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 (1,577 reviews) - 82% of the 1,577 user reviews in the last 30 days are positive.
Very Positive (27,777 reviews) - 89% of the 27,777 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 the second half of 2016.”

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 (157)

October 19

Patch 2.33 - The Last Balance Patch Before BCX

Welcome to Patch 2.33! This is the last balance patch before The Brawlhalla World Championships take place in November. After a lot of feedback from players, we’ve made some improvements to jump changes in order to make them feel better and more responsive, while providing more depth at high levels of play.

Oh, and if you’re fans of all the Calculated gifs and videos from the past year, we’ve made it official and added a Calculated Taunt to the store. We did it Reddit! We hope you enjoy this patch, and we look forward to seeing you in Atlanta on Nov 11-13 for the Brawlhalla World Championship.

  • The new ‘Calculated!’ taunt has been added to Mallhalla
Server Improvements
After hearing your feedback about connection issues in EU, we’ve been working hard to find a solution. Starting today we’ve switched to a new provider, added new machines, and are aiming to have better performance across Europe. Servers still remain located in Amsterdam. If you’re playing on EU, let us know if your online experience improves!
  • New servers for the EU Region have been brought online.
Revised Jump Changes
When used as a zero-startup zero-recover escape option, we feel jumping plays a sizable part in discouraging aggression. A small startup will narrow the reaction time needed to sidestep and punish incoming hitboxes. Jump startup is waived for twelve frames after hitting with an attack to keep from damaging existing follow ups. After jumping, landing back on the ground will incur a brief recovery period, allowing room to punish heavily evasive opponents as they will be unable to jump, attack, or dodge.
  • Added a 2 frame startup when jumping. Jump startup is not applied if jumping within 12 frames of hitting with an attack.
  • Added a 2 frame recovery period when landing after performing a jump. Attacks and dodges will retain their normal durations should you land during an attack or dodge.
  • Running is no longer locked during Jump Startup, fixing a bug that prevented jump into momentum dodges from working correctly.
  • If performing an attack close enough to the ground to snap to ground, Landing Recovery will be ignored.
  • Aerial jump height reduced to match grounded jump height.
  • Jump fx now play on input rather than the frame the jump starts.
Graduated Test Features
  • A grounded dodge will be full speed if left or right has been held for at least 27 frames, even if max speed has not been reached. This should create a more predictable maximum for timing a momentum dodge.
User Interface
  • Updated HUD colors again to use brighter, more saturated tones. The biggest difference should be that yellow (50 damage) is more noticeable to everyone. Additionally, this change should make the transition from 0 to 50 damage more noticeable for people who are red/green colorblind.
New Legend Rotation
This week’s Legend rotation features Ada, Azoth, Hattori, Ragnir, Scarlet, and Sentinel.

It’s been an exciting run towards the Brawlhalla World Championship at BCX and we are eager to see who can win on the biggest stage! In light of that, we are locking balance with this patch until after BCX so all players have ample time to hone their skills in the current environment. Balance passes will resume every other week as normal after BCX concludes November 13th, 2016. In the meantime, we still intend to fix combat related bugs and drops, so please keep reporting them!



Given the addition of jump startup into the game, we have adjusted the Down Light so expected combo interactions remain the same, gravity cancels and all.
  • Down Light: Reduced hitbox coverage toward the back end; Decreased Variable Force from 9 to 5.


We have slightly increased recovery times on some moves that created overly oppressive sequences, such as releasing a Ground Pound when the opponent would dodge and immediately following with a Recovery attack. The Down Air adjustment also allows for a better punish window against certain abuse cases.
  • Ground Pound: Increased Fixed Recovery on release from 1 to 2.
  • Down Air: Increased Fixed Recovery on miss from 1 to 2.

Rocket Lance

The Rocket Lance has received some decreased recovery time when hitting with a Ground Pound as it previously had very disadvantageous recovery time on hit.
  • Ground Pound: Decreased Fixed Recovery on hit from 1 to 0; Decreased Variable Recovery on hit from 15 to 13.


The Spear has had some power shifted from the Down Air into the Neutral Air. The Down Air’s Time to Hit increase prevents certain abuse cases involving dodge-cancels, as well as a bit more counterplay given its excellent speed and range.
  • Down Air: Decreased Damage from 16 to 15; Time to Hit Increased from 8 to 10.
  • Neutral Air: Increased Damage from 14 to 16.


We are decreasing the damage Katars deal, as well as opening dodge windows in between the Side Light and dodge-canceled followup attacks as they can be a bit oppressive at high level play and accumulate damage a bit too quickly for their small and fast design.
  • Side Light: Decreased Damage from 15 to 13; Decreased Stun Time from 22 to 21.
  • Neutral Light: Decreased Damage from 18 to 16.
  • Side Air: Decreased Variable Force from 49 to 47.
  • Neutral Air: Decreased Damage from 13 to 12.
  • Ground Pound: Decreased Stun Time from 25 to 20.


