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!
Nutzerreviews:
Kürzlich:
Sehr positiv (2,240 Reviews) - 81% der 2,240 Nutzerreviews der letzten 30 Tage sind positiv.
Insgesamt:
Sehr positiv (46,743 Reviews) - 87 % der 46,743 Nutzerreviews für dieses Spiel sind positiv.
Veröffentlichung: 3. Nov. 2015

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Early Access-Spiel

Erhalten Sie sofortigen Zugang und bringen Sie sich in die Entwicklung ein.

Hinweis: Dieses Early Access-Spiel ist noch nicht fertig und könnte sich in Zukunft verändern. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, sollten Sie abwarten und sehen, ob sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu 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!”

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

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

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

“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.”

Was ist der derzeitige Stand der 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.”

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

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

Wie werden Sie versuchen, die Community in den Entwicklungsprozess mit einzubeziehen?

“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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Kürzliche Updates Alle anzeigen (192)

28. Juni

Heatwave Update! - Patch 2.67



Welcome to the Summer Heatwave! In this update we’re introducing a load of cool summer items to celebrate the hottest days of the year. So grab your sandals, beach chairs, any nearby weapons, and join the fun! We are introducing a new camera in features we’d love to get your feedback on. Balance improvements hot off The Forge are coming in this patch, along with the normal slew of improvements, adjustments, and fixes. Thanks for playing Brawlhalla and we’ll see you at the Beach Brawl!

Heatwave Summer Event!
  • Heatwave Colors are back in the store for 1500 Gold each!
  • Ice Kor-eam Avatar for 6000 Gold!
  • Atlantean Orion - “Fierce protector of deep sea mysteries.”
  • Dog Days Mordex - “Every dog has its day...at the beach!”
  • Wipeout Nix - “Sharks aren’t the most dangerous thing in the water anymore.”
  • Endless Heat Wave Avatar - “Catch a wave and cruise through the heat!”
  • Heatwave 2017 Podium - “Celebrate the Summer Heatwave with this Tiki Tower!”
  • Hot Lava KO Effect - “Melt your opponents with this hot KO!”
Brawl of the Week
  • Beach Brawl!
  • 3v3
  • 2 Minutes
 
New Test Feature: Action Camera
We’ve been experimenting internally with improvements to the in-game camera and we think we’re onto something! The new camera changes zoom closer on the action, keeps more focus on the players, and helps the art on Legends and signatures shine.

We don’t think it’s 100% ready yet, but with your help we’re hoping to improve the way the in-game camera makes Brawlhalla players look their best!  We’re looking for your feedback on it, along with replays, GIFs, and other things listed below.  

The camera in test features has the following differences from live:
  • The new camera can zoom in much closer to the characters.
  • After being zoomed out, the new camera will spend less time before zooming in again.
  • The speed at which the camera will zoom in is slightly slower to make up for how frequently it will zoom, and how close it will get.
  • It will make sure that at least one platform or wall is always visible since it now can zoom close enough that it would be possible for no platforms to be visible.
 

Feedback we’re looking for:
  • Does it feel good while you’re playing?
  • How does the new camera feel if you have an opponent with a poor connection?
  • Were there any weird pops or jitters or did the camera feel smooth for you?
  • Additional feedback is good!
  • If you’ve taken video / GIF recordings you want to share hit up the Brawlhalla Twitter or email them to http://mailto:support@brawlhalla.com
 
User Interface
  • The Clan chat box will no longer eat Enter key presses when trying to enter the Keybinds screen.
  • Removed foreground clouds in the character select to make room for the modified podium information.
  • Improved keyboard navigation of the Keybinds screen. It will now wrap around both vertically and horizontally, and moving the bottom row will now default to the Apply Changes button instead of the Close button if you've made any changes.
  • Revised character select UI information to better suit customizable podiums.
  • Redesigned the post match scoreboard to make nameplates more cohesive with podiums. The UI now contains a new item asset for the scoreboard to improve integration with nameplates and the combat broadcast plate.
 
Performance Improvements
  • Reworked the internal animation system to have fewer frame spikes by spreading out the load better.
  • Generally improved performance of the animation system.
  • Reduced runtime allocations in animation system.
  • Lowered size of animation files by ~10%.
 
