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:
Very Positive (2,942 reviews) - 84% of the 2,942 user reviews in the last 30 days are positive.
Very Positive (48,761 reviews) - 87% of the 48,761 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 (195)

July 19

Patch 2.69 - Camera Options + Dash in Test Features!

Welcome to Patch 2.69! In this patch we add camera options, the new dash mechanic goes into test features, plus new skins for Wu Shang and Hattori arrive in Mallhalla. We are working hard to get the dash mechanic in a good place, and  eagerly anticipate your feedback. Enjoy the patch!


  • Djinn Wu Shang - “Your Wish is his KO”
  • Kabuki Hattori - “Deadliest actor on the stage.”
  • The Summer Championship 2017 Pack is live on Steam! This limited-time pack is available until August 2nd, and includes an animated Avatar, Rocket Lance Weapon Skin, and 300 Mammoth Coins. - Get it before the Summer Championship begins!
New Brawl of the Week
  • Brawl Together - 2v2 Casual Queue
  • Queue solo or as a team!
  • Casual 2v2 ruleset: No team damage. Three stocks. Eight minute timer.
Graduated from Test Features - Camera Changes

We really like how the “Action Camera” in Test Features both shows more detail in the characters and makes the game more entertaining to spectate. It has graduated from Test Features to a System Setting. While it is not the default option now, the goal is for it to become the default option later down the road, but we’re giving people a chance to lock themselves into the old camera before the change is made.

A new Camera Mode setting has been added to the System Settings. Options:
  • Default: A temporary option that simply points to the “Classic” Camera Mode.
  • Action: The new camera that gets in closer and spends less time zoomed out.
  • Classic: The old camera that’s been in place since Alpha.
  • Fixed: The camera starts with the whole level in view and doesn't pan or zoom.
Added to Test Features - Dash

Dash is still in a very early state. Animations, fx, and sounds are placeholders. There are a number of changes to moveset balance, the Speed stat, and existing mechanics like Dodge that may be needed before it can graduate to Ranked.

However, it's something that many players have wanted for a long time, so we're putting it in test a little early to get the conversation started on how it affects play and what needs to change to ensure that impact is positive.

The primary goals of Dash are:

- Adding depth to the neutral game by giving tools for approach and footsies that don't rely on invulnerability.

- Making a player on the ground more dangerous to a player that's airborne.

- Implementing a system where we can more strictly limit its use for avoiding combat without making general movement in the game feel worse.

- Making the edges of the stage more meaningful so that a player who has to take to the air in a runaway situation feels like they're forfeiting some map control and can be more easily be caught up to.

- Creating room to pull some power, mobility, and complexity away from Dodge.

It's unlikely that we're fully accomplishing all of these, but please let us know if you see ways to improve the feature or if you notice it creating new problems.
  • Dash is a burst of speed with no invulnerability frames that can be performed by pressing down or down-diagonal and Dodge while standing on the ground.
  • Forward Dash has a low startup and no recover so you can jump or attack as soon as you start moving, but your facing is locked in for a duration. You can hold against the direction of movement to decelerate, but can't turn and attack immediately after a Dash.
  • Dashing in the opposite direction of facing or immediately after a turn is a Backdash that functions differently from a normal Dash. You maintain facing in the opposite direction of movement and the Backdash does have recover time.
  • You can chain Dash and Backdash into each other as much as you want.
  • You cannot chain Backdash into Backdash.
  • Forward Dash can chain into forward Dash, but with a longer startup and reduced speed. Holding run after a Dash will put you in a run state with increased movement speed.
  • Forward Dash can chain into a forward Speed Dodge, but otherwise there’s a delay before dodging after a Dash or dashing after a Dodge.
  • Jumping after a Dash will result in a faster jump that's lower to the ground.
New Legend Rotation
This week’s new Legend Rotation features Barraza, Cassidy, Ember, Kor, Mirage, and Sir Roland.

Bug Fixes
  • Fixed a bug where the left side of the screen had a black line 2 pixels thick where the background failed to reach to right side.