The Blasters have long durations on most of its attacks, so we have slightly sped up some aspects of its play to better keep up with other weapons.
  • Neutral Light: Decreased gap between the first two shots from 18 frames to 16 frames.
  • Down Light: Decreased Fixed Recovery on miss from 1 to 0.


Many players showed the desire to use the Side Light in close combat, so we have increased the rear range of the attack to hit closer to the user.
  • Side Light: Increased hitbox coverage towards the user to be more intuitive.


The Bow had very damaging attacks for their speed, so we have performed a mixture of decreasing both damage and speed on some attacks that were overly difficult to contest.
  • Neutral Light: Decreased Damage from 20 to 18; Increased Fixed Recovery on miss from 6 to 8.
  • Neutral Air: Increased Time to Hit from 9 to 10; Decreased Damage from 20 to 18; Decreased hitbox coverage towards the bottom of the user.
  • Side Air: Decreased stacked hitbox coverage.


The Gauntlets have received some damage reduction due to their excellent ability to string multiple attacks together, as well as a few adjustments to some of their combos to create dodge windows in some cases, and increase the difficulty of performing the combo in others.
  • Neutral Air: Increased Time to Hit from 10 to 11; Decreased Stun from 25 to 21; Decreased Damage from 12 to 10.
  • Down Light: Increased Time to Hit from 10 to 11; Decreased Damage from 16 to 14.
  • Ground Pound: Decreased Damage from 22 to 19.


Bodvar has received some decreased damage to his Side Hammer, due to the ability to combo into it from a Hammer Down Light.
  • Bodvar Side Hammer: Decreased Damage from 31 to 28.


Lucien has a great kit of Signature attacks, however the Down Katar could score a knockout a bit too early, so we have decreased the Variable Force.
  • Lucien Down Katar: Decreased Variable Force from 63 to 60.


Sentinel has shown great results in Ranked and Tournament play, and the Side Hammer has been shown to be a bit too strong for its speed and range, so we are reducing the damage and force slightly while also opening some extra room to punish.
  • Sentinel Side Hammer: Increased Fixed Recovery from 17 to 19; Decreased Damage from 30 to 28; Decreased Variable Force from 56 to 55.


Koji’s Bow Signature attacks all serve a purpose in the kit, however they overlapped each other for the ability to hit stacked opponents. We have left the Down Signature as his stacked attack option, while the Neutral Bow and Side Bow now require a bit of separation between the user and the target.
  • Koji Neutral Bow: Increased Fixed Recovery from 17 to 19; Removed stacked hitboxing so the attack will no longer hit grounded opponents.
  • Koji Side Bow: Decreased Variable Force from 51 to 50; Decreased Fixed Force from 75 to 73; Decreased hitbox coverage toward the rear of the attack.


Ragnir’s Side Katar covers a great amount of distance relatively quickly, so we are keeping the utility while decreasing the damage and force.
  • Ragnir Side Katar: Decreased Damage from 24 to 22; Decreased Variable Force from 51 to 49; Increased Fixed Recovery from 13 to 15.


Kor’s Down Gauntlet was seemingly unpunishable even when a player was prepared for it, so we are slightly increasing the recovery time.
  • Kor Down Gauntlet: Increased Fixed Recovery from 17 to 19.


Asuri’s Neutral Katar is an excellent Signature with great force and utility as an anti-air, so we are adjusting it to lean more into the realm of being an anti-air; it no longer picks up grounded opponents, but has received a decrease in Minimum Charge Time to reach anti-air height sooner.
  • Asuri Neutral Katar: Removed hitboxing during the initial leap so the attack no longer hits grounded opponents; Decreased Minimum Charge Time from 13 to 11.

Sir Roland

Much like Kor’s Down Gauntlets, Sir Roland’s Down Signature was rather safe, so we are bumping the recovery time up slightly.
  • Sir Roland Down Sword: Increased Fixed Recovery from 15 to 16.


Teros’ Neutral Hammer has the ability to score an early knockout near the edge, so we are slightly reducing the Fixed Force to bring it in line with other similar attacks.
  • Teros Neutral Hammer: Decreased Fixed Force from 71 to 69.


The shot on Thatch’s Side Blasters starts close before blooming outward, resulting in a slightly longer lead-in than other Signatures, so we are speeding it up for more ease of use.
  • Thatch Side Blasters: Decreased Minimum Charge Time from 16 to 14.


