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 twenty-five unique legends. Come fight for glory in the halls of Valhalla!
User reviews:
Very Positive (2,047 reviews) - 81% of the 2,047 user reviews in the last 30 days are positive.
Very Positive (41,317 reviews) - 87% of the 41,317 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 (179)

March 29

Enter Mordex Update!

Welcome to the Enter Mordex Update! In patch 2.54 we’re adding the new Legend Mordex, Brawl Of The Week, a brand new map, main menu overhaul, Dodgebomb update, game balance, and new test features. Additionally, we’re giving everyone who logs in this week a free Enter Mordex Avatar. Grab your friends and get to brawling!

Enter Mordex!
New Legend - Mordex!
Weapons: Gauntlets & Scythe
Stats: 6/4/5/7
Mordex enters Brawlhalla with three additional skins
  • Iron Legion Mordex
  • North Wind Mordex
  • Celestial Mordex -
Introducing Brawl of The Week!
  • Now located in the Casual Queue menu you can play the Brawl of The Week!
  • We’re kicking things off with FFA Dodgebomb. The game selected for Brawl of The Week will change every week.
  • First win in Brawl of the Week will grant 300 bonus gold.
New Map
  • Lost Labyrinth has been added to the Free For All map rotation (formerly the test map Small Big Kings Pass).
  • Big Lost Labyrinth has been added as a 8 player map in custom lobbies (formerly Big Kings Pass).
Free Enter Mordex Avatar - This Week Only
  • If you log in this week, the Enter Mordex avatar will be automatically placed in your inventory. Tell your friends, and thanks for playing!
Dodgebomb Improvements
  • Now deadlier! Dodgebomb bombs have added 40 variable impulse compared to other game modes.
  • Dodgebomb map art has been updated. Goodbye placeholders, hello glorious art.  
  • The four player version of the Dodgebomb Map now uses the larger platforms from the 8 person map. Level bounds has been brought in a bit to better center gameplay and provide ever so slightly more risk to the outer platforms.
  • Dodgebomb Bombs now fall to the ground after spawning instead of spawning directly on each platform.
Twitch Account Linking
  • In the account menu you can now link your Brawlhalla account to Twitch!
  • You can choose to have your Twitch account linked on the official Brawlhalla rankings page. To turn this on enter /twitchshow in any Brawlhalla game chat box. To turn it off enter /twitchhide.
  • More features will be coming soon!
User Interface
  • The main menu has been upgraded with new organization, new sub menus and new art.
  • Camera slightly adjusted so it will spend less time zoomed out during matches.
Test Features
We’ve heard your feedback, and are introducing a new change into Test Features this week to address overly passive playstyles. While we’re not sure if the values are spot on, we think this is a good direction to try, and are looking forward to hearing back from you. Let us know what you think!
Added to Test Features
  • If a player touches the wall 7 times without touching the ground, they will Wall Slip.
  • Wall Slip locks the player into a slip animation for 23 frames.
  • Once a player has Slipped, they no longer regain jumps or Recover on wall touch until they land on the ground.
Clash Normalization
Clashes largely occur when two players make good decisions at the same time. Certain moves can result in far less Damage or Force than intended or far more Stun than intended when they're not able to play through, resulting in an unfair trade. We’ve normalized the effect of clashes to better balance the outcome for both players.
  • When two moves clash, the same Damage and Force is applied to both players, replacing the normal hit.
  • When two light attacks clash, this is a hit dealing 10 Damage, 20 Variable Force, 60 Fixed Force, 25 Stun.
  • When two Signatures clash, the hit deals 20 Damage, 50 Variable Force, 80 Fixed Force, 25 Stun.
  • Direction of Force is based on relative position rather than the normal hit and players will always be knocked away from each other.
  • Reminder: Heavy attacks out prioritize light attacks. In the case of a clash between a light attack and a heavy attack, the heavy attack wins without a clash.
As the next major Circuit event, CEO Dreamland, draws near we have some adjustments to complement the recent Season changes. A number of older weapons that were altered for increased string potential in their ground kits have had some fine tuning to better accomplish that goal, while some of the currently dominant weapons have had the dodge windows in their strings slightly opened up. There are also a number of damage and force adjustments to balance the risk/reward factor for weapons such as Blasters, Spear, and Gauntlets. This patch marks the balance lock for CEO Dreamland on April 14-16, and we look forward to seeing all the competitors push these changes to the limit!
The Sword has received some increased stun on both of its grounded string starters, as well as a more reliable setup location from Side Light. Sword users should find increased pressure during on-stage play in the form of tighter windows between subsequent attacks.
