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!
Recent Reviews:
Mostly Positive (1,950) - 74% of the 1,950 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (53,554) - 85% of the 53,554 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 (208)

October 11

Patch 2.81 - New Charity Taunt, Game Balance, Bug Fixes and More!

Welcome to Patch 2.81! In this patch we’re adding a new taunt with all proceeds going directly to charity drive Quest For The Cause. We’re also adding new skins for Mirage and Barraza, animation adjustments, networking improvements, balance improvements, and more! This balance patch is the last before the Brawlhalla World Championship taking place November 3-5 in Atlanta. We can’t wait to see the best players in the world compete, and to meet all of you at BCX. Enjoy the patch!

  • Be a Hero! - All proceeds from this taunt will be donated to video game charity drive Quest For The Cause.
  • Shark Heart Barraza  - “Even the post-apocalypse has a water level.”
  • Freestyle Mirage - “Malik Forté Champion of SXSW Skin in the Game -3/18/16”
Brawl of the Week - 3v3 Teams!  
  • 3v3 Teams
  • 3v3 Mapset
  • Friendly Fire OFF
  • 3 Stocks, 8 Minutes.
New Tutorials!
  • There are now Brawlhalla tutorials!
  • You can find the tutorials in the “Offline Play” category.
  • Each tutorial provides gold rewards on completion.
Community Request
  • Improved color-fixing logic for the Friendly 2v2 and Brawl of the Week queues so that your opposing team is less likely to be defaulted to generic red or blue team if possible.
  • If you choose any red or blue team color and end up on that team (which will always happen unless the queue is Brawlball or another game mode that forces color based on side), there is no longer a chance that it will change which version of that team color you have.
User Interface
  • Pressing directional keys will no longer close the login bonus screen.
  • Matchmaking lobbies will now use the crown icon to indicate the lobby leader like Custom Online games do.
  • Minor adjustment to the Ready pose when unarmed.
  • Minor adjustments in the Spear Recovery, Spear Side Air, Scythe Neutral Light, Scythe Side Air, Scythe Jump, Mirage Neutral Scythe and Side Scythe Signatures to prevent certain limbs from coming off on certain skins
  • Layering tweak to Barraza's Neutral Axe Signature animation where his shoulder would pass over his face in a weird way
Controller Support
  • Added controller support for Mad Catz FightStick Alpha PS4 for Windows.
  • Added Windows support for PS Bluetooth Gamepad.
  • Continuing iteration on lag compensation algorithm. Previous iteration favored best a little too greatly causing jitter to be more noticeable. This should be smoother and result in less pops. As with every iteration, let us know how it feels!
Competitive Mapset
We are currently evaluating the ranked/tournament map pool and will be making a decision within the next week. We'd love to get your feedback as well so please let us know your thoughts on the current Ranked 1v1 and Ranked 2v2 map pools. Thanks!

We have a number of adjustments this week following the conclusion of the Regional Qualifiers, aimed at increasing the power of augmenting grounded kits effective range when coupled with a dash to better hunt down airborne opponents as they return to the platform. To this end, we have slightly increased the speed bonus certain key powers gain when performed during a dash for kits whose ranges would often fall short. We have also included adjustments to the Directional Influence allowed when struck by duplicate powers to further assist players in escaping repetitive team combos. As the Brawlhalla World Championship remains just a few short weeks away, this is the landscape in which players will compete for the prize.  Practice well, and we look forward to seeing you all at BCX on November 3rd-5th!
  • Directional Influence: Increased the amount a player can change the direction of Force applied to them when hit by two of the same power without leaving stun; Powers with no Variable Force now qualify for DI.


