
  • Exclusive Hammer Skin - Dawn Hammer
  • 300 Mammoth Coins

Animation performance improvements and overall polish continues!
  • Improved performance on all Blaster animations.
  • Centered Wall Jump animations on Blasters to be closer to the hurtbox.
  • Improved performance on all sword animations.
  • Minor tweak to start up animation of Sword Side Air.
  • Removed generic charge effects from Bodvar's Neutral Sword signature.
  • Centered Wall Jump animations on Sword to be closer to the hurtbox.
  • All of Rocket Lance's exhaust special effects now stay in world instead of tracking the player's movement.
  • Added the ability for animated lances to trigger animations during the ascent of Scarlet's Neutral Lance.
  • Minor tweaks to Scarlet's Side Lance animation. Fixed a bug that would cause some of the effects to play at the wrong time. Added animated lances during travel. Also extended recover animation to match timing of the power. Added a landing animation if it finishes near ground.
  • Flipped the lance art earlier in Scarlet's Down Lance animation.
  • Decreased memory usage of Yumiko’s kitsunebi (the flames / floating orbs used in some of her signatures).
Controller Support
  • PC support for the Nintendo Switch Pro controller.
  • The background art for Thundergard Stadium has been updated.
User Interface
  • Watch Replays option has been moved out of the options tab and now has it’s own button in the corner menu.
  • Corner menu tab button for Game Room will now contextually switch to a Replay tab while inside the main menu.
Test Features
No changes this patch. We're working on jump height and gravity changes internally, and should have a playable test soon. Additionally we're beginning to look at increasing dodge cooldown based on community feedback. Please let us know if you have any feedback on Move Variety Bonus before we move on!

New Legend Rotation
This week’s new Legend Rotation features Cross, Diana, Jhala, Mordex, Queen Nai and Scarlet.

Bug Fixes
  • Sword Side Light: Fixed a bug that caused gravity cancel time to extend on miss.
  • Gauntlet Side Air: Fixed a case where the target could be dropped before the final hit. (Credit: Ephi)
  • Scythe Side Light: Fixed a case where the target could be dropped before the final hit when traveling off the stage. (Credit: Ephi)
  • Hattori Side Sword: Fixed a case where the target could be dropped before the final hit. (Credit: Pajama___Sam)
  • Teros Side Axe: Fixed a case where the target could be dropped before the final hit when performed out of a dodge. (Credit: Narwhal)
  • Fixed very obscure bug in store that could result in a client crash when switching between keyboard and mouse devices while tabs are changing.
  • Fixed a bug that would cause the effects to flicker in Roland's Side Lance
-- PlayStation 4 Report --
We’re almost to the finish line of the PS4 port and we’re going to provide weekly progress updates at the bottom of our regular patch notes. There’s a lot of things that have been happening behind the scenes in support of PS4, and we’re excited to be so close to going live!

  • PS4 Servers come online this week! PS4 Servers will be PlayStation exclusive for the beginning of Closed Beta, we’ll be looking into crossplay functionality as the Closed Beta progresses.
  • PS4 Servers are located along side our PC server locations. During closed beta you can expect to play on your server of choice between US-E, US-W, Brazil, EU, Australia, and SEA. 
  • We are planning to submit our certification build on Friday! For those unfamiliar with the details, cert is the last step of tests and checks we need to go through before the Closed Beta can go live on PS4. Think of it as the final mile of a marathon. We’re almost home!
  • You can still sign up for the PS4 closed beta at!

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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

“Brawlhalla is definitely a game I can get into. It’s a sleek 2D fighting game with simple mechanics and some unconventional fighting methods that looks like a blast to play with friends.”

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.
  • Ranked seasons every three months with seasonal rewards for playing ranked.
  • Bugs. Lag. Missing features. Abrupt changes and nerfs (probably to your favorite weapons).
  • 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
  • New Legends
  • Gravity Canceling
  • Networking Improvements
  • Advancement System
  • Large Team Mode (4v4)
  • Clan Support

Real Soon
  • More Legends
  • More Maps
  • Braw of the Week Queue
  • Ongoing Gameplay Improvements
  • Additional Gamemode Support

Slightly Less Soon
  • More Weapons
  • 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 and Open 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
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