MultiKeyboard
  • In -multikeyboard, removing a keyboard while it is rebinding keys will now gracefully exit the Keybinds screen instead of getting stuck or crashing.
  • In -multikeyboard, other keyboards can no longer enter a new keybind while one of them is rebinding a key.
 
Balance Changes
This week we have a large number of Legend adjustments directly from your feedback in the Forge! All of you have been participating in the Signatures channel and compiling a detailed list, and here is the first round of those requests. It is worth noting that a number of the rehitboxing passes on Signatures have a fairly large effect on their balance, which is why they are included in this section and will be accompanied by a brief overview of what those changes alter in gameplay. We also have included a few weapon changes from the Forge, as the community has requested a bit more time to adapt to the recent changes.

 

Axe

Axe users have requested pushing Side Light towards having more varied followups at different health ranges, following the direction from the previous balance pass. We have altered both the Variable Force and its angle to create a transition point around orange damage that favors Neutral Air followups over Down Light followups.
  • Axe Side Light: Redirected angle of knockback to be more vertical; Increased Force from 16 Variable/54 Fixed to 20 Variable/54 Fixed.
 

Spear

As an anti-air attack, we have decreased the Recover time on miss for Spear Down Light significantly to add more power against airborne opponents, increasing utility to be in line with other similar powers such as Axe Down Light and Bow Neutral Light.
  • Spear Down Light: Decreased Recover time on miss from 25 Variable/7 Fixed to 25 Variable/4 Fixed.
 

Rocket Lance

In its rehitboxing, the Lance Neutral Light lost a significant amount of coverage near the user, pushing its use further from that of the Down Light. We have shifted some of this power within the Neutral Light by reducing the amount of time between the initial two hits for a quicker overall attack duration.
  • Rocket Lance Neutral Light: Rehitboxed to better match animation, resulting in less coverage near the user; Decreased time between the first two hits from 15 to 14.
 

Gauntlets

Ground Pound is a core attack within the Gauntlets kit, given the steering allowed during the attack and the weapon’s general off-stage prowess. Typically, the proper escape from Gauntlets edge-guarding pressure is to delay your jumps and move around the back end of the Ground Pound, as immediate panic jumps can be heavily punished. We have leaned into this counter-play by significantly reducing the backwards steering available during this attack.
  • Gauntlets Ground Pound: Decreased steering in the backwards direction by an additional 15%.
 

Hattori

Hattori has received a shift in power within her Sword kit, with the Neutral Sword losing some horizontal coverage via decreased travel speed after the teleport. In compensation, the Down Sword has received faster Time to Hit for more responsive use, although those frames have been added to the end of the attack as Recover time. This should make the Down Sword both easier to hit when used properly, but more punishable when used improperly. The Down Spear has received a significant increase in minimum Stun time to prevent being punished for hitting an opponent, as Hattori was at a disadvantage in certain cases when the opponent was left at close range after being struck.
  • Hattori Neutral Sword: Decreased horizontal travel distance during the sword swing.
  • Hattori Down Sword: Decreased Minimum Charge time from 21 to 18; Increased Recover time from 18 to 21.
  • Hattori Down Spear: Increased Stun from 13 to 22.
 

Barraza

Barraza has received a quality of life improvement for his Neutral Blasters. Previously, the backward roll from his final shot resulted in a rather large descent when used as a Gravity Cancel, or done with his back towards an edge. We have adjusted how this ending behaves resulting in less of a vertical drop, leaving Barraza in a better position for easier recovery back to the stage.
  • Barraza Neutral Blasters: Decreased vertical drop after mid-air hits, such as Gravity Cancels.
 

Cassidy

We have shifted some power from Cassidy’s Side Hammer into her Down Hammer. The Side Hammer is a very fast attack so we have decreased the knockout potential as requested. To compensate, we have decreased the Time to Hit for the Down Hammer, making that attack more responsive in combat.
  • Cassidy Side Hammer: Decreased Force from 54 Variable/75 Fixed to 51 Variable/75 Fixed.
  • Cassidy Down Hammer: Decreased Minimum Charge time from 19 to 17.
 

