Brawlhalla is a 2D platform fighter and 100% Free to Play. An eternal battle arena where the greatest Legends ever brawl to prove who is the best that ever was, is, or will be. Every match is an epic test of skill, speed, and strength, and every victory brings glory and bragging rights to the winner.
User reviews:
Very Positive (18,996 reviews) - 90% of the 18,996 user reviews for this game are positive.
Release Date: Nov 3, 2015

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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.”
Read more

Play Brawlhalla

Free to Play

Buy Brawlhalla - All Legends Pack

Unlock all current and future Legends with the Brawlhalla - All Legends Pack


Recent updates View all (130)

April 27

Jhala - Patch 2.13

It’s patch 2.13. The Barbarian, blind picking, stances in free for all, improved ranked UI, and a bunch of savvy new skins are here. Oh yeah, and some additions to the training room some of you have been asking for. We hope you enjoy!

New Legend Release!

New Legend:Jhala
Weapons: Sword + Axe
Stats: 7/7/3/5

New Skins
Speedmetal Jhala
Warlord Jhala
Orc Raider Jhala
Darkheart Axe
Darkheart Blade

Stances now Active in Free For All

We’ve decided that to move forward with feedback on Stances we need to expand our testing parameters. After a lot of urging from the community we’ve decided that the Free-For-All queue is the best place to start! There’s been conflicting opinions about stances in the past, and we hope this will provide more players to experiment with using and fighting against stances in a setting outside of custom lobbies. As always, let us know what you think.
  • Stances are now available in Free-for-All matchmaking.
  • In Match preview Stances 2-5 now clearly show the stat differences from the default stance. (This also shows up in custom games)

Community Request
  • Blind Pick has been added for custom lobbies! When Blind Pick is selected in the Lobby options all players will appear as having selected ‘Random’ to one another until after map select.
  • Added a Training mode feature that allows the auto - resetting of bot hp to the target hp amount after not being attacked for a short period of time.
  • Added another feature to the "Show Stun" option in Training mode. Entities will now flash a color on the frame that recovery and cooldown ends. (Blue for recovery, orange for cooldown)
  • If you purchase the Collectors DLC after already owning All Legends DLC, you will get 540 coins added to your account (This has been applied retroactively as well).

Ranked Changes
  • We have changed the account rating display to work the same way it worked last season (Based off your MMR renamed back to ELO, doesn't, start at Tin).
  • You continue to get individual legend ratings per legend (Still start at Tin and go upward).
  • Your display on the leaderboard will continue to be the greater of A) Account Rating and B) Best Legend Rating
  • Post match you will see both account and legend rating changes.
  • Updated the interface to be simpler and add clarity to the new system.
  • Legend rating is now displayed on the podium inside the character select when playing Ranked 1v1 games

UI Changes
  • Improved error message when you try to redeem a steam key in the in-game store.
  • Legend podiums are now slightly raised in Strikeout so that you can see Legend level better.
  • Shown hitboxes during replays and training mode are only visible while active.
  • Simplified the display of your Account Rating.
This single change is to accommodate Jhala’s high dexterity. Previous Axe legends should feel exactly the same.
  • Axe Neutral Air: On Hit Recover Time changed from 2 fixed, 20 variable to 6 fixed, 15 variable. Stun advantage should be unchanged for all pre-existing Axe Legends.

New Legend Rotation

This week’s Legend Rotation features Azoth, Bodvar, Brynn, Ember, Hattori and Lord Vraxx.

Weapons: Bow & Axe
Stats: 7/5/6/4

Weapons: Sword & Hammer
Stats: 6/6/5/5

Weapons: Axe & Spear
Stats: 5/5/5/7

Weapons: Bow & Katars

Weapons: Sword & Spear

Lord Vraxx
Weapons: Rocket Lance & Blasters

Bug Fixes
  • Fixed bug where once in diamond, it would prioritize that rating no matter what even if you had a much higher rating on another legend (slight change in functionality too).

