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:
Recent:
Very Positive (2,101 reviews) - 82% of the 2,101 user reviews in the last 30 days are positive.
Overall:
Very Positive (43,064 reviews) - 87% of the 43,064 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 (182)

April 26

Patch 2.58 - New Performance Improvements and more!



Welcome to Patch 2.58! We’re adding the best taunt ever created (we think, we’re all pretty excited about it), a new Ember Skin, new Brawl of the Week, new Test Features, new animation system, new networking optimization, new animation improvements and more in this patch! Whew! That’s a lot of new. Oh and if you haven’t heard yet, we are now taking signups for the PS4 Closed Beta! You can signup here. Enjoy the patch!

Mallhalla
  • Ember The Hunter - Stalking monsters one silver arrow at a time!
  • Taunt: Next Level - Unleash your ki and feel the power!
  • Bodvar will now be showing off new taunts, and other items where applicable as the store model for Mallhalla.
 
Brawl Of The Week
  • Snowbrawl!
  • 3 Minutes
  • 4 Player Free For All
  • 150% Damage
 
Test Features

Added to Test Features

Stale move systems come with a number of pros and cons at all levels of play. They give players some forgiveness while figuring out counterplay for a "spammed" move, and reward more spectator-friendly versatile play at the highest levels. On the other hand, they’re fundamentally restrictive and can punish players for correct move selection when their opponent falls into a habit.

Since the moves on a Brawlhalla legend aren't all available at the same time, this could be more limiting than other games that employ stale move negation. However, it could reinforce some of the more unique elements of Brawlhalla by rewarding frequent swaps from weapon to weapon.

This test is more of an open question than a feature we’re determined to add. We're interested to hear whether this ends up causing or alleviating frustration, and if players feel like it leads to any change in their playstyle.

Stale Move Negation
  • When hitting with a power, Damage and Force are reduced based on how many of the last six powers that hit were the same as the one being used.
  • Damage and Force multipliers decrease from 95% on the second use of a power to a minimum of 50% Damage 50% Force on light attacks and 50% Damage 70% Force on Signatures if four of the last six hits were with the same power.
  • Hitting with a weapon (including unarmed) that was not used in the last six powers grants a 105% multiplier, or 110% if the other two movesets have been used.

Modified Test Features

Wall Slip is still a contentious feature. Our takeaway from feedback is that it's something many players feel is important, and that clear rules and avoiding false positives during normal offstage play should take precedent over making it difficult for abuse cases to reset their state.

We feel the current direction has the best chance of meeting those goals, and hope that its shortcomings at higher skill levels can be supplemented with vertical chain dodges as an approach tool against the wall.

Currently, our plan is to iterate on what the final FX will look like internally and then graduate Wall Slip to ranked next week, but will be keeping an eye on feedback.

Wall Slip

  • Once a player has entered a Wall Slip state, combat will no longer reset them until they touch the ground.

Removed from Test Features

We're still very interested in experimenting with jump height or gravity to keep players in range of each other more often, but are removing this test temporarily to focus on other features.
  • Removed: Upward Jump Impulse for ground and air reduced from 59 to 57.
  • Removed: Wall Jump Impulse reduced from 55 to 50.

Networking Optimization
Our previous algorithm was a bit too forgiving to people with just a little bit of lag, so we reworked it a bit. Before, the less laggy player might feel more rollbacks than the laggier player, but in our rework, most of that burden has been shifted to the laggier player. Now, even more than before, if you are noticing rollbacks, it will likely be more on your end than the other player. Also, we tightened up the server "too late" packet threshold by another 32ms, bringing it down to roughly 5 frames total. This should lower the worst case scenario during high variance/packet loss occasions.

Now, as with everything, this will be an ongoing process of iteration and feedback. When giving feedback, minimizing the number of variables will help us, so try to give us feedback based on a consistent opponent before and after the patch. these changes in a normal case are 2-3 frames here and there, so it might be subtle. Ultimately, we cannot beat the physical distances between players, we can keep working on techniques to make that unavoidable lag more bearable and enjoyable. Please let us know your thoughts!
  • Improved latency compensation algorithm
  • Tightened up server "valid input" threshold.
     
Animation Improvements
This week we continue on our quest to bring older animations more up to date, and add performance improvements where we can along the way. You can expect more improvements like these as we move towards PS4 release later this summer!
  • Minor tweak to hammer's falling animation to improve the seaming of joints.
  • Brought the beginning of spear’s wall jump animations closer to the center of the hurtbox.
  • Removed secondary charge effects on Nai's Down Spear and Hattori's Neutral Spear signature animations.
  • Brought head in closer the body on spear's launch hit react animation. Also brought the body closer to the center of the hurtbox.
  • Improved performance of all spear animations.
  • Improved performance of all hammer animations.
  • Fixed a bug that would cause the effects on Nai's Neutral Spear animation to flicker for a frame if fully charged.
  • Fixed a bug that would cause Sentinel's Neutral Hammer animation to end early if used in air.
 