Azoth

Azoth’s Neutral Axe has received increased power as one of his primary anti-air attacks. Given this Signature’s diagonal direction of force that can hinder knockouts, we have increased both the damage and variable force for more meaningful use and both low and high health values.
  • Azoth Neutral Axe: Increased Damage from 24 to 26; Increased Force from 54 Variable/71 Fixed to 56 Variable/71 Fixed.
 

Gnash

Gnash has received rehitboxing on his Neutral and Down Spear, resulting in notable changes for both attacks. The Neutral Spear will find slightly less stacked coverage, while increasing its maximum range and overhead coverage. The Down Spear also ends up with a reduction in stacked coverage but an increase in vertical coverage.
  • Gnash Neutral Spear: Rehitboxed to better match the animation.
  • Gnash Down Spear: Rehitboxed to better match the animation.
 

Jhala

Jhala’s Down Sword is generally underused, due to its fairly low vertical and horizontal range. With a moderate recover time already built into the animation, we have slightly decreased the Recover time value for this Signature to shift the risk/reward more in its favor.
  • Jhala Down Sword: Decreased Recover time from 6 to 4.
 

Koji

Koji’s Down Sword comes with a fairly long Time to Hit and generally low reward. Although slightly offset by its healthy range, this Signature has felt a bit underwhelming in reward and ease of use. We have made it slightly faster with a moderate increase in damage to reward those with a practiced hand.
  • Koji Down Sword: Decreased Minimum Charge time from 12 to 11; Increased Damage from 24 to 26.
 

Queen Nai

Queen Nai sees a great deal of changes, both in hitboxing and in traditional balance values. The Side Spear and Side Katars have both been rehitboxed, generally resulting in increased coverage near the user. The Neutral Spear has excellent utility and great application when Gravity Canceled, particularly after a Down Light, so we have shifted some of its power to bolster reward for the underused Down Spear.
  • Queen Nai Side Spear: Rehitboxed to better match the animation (resulting in greater coverage along the spear).
  • Queen Nai Neutral Spear: Decreased Force from 52 Variable/65 Fixed to 50 Variable/65 Fixed.
  • Queen Nai Down Spear: Increased Force from 48 Variable/50 Fixed to 50 Variable/50 Fixed.
  • Queen Nai Side Katars: Rehitboxed to better match the animation.
 

Ragnir

Ragnir’s Down Axe can be difficult to use, with a generally higher risk than reward. As requested, we have reduced the risk to be more in line with its straightforward coverage and niche use.
  • Ragnir Down Axe: Decreased Recover time on miss from 22 to 18.
 

Scarlet

Scarlet’s Down Lance is no longer able to move during its Recover time, as players could have an overly difficult time approaching against this Signature. Scarlet’s Neutral Lance rehitboxing sees a moderate decrease in horizontal coverage, although a minor increase in vertical coverage.
  • Scarlet Down Lance: Can no longer move during Recover time.
  • Scarlet Neutral Lance: Rehitboxed to better match the animation.
 

Teros

Teros’ Down Hammer has received a slightly slower Time to Hit to compensate for both its coverage and damage. This increase in startup also opens a moderate dodge window when used after a Hammer Down Light.
  • Teros Down Hammer: Increased Minimum Charge from 6 to 8.
 
New Legend Rotation

This week’s new Legend Rotation features Ada, Bodvar, Ember, Jhala, Mordex and Ulgrim!

 
Bug Fixes
  • Fixed bug causing victor podiums in the scoreboard to float above the cloud line when five or more players are present at a time
  • Fixed a bug where the option to ban gadgets in a ranked queue would be hidden instead of locked when a player hadn't completed a game in that queue that season yet.
 

PS4 Note
 We've got a patch coming out this week that is a minor hotfix/bugfix patch. We are submitting a much larger content patch that will include Artemis and other content, but we're not sure how long that process will take. We'll keep you updated! Thanks again to all our PlayStation Beta Testers! 

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21. Juni

Season 5 Update! - Patch 2.66



Welcome to the Season 5 Update! In this patch we’re changing over the ranked seasons, sending out rewards for your accomplishments over the last few months, and getting hype for the Summer season of Ranked. In this patch we’ve also graduated and modified test features, added a new chest, made a number of bug fixes, and more! We hope you enjoy this patch, and we’ll see you on the ranked ladders.