13 comments Read more

April 20

2.12.3 Patch Notes - Skins, Balance and More

Next week, Barbarian will be coming to Brawlhalla. For now, we have a smaller patch with some great new skins, a few fixes here and there, and everyone's favorite thing: balance changes. We hope you enjoy the new patch! I would say I'd see you on the ranked ladder but I'm leaving for PAX East tomorrow with a bunch of the other devs so...I'll see you next week!

New Skins

  • Orion For Hire - He'd collect his own bounty. Bonus: Scarred visor glows with Orion's expressions!
  • Fatal Error Ada - Enemy has encountered a problem and needs to surrender.
  • Empress Nai - The sun never sets on its own empire.

New Legend Rotation

Featuring Asuri, Cassidy, Diana, Queen Nai, Teros, Ulgrim

Community Request
  • Sidekicks you do not own are now available for use in training mode like other skins and colors.
  • Season summary "ranked" only gets shown if you're within the threshold (top 250).
  • Shown hitboxes during replays and training mode are only visible while the hitbox itself is active.
  • Increased the width of the main platform on Small Great Hall by about 5%. Increased width of top platform and moved outer platforms to match the change to the main platform.

Bug Fixes

Color conflicts occur when a secondary color is too closely matched with the base color for a skin. In these cases the secondary color locked to prevent Legends from looking too similar during gameplay.
  • Fixed purple color conflicts for Rift Dweller Teros.
  • Fixed Community Color conflicts for Koji.
  • Fixed a bug where phantom public games would flood the list.
  • Fixed a rare crash when changing costumes.
  • Fixed a rare crash when rejoining games.
Balance Improvements


The Neutral Light's Damage has been frontloaded to reduce reward when used as cover rather than landed precisely. Side Air's speed has decreased slightly.
  • Sword Neutral Light: Decreased Damage from 24 to 21, changed from 8 Damage per swing to 9 Damage on the first swing and 6 Damage on the following swings.
  • Sword Side Air: Increased Time to Hit from 11 to 12.
  • Sword Recovery: Increased Variable Force from 31 to 32.


The Lance Down Light has been adjusted to downgrade some longer combos to a close string, but has been made easier to follow up at higher Damages and with lower Dexterity.
  • Lance Neutral Air: Increased Stun Time from 26 to 30.
  • Lance Down Light: Increased Recover Time from 1 Fixed 22 Variable to 6 Fixed 16 Variable; Decreased Stun Time from 29 to 25;  Removed Variable Force on frames 16-25; On final frame of Hit Window: Decreased Variable Force from 13 to 8, Fixed Force will now vary based on distance from target to decrease variance in target's ending location.


The Hammer has received some hitbox and art changes to reduce threat overlap between the neutral and side lights both on the ground and in the air. Neutral and Side Air have a larger window to counterattack after a miss, and are sped up slightly on hit.
  • Hammer Neutral Air: Increased Recover Time on miss from 25 Variable to 25 Variable 2 Fixed; Decreased Recover Time on hit from 25 Variable to 15 Variable 6 Fixed; Decreased Stun Time from 30 to 27; Increased Cooldown Time from 5 to 10.
  • Hammer Side Air: Reduced Hitbox distance above and behind self on later frames; Increased Recover Time on miss from 26 Variable to 25 Variable 2 Fixed; Decreased Recover Time on hit from 26 Variable to 16 Variable 5 Fixed; Decreased Stun Time from 29 to 25.
  • Hammer Side Light: Decreased Hitbox Size to extend less far backward toward the body.