We have pulled some of the strength and coverage of the Ground Pound in order to bolster the role of Side Light as a gap closer. Players will find more reliable counterplay to the Sword’s Ground Pounds with its more focused coverage, as it could previously threaten multiple dodge paths off-stage and prove difficult to combat. Now Sword users can threaten more effectively when rushing down an opponent as they land, or when poking from neutral game, given the extra boost this attack gains from a dash.
  • Sword Side Light: Slightly increased speed bonus gained from dash.
  • Sword Ground Pound: Decreased Force from 50 Fixed/44 Variable to 50 Fixed/42 Variable; Slightly decreased horizontal coverage.


We have shifted some strength between two of the Hammer’s more utility based attacks; the Side Light and the Down Air. The Side Light has gained extra speed from a dash, while gaining additional knockback for more varied exchanges as a battle progresses. The Down Air has taken some of this reliability in the form of slightly increased Damage and Force to bring this attack in a more fitting range with the rest of this heavy weapon’s kit.
  • Hammer Side Light: Slightly increased speed bonus gained from dash; Increased Force from 56~30 Fixed/5 Variable to 56~30 Fixed/8 Variable; Increased Recover time on miss from 0 Fixed/23 Variable to 1 Fixed/23 Variable.
  • Hammer Down Air: Increased Damage from 15 to 16; Increased Force from 50 Fixed/42 Variable to 50 Fixed/43 Variable.

Rocket Lance

The Rocket Lance has proven to be a considerable force in the current landscape, and we have shifted some power within the kit to open up more avenues of counterplay, bring damage output in line with other similar kits, as well as afford some quality of life improvements for the user. The Side Light is a very strong tool, leading into a number of possible followups, although the choice and difference between these options was underwhelming. We have made these followups require better execution from the user both in timing and in awareness. The height of knockback now changes as damage increases, resulting in more reliable access to the Down Air at low damage ranges, the Side Air at medium ranges, and the Recovery at high damage ranges. The Neutral Air provides a fairly consistent followup, although with less reward than the others as its Stun and Damage have been trimmed, along with a shorter Hit Window. This opens up more dodge avenues for those fighting against the Lance, while also affording a snappier response to the user when aimed correctly.
  • Rocket Lance Side Light: Decreased Stun from 18 to 13; Changed Force from 48 Fixed/0 Variable to 35 Fixed/20 Variable; Slightly increased speed bonus from dash; Increased Recover time on miss from 1 Fixed/14 Variable to 4 Fixed/14 Variable; Decreased Damage from 12 to 10.
  • Rocket Lance Neutral Air: Decreased Damage from a range of 18~21 to 17; Sped up Hit Window from 14 to 12; Increased Recover time on miss from 3 Fixed/17 Variable to 4 Fixed/19 Variable; Decreased Stun from 30 to 28.


Users had been struggling to land the Blasters Recovery, as the slower acceleration could be difficult to aim at overly evasive airborne opponents. We have traded some of the damage in favor of a quicker response and greater degree of utility for this power.
  • Blasters Recovery: Sped up Time to Hit from 11 to 10; Decreased Damage from 25 to 22.


The Spear’s main approach tool, the Side Light, was often falling short of opponents when attempting to catch their landing. We have increased the speed bonus from a dash for more reliable pursuit while the Spear user controls the ground.
  • Spear Side Light: Slightly increased speed bonus gained from dash.


Similar to the other kits listed in today’s patch, the Katars have received a needed boost in effective range during a dash, at the expense of some minor recover time on miss to keep the risk in line with the potential reward.
  • Katars Side Light: Slightly increased speed bonus gained from dash; Increased Recover time on miss from 1 Fixed/16 Variable to 2 Fixed/16 Variable.


The Side Light has shifted some of its power into the Down Light, trading some Stun for more reliable followups after a Down Light. The Side Light’s knockback has been altered as well, resulting in gaining more stage control when landing this attack. The Down Light serves as a quick gap closer, and has received an additional boost from dashes.
  • Bow Side Light: Changed Force from 52 Fixed/0 Variable to 45 Fixed/10 Variable; Slightly lowered angle of knockback; Decreased Stun from 19 to 17.
  • Bow Down Light: Decreased Time to Hit from 16 to 15; Increased Recover time on miss from 2 Fixed/20 Variable to 4 Fixed/20 Variable; Increased Stun from 17 to 19; Slightly increased speed bonus from dash.