Animation System Revamp
Our animation system has received a revamp and now runs off of pre-processed files. By pre-processing our animations, we eliminate the need to do so on the fly, improving framerate stability across the board. Animations are now also loaded dynamically on a need to know basis, meaning we can load very small chunks of animation data instead of needing to take the time to load a much larger, time consuming file. What all this means is that you should expect smoother performance and reduced memory usage.
  • Animation system overhauled for better overall game performance.
 
User Interface
  • Loading screen now shows File Load percentage.
  • Bödvar-mania, nöw with glöriöus umlauts!
  • To improve online client performance the maximum length of an online custom game is now 15 minutes, down from 20.
 
Balance / Gameplay
  • Thatch Down Blasters: Updated hitbox behavior on wall collision.
  • Changed logic for powers like Thatch Down Blasters and Ada Neutral Blasters to treat some diagonal surfaces like walls when determining collision behavior.
 
New Legend Rotation

This week’s new Legend Rotation features Barraza, Bodvar, Ember, Mirage, Orion and Val.

 
Bug Fixes
  • When viewing hitboxes, fixed a bug that would cause them to display in the wrong position if the same player had multiple active hitboxes on the same frame such as Thatch's Down Blasters. (Credit Juxxtapose_)
 

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April 12

Patch 2.56 - The Dragon's Chest!



Welcome to Patch 2.56! In this patch we’re introducing The Dragon’s Chest, adding some performance improvements and improving the Wall Slip test feature based on your feedback. This patch is somewhat smaller due to the balance lock put in place for CEO Dreamland. We’ve got players flying in from all over the world to compete in the first SS offline Brawlhalla Circuit event this year, and we’re excited to see who comes out on top!


The Dragon’s Chest

The glorious treasures long hoarded by a dangerous dragon are now available for purchase in Mallhalla!
  • 18 Legend Skins total
The Dragon’s Chest unique skins are:
  • Elven Ranger Diana
  • Lord Sentinel
  • Dragonslayer Val

Mordex Price Reduction
  • After his first two weeks of monstrous villainy across Brawlhalla, Mordex gold cost has been reduced to 5400!

New Brawl of the Week!
  • Switchcraft 1v1! Choose your three favorite legends and enjoy the chaos.


Performance Improvements
  • Improved client rendering performance slightly.
  • Improved memory usage and performance of the Blasters kit.


Modified Test Features

Wall Slip

In testing, we feel that the changes in 2.55 still have false positives that harm fun offstage play. It also seems like a player intent on stalling the game out on the wall can adapt and continue to reset their state indefinitely without much added risk.

This version of Wall Slip attempts to improve distinction between players fighting offstage and a stalemate (or resets that immediately return to a stalemate). The tradeoff for that is complexity - the algorithm has too many moving parts to be a player-facing rule.

So, the question this time: If we could get to a point where the system only punishes abusive play, is it acceptable that the exact trigger conditions are unknown as long as there's clear warning given?

The answer might be no, but we're not confident any simple condition could tell the difference between a wall battle and wall camping enough to fully preserve one and sufficiently prevent the other.
  • After spending too much time out of combat offstage, a player will start to enter a Wall Slip state.
  • Once the conditions have been met, the player has three wall touches before all of their recovery options are removed - aerial jumps, Recover, and Dodge will be disabled until returning to the stage.
  • Warning FX play to signify that these chances are being used up - "!", "!!", and "!!!".
  • The player is locked into an animation for 23 frames on the final wall touch.

Mordex Balance

We have a few more adjustments for Mordex’s new-release time period, primarily focused on the reward of Signatures with a high degree of built-in movement. The Force on his Side Gauntlets and Down Scythe have been reduced to better match other similar powers, and a larger difference has been created between the directional options of the Down Scythe to emphasize map location when choosing between the two.
  • Mordex Down Scythe: Decreased Force on default behavior from 51 Variable/60 Fixed to 47 Variable/60 Fixed; Decreased Force on forward input version from 50 Variable/60 Fixed to 44 Variable/60 Fixed.
  • Mordex Side Gauntlet: Decreased Force from 57 Variable/72 Fixed to 54 Variable/70 Fixed.

New Legend Rotation

This week’s Legend Rotation features Asuri, Azoth, Brynn, Cross, Scarlet and Thatch.


Bug Fixes
  • Fixed a bug that caused the ‘Ready to Brawl’ banners to not display when quickly re-readying after backing out.
  • Gauntlets Neutral Light: Fixed a case where the target could be dropped before the final hit. (Credit: Dobrein)
  • Scythe Recovery: Fixed a case where soft platforms could cause the target to be dropped before the final hit. (Credit: Ephi)
  • Fixed a bug where the match preview for the Strikeout queue would show the normal preview cards instead of the special Strikeout cards.

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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

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

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.

System Requirements

Windows
Mac OS X
    Minimum:
    • Memory: 1 GB RAM
    • Storage: 200 MB available space
    Recommended:
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    Minimum:
    • OS: 10.7
    • Memory: 1 GB RAM
    • Storage: 400 MB available space
    • Additional Notes: Please note it will not work on 10.6.8.
    Recommended:
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 400 MB available space
Customer reviews Learn More
Recent:
Very Positive (2,101 reviews)
Overall:
Very Positive (43,064 reviews)
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