The Neutral Air -> Neutral Air -> Recovery combo has been removed, though the second shot of Neutral Air remains a true combo into Recovery. String follow ups out of Down Air have been adjusted to improve the risk vs reward factor for different follow ups. The Side Air now has more stun advantage on the second shot, to add more opportunity to follow up without adding a true combo connection to the Down Light -> Side Air combo.
  • Blasters Side Light: Increased Damage from 18 to 20.
  • Blasters Down Light: Changed Damage Distribution from 9 per shot to 7 on the first two shots and 13 on the third.
  • Blasters Neutral Air: Increased Damage on the first shot from 17 to 20; Cooldown increased from 10 to 12, Stun on first blast decreased from 30 to 25 , and Stun on second blast decreased from 25 to 20.
  • Blasters Side Air: For the second shot - Decreased the hit window from 7 to 6, increased Stun Time from 20 to 23; Recover Time on hit changed from 2 fixed 14 variable to 7 fixed 6 variable.
  • Blasters Down Air: Decreased Stun Time from 20 to 19.
  • Blasters Neutral Light: Decreased Time to Hit from 9 to 8.


The Spear's Recovery has a little too much force for its overall threat and utility. Variable Force now falls off partway through its hit window.
  • Spear Recovery: Variable force for the final 10 active frames drops from 44 to 38; first 12 active frames remain at 44 variable force.


The previous change to Katar's Down Air was divisive, with some players liking the added Force and new ground bounce connections, while others were frustrated at the loss of identity and grounded string potential. We've tried to add the latter back without removing the former by adding a hitbox on ground collision that redirects carried targets at a lower Force. The speed and duration of the Neutral Air have been dialed down slightly to reduce its dominance as an interrupt and dodge punish.
  • Katar Neutral Air: Increased Time to Hit from 7 to 8; Hit Window reduced from 10 to 8; Fixed Recover Time increased from 1 to 3.
  • Katar Down Air: On ground collision, added a hitbox that catches and redirects force on carried target - Deals 2 Damage, 15 Variable Force, 33 Fixed Force, 8 Stun.


The long startup time of the Axe's Recovery has been improved some, as has the Side Air's negative stun advantage.
  • Axe Side Air: Increased Stun Time from 13 to 16.
  • Axe Recovery: Startup time decreased from 26 to 24.


The aerial light attacks have been pushed farther apart in utility, with Down Air losing some stacked threat, and Side Air losing some of its Force. The Neutral light has gained increased Force while the Down Light should be able to follow up successful Side Light hits at higher Damage thresholds, especially when using a Chase Dodge.
  • Bow Neutral Light: Increased Variable Force from 42 to 45; Reduced Fixed Force from 41 to 35.
  • Bow Down Light: Increased distance traveled before hit window when dodge canceled; Slightly increased hitbox height on ground collision.
  • Bow Side Air: Side Air variable force decreased from 37 to 34; Damage decreased from 16 to 15.
  • Bow Down Air: Reduced Hitbox sizes to threaten less area near the user.


Cassidy's Lasso has been rehitboxed to better follow the animation, giving it a slower Time to Hit but a faster bloom to its maximum threat range. Its Damage has increased slightly.
  • Cassidy Neutral Hammer: Removed hitboxes from initial frame on release, increasing Time to Hit from 7 to 10. Decreased Hit Window from 14 to 12; Increased Damage from 13 to 15.


Force on the Side Hammer has been dialed back slightly to push the use cases for Scarlet's Down and Side Hammer further apart, as well as lower Scarlet's overperformance at lower ranks of play.
  • Scarlet Side Hammer: Decreased Variable Force from 65 to 63.


While Barraza has roughly a 50% winrate at lower ranks and the ongoing changes to improve stun advantage for low Dexterity characters should have a larger impact on his performance at high levels, these changes should help reward the high commitment of his side signatures in situations where they won't be lethal.
  • Barraza Side Axe: Increased Damage From 20 to 25.
  • Barraza Side Blasters: Increased Damage from 28 to 32; Increased Cooldown Time from 0 to 7.


A previous hitbox reduction resulted in too much of a mismatch with the animation. Hitboxes have been added back but with angled Force to weaken their knockout potential.
  • Ada Down Spear: Rehitboxed to better follow overhead arc of final swing, directed angle of force further upwards during those frames.