 

Mallhalla - The Wild Chest!
Recently discovered alongside a pair of castaways who refused to leave their treasure behind, the Wild Chest is now available for purchase in Malhalla! The Wild Chest has 18 skins in total with three chest exclusive skins:
  • Lionheart Roland
  • Meadowguard Ember
  • Fox Spirit Yumiko
 
Brawl of the Week - Switchcraft
  • Switchcraft 1v1! Choose your three favorite legends and enjoy the chaos.
 
Season 5 Update!
Season Changeover and Glory Rewards!
  • Season 4 has officially come to a close and Season 5 has begun!
  • Season 4 rewards have been delivered! Check your inventories for avatars, borders, and Glory to spend in Mallhalla.
 

NEW Goldforged Weapons!
  • You can now purchase Goldforged Weapons for 7.5K Glory each.
  • You MUST own the Skyforged version of a weapon in order to purchase the Goldforged version.  
  • If you own a Goldforged Weapon Skin you can no longer refund the corresponding Skyforged Weapon Skin unless you refund the Goldforged Weapon Skin first.
 

Soft Elo Reset

1v1 and 2v2 Personal Rating

  • Under 1400: New Elo = Old Elo
  • Over 1400: New Elo = 1400 + (Old Elo – 1400) / (3 – (3000 – Old Elo) / 800)
2v2 Team and Legend Rating

  • 2v2 Team & Legend Ratings  have been brought closer to 750.
  • Under 2000: Elo = (Elo + 375) / 1.5
  • Over 2000, we aggressively brought you back down as a way of resetting the top tiers. Diamond level players will be reset to high gold or low platinum.
 

Glory Earnings Calculation

Glory earned is based on a combination of your Peak Rating (highest 1v1, 2v2, team, or Legend rating/elo) and total Wins. This was designed in order to reward both skill and dedication for those who pursue Glory.


You gain 20 Glory per win up to 150 wins which gets you 3000 Glory. After 150 wins, each subsequent win gives you slightly less.



There is a minimum requirement of 10 games played to be eligible for Glory based on your rating.



Ranked Borders from Season 4

If you placed in gold or better in your best rating, you are given a ranked border that people will see in the match preview screen. There is a ranked border for gold, platinum, and diamond tiers. These will last for one season and will be updated again after Season 5.

Your border from Season 3 does not carry over or have any impact on your Season 4 border.

Ranked Avatars from Season 4

Ranked Avatars include prestigious versions for those who’ve placed in high ranks during previous seasons. For example, if you placed in Platinum last season and Gold this season you’ll receive the upgraded versions of the Competitor’s Badge and Gold Emblem. You will still have your original Platinum Emblem avatar from Season 3.

You must play a minimum of 10 games to receive ranked avatars / borders at ANY rank.

  • Competitor’s Badge: Awarded to anyone who plays 10 Ranked Games or more.
  • Gold Emblem: Awarded to players who finish at Gold or above.
  • Platinum Emblem: Awarded to players who finish at Platinum or above.
  • Diamond Emblem: Awarded to players who finish at Diamond.
  • Upgraded versions of Ranked Avatars are awarded to those who have earned the same Avatar in Seasons 1-4.
 
Gadgets
After iterating on gadgets, it seemed like compromise was just making both sides unhappy. By giving a gadgets ban option similar to map banning, players are now able to opt out of playing with gadgets completely while in Ranked. Meanwhile, for the players that enjoy gadgets, we've restored the strength of bombs and mines about 45% of the way back to their old values and changed mines back to their old thrown behavior.
  • Players may now choose to ban Gadgets in Ranked 1v1 and Ranked 2v2. If either player/team bans gadgets, they will be off for that match. In Ranked 2v2, if a team is comprised of two players on separate accounts, only the leader's preference will be used (as is the case with Map banning).
  • Thrown mines explode on player collision, dealing significantly less Damage and Force than their planted explosion.
  • Bomb Explosion: Damage increased from 20 to 25; Fixed Force increased from 60 to 67; Force Scaling increased by 21%.
  • Mine Planted Explosion: Damage increased from 25 to 27; Variable Force increased from 45 to 59.
 
