A fast-paced fighting game where any hit means DEATH! Battle your friends as a vastly diverse selection of characters, experiencing intense combat where every blow earns a kill, and skill reigns supreme. And what's victory without a little dance?
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Release Date:
Oct 26, 2016
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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?

“Blast Brawl 2 is pretty far along! Give it a try, it's a blast!

BUT it isn't "finished." I'm planning on adding more characters, enemies, levels, and gameplay modes. What's in there right now is great, but I want to add more of it!

So, in short: it's in Early Access because I plan to add more content over time!”

Approximately how long will this game be in Early Access?

“My goal is to do updates (hopefully monthly), each including a new character/enemies/levels/gameplay mode/etc. I'm not 100% sure how long it will take to add everything planned, but the goal is for the game to be fully playable and fun during each update.”

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

“There's a number of things I would like to add before I consider Blast Brawl 2 finished:

  • An ADVENTURE MODE, complete with levels and boss fights!
  • More characters!
  • More enemies, with each distinct region having unique opponents!
  • Unlockable outfits!
  • Unlockable alternate movesets!
  • Some additional single-player and co-op challenges!

What is the current state of the Early Access version?

“The game is currently fully playable! There's 7 playable characters, a number of different game modes, and it's balanced, polished, and should be more or less bug-free!

However, as of right now it does not contain any Adventure Mode. The next update should add the first region of that, however.”

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

“Price will not change when Blast Brawl 2 leaves early access.”

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

“I would love to include the community in the development process! I plan to incorporate community feedback into balancing, ideas for new features, and more!”
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Buy Blast Brawl 2: Bloody Boogaloo

 

Recent updates View all (12)

January 2

Happy New Year! (and Planned Updates)

Happy 2018! May all your resolutions be realized! :D



One (of my several) resolutions is to release a few updates this year!

I recently got back from the holidays back in Omaha, and am now back at the grind! 2018 awaits, and I need to make sure it's got a better release schedule than 2017!

Most immediately, I'm planning on getting out the Xbox version of the most recent update ASAP. Then, on to content:

1.3 - The GRIMOIRE Update (March?)
This will be a more conventional update. It will add a new character (the Occultist, a spell-slinging wizard with a TON of options, but who must juggle the cooldowns of her many spells).



I'm also going to do some more AI work in this update, hopefully finish pathfinding stuff for the foreseeable future. I think I'm going to experiment with offloading AI to a separate thread - it should help some of the load on console and if it's stable should be worth the extra hoops I'll need to jump through.



There's also going to be some new skins! I'm going to bang out the "shadow" versions of the playable characters. These are dark twisted reflections, and will be part of some pretty important adventure mode content (plus, I'm going to make these the versions you fight in the Wave Mode levels!)



The final part of this update will be some tweaks to Wave Mode - namely, there will be more arenas, and they will not be endless!

As an example, there will be 5 Wave Mode levels in the city region. The first will be a simple arena like the current one, but if you defeat Wave 10, you beat that arena and unlock the next! (You will also get bonus gold for clearing the stage, with extra for every life you have left!)

The next 3 arenas will be more complex and hazardous, and will end with one of the bosses as the final fight. These will be more challenging, and give greater rewards.

The final stage - unlocked only after defeating all the previous stages - will go to Wave 15, be the most deadly, and throw random bosses at you in addition to many enemies and stage hazards.

Long term, all regions will have this type of complexity with their Wave Mode arenas, but the City levels will get the initial treatment for now.

1.4 - The SEEDLING Update (July?)
After I get the Grimoire update out, I am planning to pump out the actual adventure mode update.

The design of adventure mode has undergone a LOT of revision as I've slowly put parts of it together and, ya know, actually played it. The ultimate conclusion I've come to is that it's going to be "open world lite."

Kind of like a souls game without the leveling or character builds. No static "levels" like in the preview, you just spawn at a checkpoint and try to find your way to another checkpoint somewhere.

The plus side of this is that, after adding the starting content, I can just keep adding on to the game content, like slapping more and more icing on a cake.

I'll talk more about this after I get the Grimoire update out, but the general goal of 1.4 will be to put all the adventure content in that leads up to one of the early bosses.

1.5 (and on) - The ??? Updates (Monthly?)
After getting the core of Adventure Mode, I want to try and get a rolling schedule of adding at least SOMETHING cool to the game on a monthly basis. Even if it's just a single room, or enemy, or character. Hopefully much more than that, but we'll see!

Anyway, that's the plan! I hope you have a good new year - I've certainly got my work cut out for me! :D
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December 20, 2017

1.2.1 - Small Update Released!

Alofa, Toa!

Alas, I've run into some cert issues (I've been having trouble creating an Xbox build due to some config stuff) and I was unable to fix the problem before the submission window for the year ended.

So, the Xbox build is going to be delayed until first thing 2018/ :/

However, rather than have you all miss out on the improvements I put together, I decided to release the update to Steam ASAP! So strap in for a small yet feisty update!



This is a fairly focused release, I basically just got a few things into the build that I had to delay due to the Thanksgiving target date:

RELEASE NOTES:
  • Performance Improvements: Blood splatter code has had one final optimization, it now should be much more responsive on low-end devices!
  • Boss Rumble Enhancements: If you've tried the boss rumble mode, it might have seemed weirdly undeveloped - that's because it was! I have since added more context/structure around the mode, and it plays out as a dark ritual you won't understand yet! :D
  • Boss Art/Gameplay Improvements: I've made a few minor tweaks to the boss gameplay, but I've also beefed up the Corpse Queen and Tunnel Ghoul arenas. They're much closer to what long-term they'll look like!

You'll also see a bit of B҉̸̨͏̸L̵̢Ǫ̨́͘͞Ò̵͢͏͠D̸S̸̢̕͢P҉̢̢̨A͏̢͢C̸̷̷̕͠E̴͟͝.

Which may or may not be a significant thing once I (finally, like damn) get Adventure Mode actually out.

:)

Well, that's pretty much it! I hope you all have a happy holidays! As for me, in addition to heading home for Christmas, I'm already working on the next character - she'll be a doozy, but should be QUITE awesome once done.

I'm excited. :D

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About This Game

A fast-paced fighting game where any hit means DEATH! Battle your friends as a vastly diverse selection of characters, experiencing intense combat where every blow earns a kill, and skill reigns supreme. Brawl amidst a huge selection of maps, each set in a post-apocalyptic future and featuring unique elements that can change the face of a battle. And what's victory without a little dance?

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 7
    • Memory: 1 GB RAM
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 7
    • Memory: 1 GB RAM
    • Storage: 2 GB available space
    Minimum:
    • OS: Mac OSX 10
    • Memory: 1 GB RAM
    • Storage: 2 GB available space
    Recommended:
    • OS: Mac OSX 10
    • Memory: 1 GB RAM
    • Storage: 2 GB available space

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