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 (2,347 reviews) - 82% of the 2,347 user reviews in the last 30 days are positive.
Very Positive (34,467 reviews) - 88% of the 34,467 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 (169)

January 18

New Test Features, Game Balance, and More! - Patch 2.44

Welcome to Patch 2.44! We’ve added new skins, game balance improvements, map adjustments, animation improvements,quality of life goodness, and a swath of new test features! We’re looking forward to your feedback on everything new and hope you have another fantastic week of brawling.

New Legend Skins in Mallhalla
  • Star Guardian Ember - "Shooting stars... and asteroids... and anything posing a threat."
  • Slasher Barraza - "Even nightmares have nightmares."
Brawlhalla Winter Championship Avatar
Show your support for Brawlhalla Esports with a brand new animated avatar in honor of the Brawlhalla Winter Championship coming up on February 4th & 5th.  
  • Brawlhalla Winter Championship Avatar is now available in Mallhalla.
Map Adjustments
  • Shipwreck Falls has one of the largest killboxes in the game, but the ceiling was pushed too far, making it exceedingly difficult to kill off the top. The distance above the camera bounds to kill off the top has been lowered from 900 to 700. For reference, Small Thundergard Stadium has the same camera bounds and main platform location as Shipwreck Falls, and its distance-to-kill above the camera bounds is 500. The ceiling on Shipwreck Falls should still feel high, just not so extraordinarily high.
Quality of Life Improvements
  • In training mode, changing the bot's damage or changing what item a character is holding will now automatically go into effect without pressing the update hotkey. You can still use the hotkey to set damage or give an item without having to change the value.
  • You can now set a default Sidekick in the inventory screen that will be used when a legend does not have a Sidekick preset. In the interest of making this change easier to understand, all Sidekick presets have been reset. We apologize for any inconvenience.
Test Features
The Experimental Queue has gotten cluttered over time. As many players requested, we've pulled some of the older tests for now to focus on new ones. This doesn't mean that the removed features are gone forever, it just means we want to test new things!

These new changes attempt to increase the pace of gameplay, position signatures as a way to counter chain-dodge approaches, and add a cost to certain playstyles. We want to see if these changes have a positive impact on the current meta, and are looking forward to your feedback.

Added to Test Features
  • Introduced a 6 frame delay to attacking or dodging when turning around.
  • Increased run and fall speeds by 15%.
  • Invulnerability from Chain Dodges no longer prevents hits from Signatures.

Removed From Test Features
  • Upward Chase Dodge: Can now Chase Dodge upwards after a hit or with the upward momentum from a jump. Canceling an upward Chase Dodge into a downward attack does not apply the standard post-chase-dodge invulnerability frames.
  • Signature Jumping: allows you to hit the jump button while charging a signature for an aerial Signature attack.
  • Instead of Cooldowns preventing a power from being used again, the Cooldown Time will be added to the startup of the repeated power. (All power-specific cooldown reductions have been removed with this test feature)
Animation Improvements
  • Scythe recovery animation start up posing adjustments.
  • Added extra animation frames to Scythe Dair startup animation for visual clarity.
  • Adjusted posing for Scythe Recovery animation for visual clarity.
New Legend Rotation
This week’s new free Legend Rotation features Cassidy, Cross, Ember, Gnash, Jhala, and Orion.

We have a number of changes this week, primarily on Axe and Spear as they have been overperforming expectations and have been a hot topic of discussion. With Scythe finishing out its first week in the wild, these changes should shake up the landscape even further.

Quick Definition of Variable vs. Fixed Force.

Since there are quite a number of changes related to Variable and Fixed Force in this balance pass. We thought it'd be helpful to clarify their definitions and applications for everyone.

Fixed Force: Not affected by damage, strength, or charge time. Fixed Force is what is essentially responsible for the base knockback of attacks at white.

Variable Force: Affected by damage, strength, and charge time. Variable Force Scales with those conditions and is generally responsible for what makes something a good KO attack.

