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:
Mostly Positive (1,870 reviews) - 78% of the 1,870 user reviews in the last 30 days are positive.
Overall:
Very Positive (46,114 reviews) - 87% of the 46,114 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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Unlock all current and future Legends with the Brawlhalla - All Legends Pack

 

Recent updates View all (191)

June 21

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
 

18 comments Read more

June 14

Artemis Update! - Patch 2.65


Welcome to Patch 2.65! In this patch we welcome the long awaited Legend Artemis to the ranked of Brawlhalla. Artemis is scythe and lance wielding Legend with a fated connection to Orion. In this patch we’ve also made some changes to wall slip in Test Features, and have added a slew of balance improvements for you to enjoy. There’s only one week left in Season 4, and we wish you all the best on the ladder!
 

The Arrival of Artemis
New Legend - Artemis!
Weapons: Lance & Scythe
Stats: 5/5/4/8
Artemis enters Brawlhalla with three additional skins
  • Darkheart Artemis
  • Iron Lady Artemis
  • Eclipse Artemis
 
 
Brawl of the Week - Double KO Mania!
  • 2v2
  • 300 % Damage
  • 5 Stocks
 
 
Added to Test Features
Now that Wall Slip has settled into normal play, we've heard some interest in revisiting the idea of a soft reset so that continual abuse will make the slip state occur faster. The invisible rules of our last attempt made it unpopular, so we've tried to keep this version more straightforward.
Wall Slip Attrition
  • Every time the first Wall Slip warning ("!") is reached, 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.
 
Controller Support
  • Improved stick direction interpretation for Playstation-style controllers where the left stick is lower than the DPad.
  • Added Mac support for 8Bitdo NES30 Pro
 
 
Animation Improvements
  • Small tweaks to Sentinel's Down Katar charge animation.
  • Adjusted all lance characters signature animations to make better use of active lance graphics.
 
Balance
This week’s changes come straight from The Forge! The Forge Discord server is the place for players to discuss balance, suggest changes, and provide support and feedback for the suggestions of others. We make balance adjustments with your feedback and help every other week. You all have been discussing what you would like to see from your respective weapons and here are the first results!
Unarmed
The general feedback on Unarmed has pointed to toning down the coverage provided by Unarmed Recovery, bringing the strike zone in tighter towards the uppercut effect. A portion of this power has been shifted into the Side Air to better round out Unarmed’s aerial kit.
  • Unarmed Side Air: Decreased Time to Hit from 14 to 13.
  • Unarmed Recovery: Rehitboxed to better match the animation (significantly less coverage towards the back end).
 
Sword
Sword players will find a clearer difference between the Neutral Air and the Recovery, the former serving as the preferred option for damage, with the latter serving as the better option for scoring knockouts. The faster Time to Hit on the Neutral Air allows for reliable use in combos when looking for optimal damage.
  • Sword Neutral Air: Decrease Time to Hit from 15 to 14.
  • Sword Recovery: Decreased Damage from 18 to 16.
 
Hammer
Players have always applied interesting followup attacks after a Hammer Recovery, so we have leaned further into that purpose, trading some of the knockout potential for better use in on-stage strings.
  • Hammer Recovery: Decrease Force from 38 Variable/48 Fixed to 36 Variable/48 Fixed; Decreased self-impulse on hit from -70 to -62.
 
Spear
We have shifted some power from the Neutral Air into the Ground Pound, as players cited over-reliance on one and sparing use of the other. Following this, we have made the Neutral Air a more committal action, as well as providing slightly less advantage on hit as Stun time has not been adjusted with the Recover Time on both hit and miss. Players will find the Ground Pound a bit safer to attack with when ending the attack without colliding with the ground, as well as slightly increased advantage on hit as Stun has not been adjusted.
  • Spear Neutral Air: Increased Recover Time from 16 Variable/7 Fixed to 17 Variable/7 Fixed.
  • Spear Ground Pound: Decreased Recover Time on release from 28 Variable/2 Fixed to 26 Variable/2 Fixed.
 
Rocket Lance
The Rocket Lance’s air kit has had a longer recover time imposed on miss to allow for more counter-play. Given that the Neutral Air does not have built-in movement seen in other Rocket Lance attacks, players should have an easier time approaching a Lance-wielding opponent.
  • Rocket Lance Neutral Air: Increased Recover Time on miss from 15 Variable/3 Fixed to 17 Variable/3 Fixed.
 
Bow
The Down Light was an overly committal attack for the current pace of the game, given its very low attack height and coverage. While we keep an eye on the Bow, this should provide more versatile use of its ground kit in unexpected situations.
  • Bow Down Light: Decreased Recover Time on miss from 20 Variable/4 Fixed to 20 Variable/2 Fixed.
 
Axe
The Axe sees some significant change this week, with a hefty force increase on the Side Light, which provides a breakpoint to Down Light followups, launching the target out of range for ground attacks, but within range of aerial pursuit. This breakpoint at higher damage ranges the farther away the target is from the user, with grounded followups lasting longer for close range Side Light hits. The power from the Side Light as a combo and string tool has been shifted into the Neutral Air in the form of greater Stun time and leaving the target closer in range.
  • Axe Side Light: Changed Force from 3 Variable/50 Fixed to 16 Variable/54 Fixed.
  • Axe Neutral Air: Decreased Force on a soft-hit from 23 Variable/47 Fixed to 23 Variable/44 Fixed; Increased Stun from 28 to 29.
 
Gauntlets
The Gauntlets Recovery provides a versatile attack that can be used in strings, combos, and the neutral game. We have widened some of the combo and string routes involving this attack by increasing the Time to Hit. While still fast enough for reliable use in the neutral game, players should have an easier time escaping from the Recovery when used as a followup attack.
  • Gauntlets Recovery: Increased Time to Hit from 10 to 11; Increased Recover Time from 8 Variable/0 Fixed to 10 Variable/0 Fixed.
 
Scythe
The Scythe has received extra recover time on its Down Light in exchange for greater force on the grounded release of the Down Air. While still providing less knockback than the aerial release, as its role has been to provide better followups when engaging on an opponent using the Down Air, we have brought its force values closer to those of the aerial release, primarily when the target is heavily damaged.
  • Scythe Down Light: Increased Recover Time on miss from 15 Variable/0 Fixed to 16 Variable/0 Fixed.
  • Scythe Down Air: Increased Force on the grounded-release version from 28 Variable/0 Fixed to 30 Variable/20 Fixed.
 
New Legend Rotation
This week’s New Legend Rotation features Asuri, Diana, Orion, Sentinel, Teros, and Val!
 
Bug Fixes
  • Fixed bug causing glory payment option button to display behind the mammoth coins sale button when sometimes viewing a legend skin while it is on sale.
  • Fixed bug causing contextual hotkey buttons to not correctly swap in the rewards screen when switching from keyboard to controller devices.
 
--- PS4 Report  ---
The PS4 Closed Beta has begun with the first batch of codes being sent out this past week! We’re going to be slowly adding more participants in waves as we continue knocking out early bugs. We also hope to have EU Beta Codes soon!

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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:
Mostly Positive (1,870 reviews)
Overall:
Very Positive (46,114 reviews)
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