The Axe is a weapon with large, active swings that have proven to be slightly too oppressive in their duration of coverage. We have shifted some of those Hit Windows into additional Recover time for powers such as the Neutral Light and Ground Pound, while the Side Light and Down Light have had their uses and focus more clearly defined. The Down Light previously covered too much area in front of the user for such a reliable anti-air, so we have brought in its coverage on the ground for greater counterplay. The Side Light serves as the Axe’s approach tool, and has slightly increased speed during a dash at the cost of shifting away from grounded followups at earlier damage ranges than before.
  • Axe Neutral Light: Sped up Hit Window from 11 to 10; Increased Recover time on miss from 2 Fixed/9 Variable to 3 Fixed/9 Variable.
  • Axe Side Light: Slightly increased speed bonus from dash; Increased Recover time on miss from 5 Fixed/10 Variable to 5 Fixed/12 Variable; Increased Force from 72 Fixed/8 Variable to 72 Fixed/12 Variable.
  • Axe Down Light: Reduced coverage directly in front of the user.
  • Axe Ground Pound: Sped up Hit Window on ground collision from 6 to 3; Increased Recover time from 1 Fixed/22 Variable to 4 Fixed/22 Variable.


As a shorter range kit that has some built-in movement, yet little to no safety in coverage, the Gauntlets rely on general movement to get into position during combat. We have slightly increased their ability to use some of the kit’s built-in movement when approaching from a grounded position, with both the Side Light and the Side Air seeing increased dash speed bonuses.
  • Gauntlets Side Light: Slightly Increased speed bonus from dash.
  • Gauntlets Side Air: Increased speed bonus from dash.


Scythe users will find greater effective range from the Down Light, as it has gained slightly increased speed during a dash, aiding in catching slippery opponents. The Neutral Light has gained slightly increased reward for slightly greater risk when used unsuccessfully, as it is an excellent anti-air, as well as followups to a number of other powers. In similar fashion, the Ground Pound has had some of its power shifted as well, resulting in less Force and a shorter Hit Window, allowing for both a faster return of control as well as more clear and reliable avenues of escape for opponents who respond appropriately.
  • Scythe Neutral Light: Increased Recover time on miss from 3 Fixed/21 Variable to 3 Fixed/23 Variable; Increased Damage from 11 to 12.
  • Scythe Down Light: Increased speed bonus from dash; Increased Recover time on miss from 0 Fixed/16 Variable to 2 Fixed/16 Variable.
  • Scythe Ground Pound: Decreased Force from 65 Fixed/38 Variable to 65 Fixed/35 Variable; Sped up Hit Window from 8 to 7.


There are several Legends with one or two Signatures that stand too tall above the rest of their kit, and so we have shifted some power from those Signatures into their lesser used or weaker attacks. Notable changes include less coverage on Vraxx’s Neutral Lance for greater counterplay from grounded opponents, greater Recover time for Roland’s Down Sword as it could prove extremely difficult to find an opening, and pulling some of the strength from Asuri’s very threatening Neutral Katars in order to bolster the weaker Side Katars.
  • Vraxx Neutral Lance: Decreased Damage from 37 to 34; Reduced lower coverage, resulting in no longer striking grounded opponents.
  • Vraxx Down Blasters: Increased Damage from 22 to 25.
  • Sir Roland Down Sword: Increased Recover time from 16 to 20.
  • Sir Roland Neutral Sword: Increased Damage from 20 to 23.
  • Asuri Neutral Katars: Decreased Force from 55 Fixed/57 Variable to 55 Fixed/52 Variable.
  • Asuri Side Katars: Increased Damage from 20 to 23.
  • Ragnir Side Axe: Increased total Recover time on ground collision from 17 to 20.
  • Ragnir Down Katars: Increased Damage from 21 to 23.
New Legend Rotation
This week’s new Legend Rotation features Orion, Sentinel, Brynn, Koji, Nix and Caspian.

