Indie Game Battle is a multiplayer fighting game for up to 8 players inspired by the Super Smash Bros series. However, IGB features indie characters instead!
User reviews:
Positive (18 reviews) - 83% of the 18 user reviews for this game are positive.
Release Date: Oct 29, 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?

“Indie Game Battle will remain in Early Access for now since it's in an early state. Nearly anything can be changed in the future with coming updates.
In addition to this, we also plan to add lots more content to game in form of characters, stages, game modes, and more. So the current product doesn't necessarily represent what the game may look like later on.”

Approximately how long will this game be in Early Access?

“We're not sure how long indie Game Battle will be in Early Access, but we hope to move on as soon as we have enough good content to show for the game. So we'll try to move out of Early Access as early as possible, but we don't have a specific amount of time set for it and we won't move out before it feels ready.”

How is the full version planned to differ from the Early Access version?

“The full version will mainly have more content. Which means more characters, stages, gamemodes, etc. But pretty much everything gets improved where possible, and this can already be seen when compared to older builds of the game.”

What is the current state of the Early Access version?

“The Early Access version is in a pretty good state, but it doesn't have all the content we promise to deliver. We'll work towards fixing this as the game progresses.”

Will the game be priced differently during and after Early Access?

“No, Indie Game Battle will stay the same price even after leaving Early Access.”

How are you planning on involving the Community in your development process?

“The community is the biggest source we have for feedback. We especially need the community's help to balance the game's characters through balance patches. The community can also help suggest future additions to the game, and we'll try our best to listen to everyone.”
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Recent updates View all (169)

November 30

V2.0 Gameplay

Hey everyone!

I recorded some gameplay of the coming v2.0 update recently. As I detailed in the last post, v2.0 changes a lot of physics and makes thing way less floaty. Also in turn results in higher speed as well. There's more than that of course, as I talked about some other stuff as well, but those are probably the biggest things as well as the most noticeable.

But as mentioned, I've recorded some footage of the update, so I'll share it with you guys so that you can get a taste of the coming improvements. Here's a GIF:

And here is the full video! The GIF is taken from the end of the match:

EDIT: More videos!

Anyhow, I hope you guys like the look of the coming update. May still be a little while until it comes, but until then video footage will hopefully be close enough.


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November 27

Info about v2.0

Hey everyone!

This is just a small update I wanted to write, as I've actually been working a bit on IGB again. Just gonna say a little bit about how v2.0 changes the game, as there's quite a few changes to the overall gameplay.

First off, gravity and fall speeds are a lot higher than before. We have seen complaints that the game was floaty and we decided to take it to heart!
So, all characters now have a higher maximum fallspeed than before, and they also have higher gravity. This means that the max fallspeed they can reach is obviously higher, and the stronger gravity means all characters will reach the max speed faster as well.
A notable effect of this is that some recovery moves (up specials) are a bit weaker than before due to the higher gravity. We'll rebalance anything that is needed, but slightly weaker recovery moves is also part of the plan with this. We'll just rebalance it a bit if anything turns out to become a bit too weak.

We've also added something called jumpsquats. This is basically a very quick animation before a jump, where the character sort of gets ready for the jump. Think of it as crouching for a brief moment before jumping.
There are some new techniques you can do with this actually... With all that said though, jumpsquats do delay your jump a little bit, so jumping isn't instant anymore. However, it is only for roughly 3 frames (0.05 seconds), so you won't feel much difference with speed.
The main idea with jumpsquats is more controlled shorthops, but also that it gives the movement a bit more weight to it.

I've also changed airdodging a bit, so it has a bit less invincibility frames than before. Directional airdodge (wave) is also much stronger than before. Not much more distance, but it does have a lot more speed to it, so you can use it better to wavedash and such, but also to move in the air in general. We do intend Wave airdodging to be part of competitive play for the game, so it opens up a lot of possibilities if you can use it correctly.