With this being said, a balance change of 2 Variable Force is meaningful because of the scaling, whereas a change of 2 Fixed Force makes far far less of a difference.



The Katars have received improvements to a few different string routes for tearing up nearby opponents. Strings after a Down Light will see more reliability with the Increased Stun, while the Side Air is a bit faster for directed aerial approaches and improved use in aerial strings.
  • Katar Down Light: Increased Stun from 22 to 24.
  • Katar Side Air: Decreased Time to Hit from 11 to 10.


The Sword has long had a very threatening Down Air that proved to be more desirable than its Ground Pound in most every situation. We have shuffled the Force from the Down Air into the Ground Pound for stronger spiking potential on that heavy attack, while also reducing the threat of the versatile Down Air.
  • Sword Down Air: Decreased Force of first active frame from 40 Variable/65 Fixed to 38 Variable/60 Fixed; Decreased Force of later active frames from 34 Variable/52 Fixed to 32 Variable/52 Fixed; Increased Stun from 14 to 15.
  • Sword Ground Pound: Increased Force from 32 Variable/50 Fixed to 40 Variable/50 Fixed.


With the addition of Chain Dodging, the Axe’s ground kit proves too flexible in its attack rotation for the amount of power in its strikes. We have increased the recovery time across the ground kit to afford more room for counterplay.
  • Axe Down Light: Increased Recovery from 12 Variable/0 Fixed to 12 Variable/2 Fixed.
  • Axe Side Light: Decreased Stun from 31 to 30; Increased Recovery on miss from 8 Variable/3 Fixed to 10 Variable/3 Fixed.
  • Axe Neutral Light: Increased Recovery on miss from 9 Variable/0 Fixed to 9 Variable/2 Fixed.


The Spear is receiving adjustments to allow a greater window to punish missed aerial heavy attacks, as well as more time to approach a missed Neutral Light attack.
  • Spear Neutral Light: Increased Recovery from 16 Variable/1 Fixed to 16 Variable/3 Fixed; Increased Stun of final hit from 16 to 17.
  • Spear Recovery: Applied dampening to backwards movement during the attack, similar to most Side Air powers.
  • Spear Ground Pound: Decreased Force from 45 Variable/52 to 42 Variable/52 Fixed; Increased Recovery on release from 28 Variable/0 Fixed to 28 Variable/2 Fixed; Increased Recovery on contact with ground from 27 Variable/0 Fixed to 28 Variable/2 Fixed.

Rocket Lance

Frequent usage of the Rocket Lance Down Air affords a great deal of mobility, so we have increased the recovery time to allow for more consistent punishment on miss.
  • Rocket Lance Down Air: Increased Recovery on miss from 22 Variable/0 Fixed to 22 Variable/1 Fixed; Increased Recovery on miss when contacting with ground from 21 Variable/0 Fixed to 22 Variable/1 Fixed.
  • Rocket Lance Neutral Light: Increased Recovery on miss from 9 Variable/1 Fixed to 10 Variable/2 Fixed.


The Blasters Neutral Air affords great coverage from threats above the user and has incredible speed. Due to its extreme utility, we have increased the time to hit to make it slightly less safe of an attack. We have also improved string opportunities from the Neutral Light by increasing its stun time.
  • Blasters Neutral Light: Increased Stun of final hit from 16 to 18.
  • Blasters Neutral Air: Increased Time to Hit from 6 to 8.


The Bow tends to perform best in the air and when edge-guarding the opponent. We have increased the force on the side light to help push the fight where the Bow wants to be.
  • Bow Side Light: Increased Force from 28 Variable/39 Fixed to 30 Variable/39 Fixed.


Similar to other lengthy attacks in the past, we have sped up the total duration of the Gauntlets Down Air for a faster rate of play. We have also increased its force for a slightly higher reward on hit.
  • Gauntlets Down Air: Decreased time between the hits, resulting in a 4 frame decrease in total duration; Increased Force from 22 Variable/45 Fixed to 25 Variable/45 Fixed.