Bug Fixes
  • Fixed a bug in Couch Mode where if a controller got disconnected while Striking Maps, the game leave you in a state where you couldn’t finish or back out of striking.
  • Fixed a rare bug where inputs could get mapped to two functions when setting controller bindings. If you were affected by this bug, reset your bindings and redo them to fix it.
  • Fixed a bug where in 8 player games where the KO streak notifications ('Dominating', 'Shutdown', etc) would still appear in the center of the screen even though the Broadcast has been moved over to the left side of the screen.
  • Fixed some powers that did not correctly register qualification for DI.
  • Fixed a bug causing weapons delivered by a sidekick horn to be stuck playing an animation loop when delivered out of camera bounds.
  • Fixed a bug where clicking both thumb sticks during the match preview screen in training mode could put the game into frame-stepping mode, which would just look like the game froze.
  • Fixed the P5-P8 roster selection icons from showing outlines of other numbers.
  • Fixed bug causing multiple audio sounds to stack when button mashing on a given frame
  • Fixed a bug that could occur in team Matchmaking lobbies with two players on different computers where if the leader backed out into spectating and quickly then rejoined the lobby, the game could get in a state where neither player could select the team color.
PlayStation 4
We’re aiming to patch PlayStation 4 to this patch tomorrow, Thursday the 12th of October. We’re getting very close to the end of Closed Beta on PlayStation 4 and will have more news soon!
43 comments Read more

October 4

Brawlhalla Patch 2.80!

Hello and welcome to Patch 2.80! In this patch we’re adding new skins, the Sandstorm Chest, a brand new Brawl of the Week, controller support, gameplay improvements, and bug fixes. We’ve been hard at work behind the scenes on the new Cannon weapon and Legend that we’re aiming to release soon! Enjoy the patch, and we’ll see you in Brawlhalla.
  • Roland the Victorious - “Are you not entertained?”
  • Cryptomage Diana - “Scanning the streets of Miami Dome for rogue AI.”
  • The Sandstorm Chest is now available! The Sandstorm Chest is packed with 18 skins including three chest exclusive skins: Anubis Mirage, God King Teros, and Amun-Raza.
Brawl of the Week - Team Strikeout!
You and a teammate each pick your best 3 Legends and face off against an enemy team. Three Stocks for each player, run through your list of Legends as you lose Stocks. KO all Legends on the enemy team to win!
  • 2v2 Mapset
  • Friendly Fire OFF
  • 8 Minute Timer
  • 3 Legends. 3 Stocks.
Controller Support
  • Added Mac support for XBox One S controller.
  • Added support for the Buffalo Classic usb gamepad for Windows.
  • Grabs - In Team games where Team Damage is on, attacks with grab properties will favor grabbing players who are not on the same team as the grabbing player.
New Weekly Legend Rotation
This week’s new Legend Rotation features Artemis, Barraza, Yumiko, Queen Nai, Sir Roland, and Wu Shang.
Bug Fixes
  • Fixed a bug in friendly 2v2 where the matchmaking could possibly put you on the wrong servers.
  • Fixed an arm that would disappear during Diana's Neutral Bow signature.
  • Fixed a typo in the new dash helpful hints. (Credit: SydBarrett)
  • Fixed a crash when opening the Games List Filters and closing them.
PS4 Progress Update
We are in the middle of one final full cert pass right now. Once that is completed, we'll be able to keep PS4 on a more regular patch cycle. We’ll be coming out of Closed Beta on PS4 very soon, so stay tuned for more news about Brawlhalla on PS4. Thank you for your patience while we work through this process!
56 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
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