Barraza’s Down Axe felt too lengthy in total Time to Hit for its modest range, so we are decreasing the Minimum Charge Time for a quicker response.
  • Barraza Down Axe: Decreased Minimum Charge Time from 8 to 6.
Bug Fixes
  • Fixed a bug that caused local matches' replays to continue far past the actual end of the match.
  • Fixed a bug that prevented the Jump + Attack exception for Jump Startup from working unless input on the same frame.
  • Fixed a bug where pressing taunt and throw on the exact same frame during an aerial spot dodge would lead to a gravity-canceled throw. You will now just taunt in that situation. Credit /u/SkylarAlice.

20 comments Read more

October 12

Patch 2.32! Chain Dodging and the Imperial Chest!

Hello and welcome to Patch 2.32! In this patch we’re graduating chain dodging to live. Meaning you can now close the gap to your opponent with more speed and finesse than ever before. We’ve also added new test features, and discovered The Imperial Chest!


Mallhalla - New Skins and Chest!
  • The Imperial Chest has been discovered and added to Mallhalla!
  • New Death Adder Hattori skin can be found in the Imperial Chest.
  • New Warrior Spirit Kor skin can be found in the Imperial Chest.
  • New Yakuza Koji skin can be found in the Imperial Chest.
  • Ragnir’s gold price has been reduced to 5400
Promoted Test Features
Chain Dodging is here so you can close more distance and really chase down your opponents!

During a Speed Dodge that begins on the ground, you may press the dodge button to perform an additional Speed Dodge in any forward direction, including diagonally. You may chain up to three Speed Dodges together in this fashion. Dodging in a vertical, neutral, or backwards direction will result in a normal dodge and end the chain. A chained Speed Dodge that begins and ends in the air will also cause the chain to end.
  • Chain Dodging has been promoted from a test feature to live!
  • You can chain up to three chase/speed dodges in a row as long as the first one started on the ground and with a maximum of one aerial chained dodge.
New Test Features
The jump startup and landing recover changes are intended to experiment with toning down evasive and 'floaty' gameplay by adding a cost to some of the safest movement options in the game. We hope that by making attacks an exception to standard jump startup, we'll avoid damaging more aggressive aerial play and that the punishable Recover Time on aerial moves will prevent jump + attack from becoming a loophole.

Community feedback for Jump Sigs so far has been greatly appreciated. (Thanks in particular to Lithium43 and everyone who contributed to that thread) Individual balance on problematic signatures is still being worked on, but the added delay and telegraphing of jump startup may help address some of the core concerns with the feature.
  • Startup Time for jumping increased from 0 to 2. Attacking during a jump startup will cause the jump to happen immediately. Jump Sigs also have a 3 frame delay before jumping. Minimum charge is increased by 3 frames when performing a Jump Sig.
  • Recover Time when landing on the ground increased from 0 to 5. Aerial powers will have this duration added to their Recover Time when landing unless the power cancels into a grounded behavior (Ground Pounds, Unarmed Down Air, etc).
  • Aerial Jump height decreased to match Grounded Jump height.
  • If you're on the ground and have been holding a certain left/right direction for at least 27 frames when you try to dodge, you'll get a full speed dodge whether you're at max run speed or not. This should have no effect on higher speed characters, but allow slower speed characters to get a full speed dodge after turning around at about the same speed a faster character can get one.
  • Previous unmentioned Test Features remain the same.
Small Grumpy Temple
  • Small Grumpy Temple is now in Ranked 2v2!
  • Small Grumpy Temple is a version of Grumpy Temple where the two large platforms are pushed closer together and have shorter walls on the outsides, the middle tier of smaller soft platforms has been removed, and the top soft platform with the wedge has been slightly lowered.
  • Small Grumpy Temple will replace Grumpy Temple in the 2v2 list but not the Free-for-All list. It will also appear alongside the standard Grumpy Temple map in the FFA list for Snowbrawl.
New Legend Rotation
  • This week’s Legend Rotation features Brynn, Cassidy, Ember, Kor, Thatch, and Ulgrim.
Bug Fixes
  • Fixed a bug where collectors pack users were not getting founder's avatar
  • Fixed a bug where powers that repeatedly hit a target with Variable Force would allow the target to use DI without having to be hit by two instances of the power.
  • Fixed some inconsistencies where getting dodge forgiveness after a hit wouldn't always allot the correct number of available chained dodges.

25 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.
  • Ten stages to fight on with five designated for 1v1 battles.
  • 17 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

Real Soon
  • More Legends
  • More Maps
  • Ongoing Gameplay Improvements
  • Additional Gamemode Support

Slightly Less Soon
  • Large Team Mode (4v4)
  • Clan Support
  • 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: 75 MB available space
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 75 MB available space
    • OS: 10.7
    • Memory: 1 GB RAM
    • Storage: 200 MB available space
    • Additional Notes: Please note it will not work on 10.6.8.
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Very Positive (1,577 reviews)
Very Positive (27,777 reviews)
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15,341 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
26 of 33 people (79%) found this review helpful
1,449.0 hrs on record
Early Access Review
Posted: September 29
Welcome to Brawlhalla!