  • Sword Neutral Light: Increased Stun from 20 to 22.
  • Sword Side Light: Increased Stun from 14 to 15; Lowered angle of Force; Increased Force of final hit from 0 Variable/75 Fixed to 0 Variable/80 Fixed.
The Hammer has also  received a better setup location from knockback and stun on its Side Light, affording Hammer users a better transition to continued pressure on the ground.
  • Hammer Side Light: Increased Stun from 23 to 24; Decreased Force from 5 Variable/75~55 Fixed to 5 Variable/56~30.
The Blasters have had their potential reward curtailed by opening up the dodge windows off of a Down Air hit. The damage has also been reduced on the Neutral Light, as it can provide quick coverage and serves as one of the usual followups to the Down Air.
  • Blasters Neutral Light: Decreased Damage from 21 to 19.
  • Blasters Down Air: Decreased Stun from 18 to 17.
Rocket Lance
The improved ground string starter, Down Light, has had some adjustment to better fit this role in the form of better stun and a closer setup location for followup attacks. The Recovery attack now fires off slightly faster, to perform more reliably in general gameplay, as the increased movement speed from the Season changes negatively impacted its stationary startup.
  • Rocket Lance Down Light: Increased Stun from 22 to 23; Decreased Force from 4 Variable/45 Fixed to 4 Variable/35 Fixed.
  • Rocket Lance Recovery: Decreased Minimum Charge time from 14 to 12.
The Spear has had some dodge windows opened up off of its string starters with greater coverage/range, namely the Side Light and Neutral Air. The Side Air has also had its force reduced to be more in line with other similar attacks, resulting in slightly reduced KO potential until later health values.
  • Spear Side Light: Decreased Stun from 21 to 19.
  • Spear Side Air: Decreased Force from 43 Variable/45 Fixed to 40 Variable/45 Fixed.
  • Spear Neutral Air: Decreased Stun from 24 to 22.
We have reduced the force on some of the Gauntlets edge-guarding tools to reduce their off-stage threat to healthier levels, allowing more chances to recover when playing against them. The Neutral Air has also had a minor stun reduction not only to reduce off-stage threat, but also to open up some dodge windows in certain strings.
  • Gauntlets Neutral Air: Decreased Stun from 20 to 19.
  • Gauntlets Side Air: Decreased Force from 40 Variable/55 Fixed to 37 Variable/55 Fixed.
  • Gauntlets Ground Pound: Decreased Force from 48 Variable/48 Fixed to 44 Variable/43 Fixed.
Landing a Down Air on stage now provides a better setup for subsequent attacks due to increased stun and decreased force when hitting a surface. The normal aerial shot remains unaltered at its current force and stun values.
  • Bow Down Air: Increased Stun of mid-range ground hits from 19 to 22 and Stun of close-ground hits from 23 to 24; Decreased Force on ground hits from 42 Variable/50 Fixed to 38 Variable/45 Fixed.
We have opened up dodge windows for a few Scythe strings to allow a better chance of escape. To compensate, the damage has been increased on the Side Air, as it is primarily a standalone attack. The Recovery has had its power brought in line by reducing the force and softening the angle of knockback to allow more chances for the target to recover back to the stage, as well as decreasing its effect on-stage.
  • Scythe Neutral Light: Decreased Stun from a range of 21~17 to a range of 20~16; Increased Recovery on miss from 1 Fixed/19 Variable to 3 Fixed/19 Variable.
  • Scythe Neutral Air: Decreased Stun from 23 to 22.
  • Scythe Side Air: Increased Damage from 15 to 16.
  • Scythe Recovery: Decreased Force from 44 Variable/62 Fixed to 40 Variable/55 Fixed; Softened the angle of Force to be less steep.
To aid in grounded string potential, the Side Light is now a more consistent setup attack until the target is at orange levels of health, while the Down Air now has a minor frame advantage when landing the attack on-stage.
  • Katars Side Light: Decreased Force from 23 Variable/33 Fixed to 18 Variable/33 Fixed.
  • Katars Down Air: Increased Stun on a ground hit from 8 to 10.
We have mildly increased string potential for the Axe kit with extra Stun on the Down Air and the Neutral Air for more reliable followup attacks when landing either. The Down Air on stage can now more reliably be followed by a Down Light, and the Neutral Air by a gravity-cancel attack or Side Air.
  • Axe Neutral Air: Increased Stun on soft hit from 27 to 28.
  • Axe Down Air: Increased Stun from 17 to 18.
Bug Fixes
  • Fixed a bug where a controller could get double inputs if it was connected after the game client was launched but before it finished loading the game files.
  • Fixed a bug where players using Multikeyboard could not bring up the pause menu during replays.
  • Fixed a bug in Strikeout, Switchcraft, and Dodgebomb where the HUD wasn't flashing a -1 when a player lost a life like it does in Stock.
  • Ragnir Neutral Axe: Fixed a case where the target could be dropped before the final hit. (Credit: Dobrein)