Drop Fixes
  • Blasters Neutral Light: Fixed some cases where target could be dropped before the final hit.
  • Blasters Down Air: Fixed some cases where target could be dropped before the final hit.
  • Brynn Down Spear: Fixed some cases where target could be dropped before the final hit.
  • Brynn Side Axe: Fixed some cases where target could be dropped before the final hit.
  • Azoth Down Axe: Fixed some cases where target could be dropped before the final hit.

17 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards


“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
Helpful customer reviews
68 of 78 people (87%) found this review helpful
26 people found this review funny
7.7 hrs on record
Posted: April 9
Early Access Review
One of those rare games where you can have a ♥♥♥♥ ton of fun and still be in last place
Was this review helpful? Yes No Funny
48 of 58 people (83%) found this review helpful
55 people found this review funny
112.2 hrs on record
Posted: April 12
Early Access Review
Brawlhalla Ranks
Silver- Rage quiters
Was this review helpful? Yes No Funny
26 of 35 people (74%) found this review helpful
4 people found this review funny
8.2 hrs on record
Posted: April 3
Early Access Review
Super Smash Bros <3
Was this review helpful? Yes No Funny
21 of 27 people (78%) found this review helpful
24.8 hrs on record
Posted: April 8
Early Access Review
I do personally like and enjoy this game, as it brings me back to the old times of similiar games.
It's fun and it allows you to interact with people, or afterall if not that you can just create your own room and play with your beloved friends.


Great controls(also editable) Well, what's better than having the ability to do all these actions without a flick or stress. The worst controls can make you get nervous and stressed out.

Good physics No bugs while brawling, dynamic punches and perfectly fit animations.

Constant updates and new legends the game is getting updated constantly, not to mention there're new legends approaching, so if you haven't found your perfect legend yet, you'll do soon. You wont be limited to the same old characters and that's a good thing(probably this is the same thing is updates but yeah whatever I thought I had to mention this)

Many different gamemodes from which you can choose to play Well, being limited to one gamemode is not cool, and this game really offers you:Free for all, timing, snowball and many many more. Once you think yourself fit, you can just go to ranked and build yourself up, improving your skills, level and the legend itself.

Lore I like that the lore is implemented inside the game, that's something I enjoy and I did read them, yet I think there could've been some other details mentioned, but since that's not what the game's about it's cool.


Mamooth Coins They're not after all a bad feature, it's good having "pay to earn cash" values, but still restricting everything to them is not cool either. The only think you can use the normal coins are:legends, everything else is restricted to Mamooth coins, you can't buy skins you can't buy other weapons and you'll ever be restricted to the simple legends and you can't access the outfits you dream of. Maybe creating a price of a few outfits with coins(for sure way way more expensive) so you technically have to play like a lot of time to get that one skin.

2 vs 2 Ranked Matches It's okay if you like matches where you can hit your own team mates which makes the game way more competetive, but hey this can be turned into a stress and arguments, I most of the time get nervous while killing my own team, so I just quit. If there would be an ability to choose between enabling and disabling friendly fire, that would be awesome(2 type of 2 vs 2 matches) I'm sorry for any grammar mistakes or anything else, I've wrote this using my phone(Hell of a time) and I'm also rushing, nor is my english a top notch level but hey, that's what I could provide as of now.

Have fun, I hope you find this review helpful!
Was this review helpful? Yes No Funny
12 of 13 people (92%) found this review helpful
5 people found this review funny
84.2 hrs on record
Posted: April 7
Early Access Review
Well.. it's definitely a Smash Bros. Clone. But that's not a con, and if anything I like that about it. It has its own style of play added to it and it's enough to differientiate it from Smash. It's certainly more fast-paced than Smash, and you can have consider more airtime with jumps and dodges. This brings a new dimension to the game, in my opinion.

The art style is pretty great, and the attacks are very stylistic. So far I've been enjoying it greatly.. is it weird that I wanna use my Gamecube Controller instead though?
Was this review helpful? Yes No Funny