We have reduced the force on Teros’ Neutral Hammer given its excellent utility and angle of knockback. This should allow the target a chance at recovering and should also not be as threatening at mid-range health.
  • Teros Neutral Hammer: Decreased Force from 49 Variable/69 Fixed to 46 Variable/69 Fixed.


We have increased the minimum charge on Ragnir’s Side Katars to be closer to other similar Signature attacks. It still covers a great deal of ground quickly, but there is more time for the audio and visual cues to play before it is active.
  • Ragnir Side Katars: Increased Minimum Charge from 4 to 7.


Mirage’s Down Signature attacks were on the higher side of damage ranges, but we have decreased their damage values slightly to be in line with their utility and coverage.
  • Mirage Down Scythe: Decreased Damage from 30 to 27.
  • Mirage Down Spear: Decreased Damage from 26 to 25.

Bug Fixes
  • Fixed a bug that caused some of Mirage's parts to her sig animations to not show up while playing online.
  • Fixed a bug where Mirage Side Spear would not scale Damage and Force when charged. (Credit: LUCKERD0G)
  • Fixed a bug that caused the "launch" animation to rewind incorrectly.
  • Fixed a bug that caused throws to not take released direction inputs into account when launching the item.
  • Ember Neutral Bow: Fixed some cases where target could be dropped by failing to fall through a soft platform.(Credit _Flamethrower_)
  • Scythe Down Light: Changed to stricter line of sight checking around corners.

40 comments Read more

January 11

Scythe Update! - Patch 2.43

Hello and welcome to patch 2.43! In this patch we’re introducing the new weapon Scythe, and our first Scythe wielding Legend: Mirage.

New Weapon - The Scythe!
The Scythe is a new weapon that features "Active Input" on a number of its attacks. By inputting a new direction before the second hit of these attacks, you can change the final attack's damage, force, direction of force, and follow up potential. (Note, you can input the second directional input immediately after the first.)

Side Light
  • Active Input: Return Direction to Neutral - The ender becomes a kick that pops your opponent up close for follow ups.
  • Active Input: Hold Forward - Hit with the scythe a second time for more damage and force.
Down Light
  • A far reaching attack that grabs the opponent and sends them behind and above you for air followups.
  • Active Input: Hold Forward - The second hit becomes a kick that sends your opponent forward horizontally and low to the ground.
Neutral Air
  • A diagonal attack that sends your opponent up and away with a final kick
  • Active Input: Hold Left or Right / away from the attack. - Change direction of the final hit and kick your opponent away low and horizontally.
Down Air
  • A grab attack that sends your opponent down and away.
  • Active Input - Hold Left or Right / away from the attack. - You can choose the horizontal direction you send your opponent. Damage and force remain unchanged.
New Legend & Skins!
Mirage has entered Brawlhalla!
  • Weapons: Scythe & Spear
  • Stats: 7/6/4/5
Mirage enters Brawlhalla with three additional skins.
  • Hand of Horus Mirage
  • Undying Mirage
  • Mirage The Cleaner
Odin’s Chest Now Available in Mallhalla!
Odin’s Chest, first discovered early last year has made a return to Mallhalla! This chest contains two exclusive skins:
  • Warchief Bodvar
  • Forgeheart Teros
Server Improvements
  • Improved chat relay system performance.
  • Improved core server matchmaking performance.
  • Improved core server performance.

New Legend Rotation
This week's Legend Rotation features Asuri, Bodvar, Brynn, Diana, Kor and Ulgrim

Bug Fixes
  • Fixed a bug where using the stick and dpad simultaneously on one controller could lead to unintended behavior. The stick will now override the D-Pad when both are being used. (Active since 2.42.1)
  • Fixed a bug where holding away from a wall when landing on it would not leave the wall on the following frame. (Active since 2.42.1. Credit: Ephi)

74 comments Read more
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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
Very Positive (2,347 reviews)
Very Positive (34,467 reviews)
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