35 comments Read more

July 12

Patch 2.68 - The Last Week of Summer

Welcome to the last week of our the Heatwave event! It’s been three weeks since we began celebrating, but we’re not done yet! In this patch we’re adding an awesome new Brawl of the Week (comes with giant explosive water balloons), two new skins, balance changes, and a number of other fixes. Let us know how your last week of the Heatwave goes!

  • Sobek Ragnir - “Fury of the Nile unleashed on Asgard!”
  • Dawnwalker Cassidy - "Riding into the sunset is the quickest way to find vampires."
Last Week of the Summer Heatwave!
  • Last week for bonus gold, summer skins and heatwave colors. Get ‘em while they’re hot!
Brawl of the Week - Water Bomb Bash!
  • Water Bomb Bash!
  • 6 Player FFA
  • 3 Minute Timer
  • Score the most points to win!
  • Now with giant water bombs!
  • Minor animation tweak to Cassidy's character select.
  • Minor adjustment to Artemis select screen animation FX.

Continuing with your requests from the Forge, we have a few changes for hotly debated powers on some key weapons, such as Spear’s Down Air and Gauntlets Neutral Air, that are aimed at reigning in those that are slightly overperforming expectations, while also lifting the underperforming weapons. The community’s excellent work on Signature feedback has resulted in a continued stream of updates, in both attack interaction and risk/reward. We look forward to your continued feedback that helps shape Brawlhalla!



With discussion largely centering around Spear’s Down Air, particularly with repeated use, we have shifted some of its power into Spear’s other downward aerial attack. Players should find an increased window provided by both a shift in stun and time to hit on the Down Air, as well as delaying its use as a counter-attack after being struck. The rehitboxing has also resulted in reduced coverage that should increase the accuracy required by the user when attacking with a Down Air.
  • Spear Down Air: Rehitboxed to better match the animation, resulting in less coverage near and towards the back of the user; Increased Time to Hit from 10 to 11; Decreased Stun from 13 to 12.
  • Spear Ground Pound: Increased Stun from 17 to 19.


With speed increases to Brawlhalla over time, a couple of lunging attacks have been trailing behind and left wanting for an increased ability to keep up with opponents. We have altered the travel speed of the Side Light to have a softer drop-off, making it more reliable as an approaching attack.
  • Sword Side Light: Softened the speed decrease during the last half of the power, resulting in slightly increased distance.


Similar to the Sword, the Katar Side Light also called for an increase to travel speed. We have updated this power to have a more significant starting lunge to better track down elusive targets.
  • Katars Side Light: Increased the initial burst of speed during this power, resulting in slightly increased travel distance.


Following the requests for Axe Side Light to have varied followup options that shift as the target’s damage increases, we have altered the force of the attack to increase the window during which aerial attacks are viable. Players should find the target left in range for aerial strings at even moderately high damage ranges.
  • Axe Side Light: Changed Force from 20 Variable/54 Fixed to 13 Variable/65 Fixed.


The Gauntlets have received some updates to their hitboxing on two key powers. Both the Neutral Light and the Neutral Air will have slightly shifted coverage that should prove significant during play. The Neutral Light’s stacked coverage has shifted to be more in front of the user, while the Neutral Air has significantly reduced coverage below the user. Both of these should increase the need for proper facing and spacing to land these attacks.
  • Gauntlets Neutral Light: Rehitboxed to better match the animation, resulting in less coverage towards the back of the user, but slightly more coverage in front of the user near the end of the power's duration.
  • Gauntlets Neutral Air: Rehitboxed to better match the animation, resulting in less coverage below and behind the user, but slightly more coverage above the user.


As the Scythe strings have shifted to allow for appropriate dodge windows, there has been a concern over opponents jumping out of those strings without the need to use their dodge. We have shifted some power from the powerful off-stage presence of the Recovery attack in order to bolster the on-stage use of the Side Light. With a lower setup location, players will find followups such as Neutral Light, Neutral Air, or Side Air improved at catching jump attempts.
  • Scythe Side Light: Lowered knockback on the final hit of the neutral version, resulting in certain strings no longer being jumpable, while still being dodgeable.
  • Scythe Recovery: Decreased Force from 40 Variable/57 Fixed to 40 Variable/53 Fixed.