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March 22

2.53 Patch Notes - Imperial Chest, UI Improvements and More!

Welcome to Patch 2.53! We have a number of new items, user interface improvements, controller support, multikeyboard improvements, and bug fixes in this patch. While you enjoy this week we’re working hard on preparing Mordex and a number of other huge updates to next week’s patch! Don’t forget to swing by our Dev Streams on Tuesday, Thursday, and Friday at 1PM ET on to get a preview on what’s coming up with Brawlhalla.

  • Imperial Chest is now available to open in Mallhalla with three exclusive skins.
    • Death Adder Hattori
    • Warrior Spirit Kor
    • Yakuza Koji
  • Space Dogfighter Vraxx - “The lore is strong with this one.”
  • Dark Heart Scythe - “The harvest has begun.”
  • Bragnarok East Avatar -  “Brawlhalla: 1514. PAX East: 295. Stock count enshrined!”
Gameplay Improvements

We've heard feedback from several players asking us to reconsider the loss of mobility when a dodge is canceled into a wall. Movement from the dodge has been added back.
  • When a dodge is canceled on wall collision, it now keeps the movement of the dodge and only loses invulnerability.
Animation Improvements
  • Adjusted Teros Down Axe charge up pose to improve individuality and identification when compared to his other Axe signatures.
  • Animation adjustments to Teros Down Axe Sig.
  • Smoothing adjustments to Vraxx Select Screen animations.
User Interface
  • Main menu now retains cursor memory instead of always resetting back to the "Online" option.
  • Casual online options view has been updated to a new visual motif.
  • Updated the Report Bug screen to include a link to the Brawlhalla support website (
  • Main menu button options and tiles scaled up to better fit the empty space in the initial main menu view.
  • The scoreboard screen at the end of online games now shows your room number.
  • Updated UI menu background art to closer match the original aesthetic.
Controller Support
  • Dual analog controllers with sticks that click (e.g., Xbox and Playstation controllers) can now frame step in Training Mode and Replays.
    • Clicking both sticks at the same time will pause/play.
    • Clicking the left stick while paused will step back.
    • Clicking the right stick while paused will step forward.
  • The old way of frame stepping with a controller in replays will also still work (right stick up or down to pause, right stick left to play backwards, right stick right to play forwards).
Multikeyboard Support
  • Chatting now works properly with Multikeyboard enabled.
  • Added frame-stepping support for Multikeyboard (same as normal: F5 step back, F6 step forward, F7 play).
New Legend Rotation

This week’s Legend Rotation features Ada, Asuri, Azoth, Cassidy, Scarlet, and Wu Shang.
Bug Fixes
  • Fixed missing color swaps on Darkheart weapon set.
  • Fixed bug where screen shake was too intense on a thrown Proximity Mine hit.
  • Fixed a bug where resetting your keyboard controls while in Training mode would leave you unable to use the frame stepping commands.
  • Fixed a bug where colors were not always what you'd expect when either switching from teams to FFA or when switching to or from Strikeout/Switchcraft to another mode where you select only one Legend.
  • Fixed a bug where the camera would lock to the top of the screen instead of centering itself when playing a fixed camera game mode (Catch Bombs Training, Bombsketball, DodgeBomb, etc) with a screen ratio that is wider than 16:9.
  • Fixed a bug in training mode where any gadget given to a bot could not be picked up by the player if they knocked it out of the bot's hands.
  • Fixed a bug where the host of a game that forces teams on (e.g., Brawlball) could never start the game if his or her team had one fewer player than the opposing team.

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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

“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.”

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

  • 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

Mac OS X
    • Memory: 1 GB RAM
    • Storage: 200 MB available space
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • OS: 10.7
    • Memory: 1 GB RAM
    • Storage: 400 MB available space
    • Additional Notes: Please note it will not work on 10.6.8.
    • Memory: 2 GB RAM
    • Network: Broadband Internet connection
    • Storage: 400 MB available space
Customer reviews Learn More
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Very Positive (41,317 reviews)
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