Knockback growth is also higher than before. So a lot of moves may kill earlier than before, and characters will fly faster when launched.
And on the topic of hits, a lot of effects have been tweaked a bit. There is now less screenshake when moves hit. This is so the effect can be more subtle, and not so disruptive. As we don't want too much screenshake, as it may confuse players and make it hard to see what's going on.

Lastly, air acceleration is a bit reduced. You can still swap direction in the air pretty quickly, and airspeed isn't any lower, but it accelerates a tiny bit slower so that you can't swap directions as easy (even if it's still easy).

V2.0 is also going to add new characters and possible more as well, so this stuff is just a bit of what else is being done. We're currently testing a lot of this new stuff. We may record gameplay as well, so stay tuned!


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About This Game

Indie Game Battle is a multiplayer fighting game for up to 8 players inspired by the Super Smash Bros series. However, IGB features indie characters instead, and the game is open for all suggestions!

We've all seen other Smash Bros-like games before. So what makes Indie Game Battle stand out?

Indie Game Battle plays much like our very own version of Smash Bros. However, some core differences are the team-based gameplay, the status effect system, and the PP meter.

IGB is intended to work especially well with team battle, which few other Smash Bros or Smash Bros-like games have put the same amount of focus upon. It works just as well with free for all and 1v1 matches, but some movesets and mechanics are designed to work in teams and create new strategies you may not see elsewhere. If you believe team battles aren't popular enough in other games, IGB could be the game for you!
The PP meter decides how much you can use certain moves on some characters, and the bar will refill over time. Maybe the move is especially powerful and therefore uses the PP bar to simulate a cooldown? Some characters depend on having PP left for using some of their moves. Using this wisely can win you the battle!
The status effect system makes Indie Game Battle more based around strategy. Sometimes, only hitting your opponent enough isn't the best strategy to beat them. Some characters can cause fire damage, poison opponents, drain them of the PP they need to use certain moves, slow down their movement speed, and more. Making your opponent disadvantaged and exploiting their weaknesses can turn a battle around!

We aim to interact with our community as much as possible. All suggestions will be considered, and we never ignore ideas! Anyone interested in the project can feel free to message us about their ideas whenever. if achievable, you might be lucky enough to have your ideas accepted.

Indie Game Battle is a game we want to continuously support and update for as long as possible in the future. We do not have set goal of content for the game for this reason, but we can guarantee that it will continue to grow for a long time as new characters, stages, modes, etc are added to the game.
Right now, the game consists mostly of smaller indie games and less known developers. But we hope to get bigger names into the game in the future if possible, too!

Some features

  • IGB features lots of playable characters from various indie games. Each character has their own unique moveset and special moves. Later on, we aim to have a roster of 60 characters or above, too!
  • Over 10 stages to fight on. Each stage has a different design, different music, and different hazards.
  • Various gamemodes. Right now the game only has one, but later we expect to add several more to keep the game fresh!
  • Lots of settings! You can tweak settings to suit the way you prefer to play the game. Turn off healthbars or the damage percentage if you wish, toggle super attacks on/off, enable damage text, and more. You can even toggle things like stage hazards on/off, too!
  • Competitive mechanics such as wavedashing, l-canceling, and more to discover!
  • A story mode, featuring levels from the games involved! The story mode will come in a later part of development once we got the base game working best possible!
  • Lots of third party indie games! IGB includes the games we at Blob Games Studio are developing ourselves, but lots other indies can join in, too!

Are you an indie developer? If so, feel free to contact us if you'd like to see your own characters in IGB. Maybe you'll be lucky! If you aren't a developer, you can always suggest a game, too!

System Requirements

    • OS: Windows XP
    • Processor: Dual Core
    • Memory: 2 GB RAM
    • DirectX: Version 11
    • Storage: 1 GB available space
    • OS: Windows 7
    • Processor: Quad Core
    • Memory: 4 GB RAM
    • DirectX: Version 11
    • Storage: 3 GB available space

What Curators Say

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Positive (18 reviews)
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