Art and Animation
  • Orion's base art has received a fresh update.
  • Artemis select screen animation FX fix
 
Test Features
Graduated from Test Features

Now that players are used to Wall Slip, there's a little more room to dial it up and address concerns that it doesn't do enough once players learn to work around it. This should lower the threshold for abuse cases over the course of a match without much increased risk of affecting normal play.

Wall Slip Attrition
  • Every time the first Wall Slip warning (!) is reached, it lowers the number of jumps required to Wall Slip to a minimum of 7.
  • On being knocked out, the required jumps to Wall Slip is reset halfway from its current value to 15.
 
Most feedback seems to agree that retreating Side Airs and grounded Air moves are a problem, and we're moving forward with increased restrictions on them. Much more contentious is whether forward movement of grounded air powers should also be restricted, or if they should be canceled into a recover on landing. We'll continue to look into those options internally.

Fadeaway Reduction
  • Decreased the ability to steer Side Air powers backwards by 10% of normal acceleration.
  • Halved the ability to steer Air powers backwards while touching the ground.
 

Modified Test Features

The previous version of this feature was working incorrectly, so the changes should be noticeable for the first time this patch. We've adjusted a few cooldowns that would have created true combos or otherwise chained into themselves a little too quickly, and sped up a number of others.

Cooldown Bonus on Hit
  •   Unarmed Side Light: Cooldown on Hit reduced from 10 to 6.
  • Unarmed Down Air: Cooldown on Hit reduced from 9 to 6.
  • Unarmed Recovery: Cooldown on Hit reduced from 12 to 8.
  • Unarmed Ground Pound: Cooldown on Hit reduced from 19 to 6.
  • Sword Side Light: Cooldown on Hit reduced from 17 to 15.
  • Sword Neutral Air: Cooldown on Hit reduced from 19 to 11.
  • Lance Neutral Light: Cooldown on Hit reduced from 20 to 12.
  • Lance Side Air: Cooldown on Hit reduced from 18 to 11.
  • Lance Ground Pound: Cooldown on Hit reduced from 15 to 7.
  • Hammer Side Light: Cooldown on Hit reduced from 11 to 4.
  • Hammer Neutral Air: Cooldown on Hit reduced from 15 to 9.
  • Blasters Neutral Light: Cooldown on Hit reduced from 10 to 7.
  • Blasters Side Light: Cooldown on Hit reduced from 15 to 6.
  • Spear Neutral Light: Cooldown on Hit reduced from 11 to 10.
  • Spear Side Light: Cooldown on Hit reduced from 10 to 9.
  • Spear Neutral Air: Cooldown on Hit reduced from 12 to 8.
  • Spear Down Air: Cooldown on Hit reduced from 8 to 6.
  • Katar Neutral Light: Cooldown on Hit reduced from 8 to 4.
  • Katar Down Light: Cooldown on Hit reduced from 22 to 10.
  • Katar Side Air: Cooldown on Hit reduced from 12 to 10.
  • Katar Ground Pound: Cooldown on Hit reduced from 22 to 10.
  • Axe Down Light: Cooldown on Hit reduced from 10 to 7.
  • Axe Neutral Air: Cooldown on Hit reduced from 15 to 9.
  • Axe Side Air: Cooldown on Hit reduced from 15 to 7.
  • Axe Down Air: Cooldown on Hit reduced from 15 to 7.
  • Axe Recovery: Cooldown on Hit reduced from 13 to 6.
  • Bow Neutral Light: Cooldown on Hit reduced from 25 to 12.
  • Bow Side Light: Cooldown on Hit reduced from 29 to 14.
  • Bow Down Light: Cooldown on Hit reduced from 19 to 5.
  • Bow Neutral Air: Cooldown on Hit reduced from 15 to 13.
  • Bow Side Air: Cooldown on Hit reduced from 16 to 5.
  • Bow Down Air: Cooldown on Hit reduced from 25 to 11.
  • Bow Recovery: Cooldown on Hit reduced from 16 to 5.
  • Bow Ground Pound: Cooldown on Hit reduced from 14 to 6.
  • Gauntlets Down Light: Cooldown on Hit reduced from 19 to 14.
  • Gauntlets Neutral Air: Cooldown on Hit reduced from 19 to 12.
  • Gauntlets Side Air: Cooldown on Hit reduced from 14 to 5.
  • Gauntlets Recovery: Cooldown on Hit reduced from 15 to 5.
  • Gauntlets Ground Pound: Cooldown on Hit reduced from 16 to 7.
  • Scythe Side Light (neutral): Cooldown on Hit reduced from 17 to 11.
  • Scythe Side Light (reverse): Cooldown on Hit reduced from 12 to 11.
  • Scythe Down Light (neutral): Cooldown on Hit reduced from 13 to 12.
  • Scythe Down Light (forward): Cooldown on Hit reduced from 13 to 4.
  • Scythe Down Air (neutral): Cooldown on Hit reduced from 11 to 4.
  • Scythe Down Air (neutral grounded): Cooldown on Hit reduced from 11 to 3.
  • Scythe Down Air (reverse): Cooldown on Hit reduced from 11 to 3.
  • Scythe Down Air (reverse grounded): Cooldown on Hit reduced from 11 to 2.
  • Scythe Neutral Air (reverse) : Cooldown on Hit reduced from 9 to 6.
  • Scythe Side Air: Cooldown on Hit reduced from 15 to 7.
  • Scythe Recovery: Cooldown on Hit reduced from 10 to 5.
  • Scythe Ground Pound: Cooldown on Hit reduced from 12 to 5.
 