The fire that sprouts from Cross’ feet as he lunges toward the opponent no longer strikes opponents, by popular request. This delays the overall time to hit of the attack by a slight amount, as the active frames now begin with Cross’ flying leap. Players will find an increased need for proper spacing to land this attack, as well as proper facing on startup.
  • Cross Side Blasters: Rehitboxed to better match the animation, resulting in loss of initial hitbox just before the leap.


We have updated Gnash’s Side Hammer to better match the animation, which results in a smaller strike zone when stacked. Players standing stacked or slightly behind Gnash will no longer be struck, requiring target’s to be slightly in front of Gnash or stacked near his front.
  • Gnash Side Hammer: Rehitboxed to better match the animation, resulting in slightly more coverage overhead but less coverage towards the lower back.


Orion’s Neutral Spear has been hotly debated in the Forge, with the overall feedback that it leads to off-stage knockouts too early. We have reduced the Force significantly be in range with other similar powers.
  • Orion Neutral Spear: Decreased Force from 49 Variable/68 Fixed to 46 Variable/64 Fixed.


We have reduced the recover time on Scarlet’s Down Lance to bring the risk/reward better in line with other similar powers. Coupled with the previous change to recover time behavior of this power, the Down Lance is punishable with improper use while not feeling overly stiff in use.
  • Scarlet Down Lance: Decreased Recover time from 0 Variable/20 Fixed to 0 Variable/17 Fixed.


We have shifted some power from Kor’s Neutral Hammer into his Down Hammer, due to Neutral Hammer’s fairly early knockout potential and great use as a followup from Hammer Down Light. The Down Hammer was previously unrewarding compared to its lengthy duration, so we have moderately increased the force for both the ground and air finish.
  • Kor Neutral Hammer: Decreased Force at the start of knockback from 55 Variable/60 Fixed to 52 Variable/60 Fixed.
  • Kor Down Hammer: Increased Force of final hit on the ground from 49 Variable/60 Fixed to 51 Variable/60 Fixed; Increased Force of final hit in the air from 46 Variable/53 Fixed to 48 Variable/54 Fixed.


Val’s Neutral Sword is a reliable anti-air, however it would score knockouts later than most other similar attacks, so we have shifted some power from her versatile Side Sword into the Neutral Sword’s knockout potential.
  • Val Neutral Sword: Increased Force from 55 Variable/70 Fixed to 57 Variable/72 Fixed.
  • Val Side Sword: Decreased Force of the ground version from 55 Variable/65 Fixed to 53 Variable/65 Fixed.


Similar to Val, the reward for landing Yumiko’s anti-air Neutral Bow was sub-par given its relatively thin trajectory and tight hitbox coverage. We have shifted some of the knockout potential from her Side Bow into her Neutral Bow, as well as increased the damage for better reward at all health ranges.
  • Yumiko Side Bow: Decreased Force from 48 Variable/73 Fixed to 47 Variable/73 Fixed.
  • Yumiko Neutral Bow: Changed Force from 55 Variable/73 Fixed to 56 Variable/73 Fixed; Increased Damage from 21 to 23.
New Legend Rotation
This week’s Legend Rotation features Orion, Scarlet, Val, Ragnir, Nix and Yumiko.

Bug Fixes
  • Cassidy Down Hammer: Fixed a case where the target could be dropped before the final hit. (Credit: Snackxs, NoviBliss)
  • Sword Neutral Light: Fixed a case where the target could be dropped before the final hit. (Credit: Meme-Soul)
  • Cassidy Side Hammer: Fixed a case where the target could be dropped before the final hit. (Credit: Jaximus)
  • Fixed a bug that could cause the hit react animation not to play if hit during certain animations.
  • Fixed typo on the Error Screen.
  • Fixed a -multikeyboard bug where the game would crash on the Controls screen if all keyboards AND all controllers were disconnected while the screen was open. It will now close the Controls screen if all devices are removed while it's open.
  • Fixed a bug where the camera would pop at the beginning of matches on certain maps with certain player counts.
  • Fixed memory leaks in the character picker when changing between colors.
  • Fixed bug where sometimes after a disconnect you would get stuck with only the Blue UI Background screen showing.

41 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

“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
Very Positive (2,942 reviews)
Very Positive (48,761 reviews)
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