Play from a roster of characters that increases every single month and stays balanced, online play with actually solid netplay, and a competitive scene that's growing exponentially...should you be interested in that ;)
Was this review helpful? Yes No Funny
11 of 15 people (73%) found this review helpful
1 person found this review funny
143.9 hrs on record
Early Access Review
Posted: September 26
Most balanced game I have ever seen. Amazing fighting mechanics, somewhat nice community. (Aside from spammers and people who say ez even when they lose)

9/10 ign will never stop playing ever again.
Was this review helpful? Yes No Funny
5 of 5 people (100%) found this review helpful
13.1 hrs on record
Early Access Review
Posted: October 16
-Fun Game
-Tons of Legends
-Really Fun with Friends
-Not Hard to Get Gold
-Many Fun Gamemodes
-Many Different Ways to Play (Keyboard, Keyboard and Mouse, Controller)
-Everyone in Ranked is Always Better Than You
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
1.4 hrs on record
Early Access Review
Posted: October 18
My best game
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
3 of 3 people (100%) found this review helpful
2 people found this review funny
173.5 hrs on record
Early Access Review
Posted: October 1
In the trailer it doesn't show Scarlet doing anything but getting horribly killed. I, personally, am triggered.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
9.0 hrs on record
Early Access Review
Posted: October 13
its good :DDDDDDDD
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
14.7 hrs on record
Early Access Review
Posted: October 12
iz nice.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
7.8 hrs on record
Early Access Review
Posted: September 30
It's really fun, probably the closest we'll ever get to Smash Bros on the PC. Unfortunately you can't play as Shrek, though.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
29.6 hrs on record
Early Access Review
Posted: October 7
It's fun, but I feel like the matches are kinda unfair. I got paired up with like super pro people with colors on their emblems and ♥♥♥♥ for like, the first hour of playing this game and ended up ragequitting. After flipping a few tables I came back to it, and ended up winning a couple of matches in casual, and I guess it's fun.
Was this review helpful? Yes No Funny
Recently Posted
8.8 hrs
Early Access Review
Posted: October 23
fun, easy to learn but hard to master. like the game. you can have 1 character burchased at a time easily but more if you have the coins, I reccomend only having 1 and refunding it to get another.
Helpful? Yes No Funny
41.8 hrs
Early Access Review
Posted: October 23
Helpful? Yes No Funny
Brutus Willis
45.3 hrs
Early Access Review
Posted: October 22
The community is garbage, plain and simple. I only recommend this game if you're going to play with friends. Otherwise unbalanced legends and intentional spammers are going to make you salty and probably result in you raging quite a bit.

Helpful? Yes No Funny
1.9 hrs
Early Access Review
Posted: October 22
easy to run. good fun to play by yourself and with friends. allows you to use multiple controls. good for hours of fun
Helpful? Yes No Funny
19.9 hrs
Early Access Review
Posted: October 22
It's fun, full of salty people all around calling you a spammer, not pay2win at all, what are you waiting for? Play this now!
Helpful? Yes No Funny
4.4 hrs
Early Access Review
Posted: October 22
maps are too small the hitboxs for some weapons on some characters are broken and why is there no ♥♥♥♥ing block sure you have a dodge that doesn't work half the time because it only goes for like half a second so you can't affectavily stop your self from taking damage and continue getting hit until your off stage were it extremly difficult to recover because some characters can just sit on the edge and give you no room to recover so you die also you earn no god dam gold to buy the characters whats the point of having a huge roaster of characters when most of them are locked away and you have to earn them only to relise there a clone of a character you get for nothing this could be fixed by lowering the amount of gold it costs to buy a character or increasing the amount of gold earn't by matches
Helpful? Yes No Funny
TWC | Sakura
35.6 hrs
Early Access Review
Posted: October 22
I absolutely love this game. I started playing this game because my computer was very slow and i couldnt run many other games but now i play this game and i love it. i would 100 percent recommend this game.
Helpful? Yes No Funny
chicken butt
11.8 hrs
Early Access Review
Posted: October 22
spell icup
Helpful? Yes No Funny
27.7 hrs
Early Access Review
Posted: October 22
as you could see i played this game for 25 HOURS!

Probably the best game ever!

11/10 IGN BRAWLHALLA for game president

Download it now

best game ever

Helpful? Yes No Funny
126.8 hrs
Early Access Review
Posted: October 22
Helpful? Yes No Funny