Multikeyboard
  • While in -multikeyboard mode, a keyboard that gets disconnected mid-game will now reconnect to the correct player.
  • Fixed a -multikeyboard bug where pressing Enter to send chat in the Scoreboard screen would cause the XP and Rewards screen to pop up.
  • Fixed a -multikeyboard bug where pressing Esc while selecting a key to bind would back you out of the keybinding screen.
 
User Interface
  • You can now change keybinds without having to use a mouse.
  • Added a minimum queue time of 4 seconds so that you can back out of an accidental queue (should also slightly improve matchmaking in some cases).
 
New Legend Rotation
This week’s New Legend Rotation features Cassidy, Koji, Mirage, Ragnir, Scarlet, and Thatch!

 
Bug Fixes
  • Fixed bug causing certain key presses to hide the item tooltip for skins inside chests.
  • Hotkey tooltip no longer displays behind the refund primer on the purchases tab in the store.
  • In Test Features, fixed a bug that could cause some Cooldown Reduction to not be correctly applied. (Credit Import, Antipop)
  • Fixed a bug that could cause a short burst of backward movement when taunting in rare cases.
  • Fixed bug in Ranked Match Results screen causing the new legend rating to display the same as the new elo rating instead of the actual value for the new legend rating
  • Fixed a bug that prevented Scythe Recovery from having its proper cooldown of 10.
  • Artemis Neutral Lance: Fixed some hitboxing that didn’t match the animation during the on-hit.
  • Azoth Down Axe: Fixed a frame with missing hitboxing.
 
 
--- PS4 Report ---
This is the last time we’ll be including the PS4 Report in patch notes. Don’t worry, it’s a good thing! From here out PS4 will receive their own patch notes as Closed Beta is now in full swing. Things are going smoothly, we’re fixing bugs every day, and it’s all thanks to the help of our Closed Beta Testers!
  • Ongoing bug fixes and improvements.
  • You can still sign up for the PS4 Closed Beta at beta.brawlhalla.com
 

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Reviews

“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.”
iDigitalTimes

Über dieses Spiel

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

Later
  • 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.

Systemanforderungen

Windows
Mac OS X
    Minimum:
    • Arbeitsspeicher: 1 GB RAM
    • Speicherplatz: 200 MB verfügbarer Speicherplatz
    Empfohlen:
    • Arbeitsspeicher: 2 GB RAM
    • Netzwerk: Breitband-Internetverbindung
    • Speicherplatz: 200 MB verfügbarer Speicherplatz
    Minimum:
    • Betriebssystem: 10.7
    • Arbeitsspeicher: 1 GB RAM
    • Speicherplatz: 400 MB verfügbarer Speicherplatz
    • Zusätzliche Anmerkungen: Please note it will not work on 10.6.8.
    Empfohlen:
    • Arbeitsspeicher: 2 GB RAM
    • Netzwerk: Breitband-Internetverbindung
    • Speicherplatz: 400 MB verfügbarer Speicherplatz
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