Them’s Fightin’ Herds is a 2D Fighting game featuring a cast of 4-legged combatants! Beneath the cute and cuddly surface designed by acclaimed cartoon producer and developer Lauren Faust, a serious and mechanically deep, GGPO-powered fighter awaits!
All Reviews:
Very Positive (623) - 93% of the 623 user reviews for this game are positive.
Release Date:
Feb 22, 2018

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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?

“We feel the game is complete enough for players to enjoy, and wish to widen the sphere of feedback as we move forward with finishing story mode and pixel lobby features.

The storymode and cooperative gameplay feature is a massive undertaking with a unique approach within the fighting game genre, and so we need a period of player feedback to help us refine the systems behind them as we complete the content.”

Approximately how long will this game be in Early Access?

“We estimate a couple of months will be sufficient to get the Game from its current state to where we feel we'll be ready for a "full" release.”

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

“We will release future installments of Story after that point as free updates.

The biggest feature coming to the full version will be the first installment of Story Mode. Other improvements will include a finished pixel lobby experience, and numerous refinements to all other areas of the game.

We plan to release future installments of Story after that point as free updates”

What is the current state of the Early Access version?

“The Early access version currently contains local and online multiplayer PvP modes, a cooperative PvE mode, as well as single player "arcade" mode and Target challenge mode; It is mostly feature complete to our intended amount and type of content for a Full release.

Single player story mode is currently in the works, and the Early Access version will be our way to test and tweak it in preparation for full release.”

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

“As the game includes most of the features we want and intend to ship the full release with, the pricing will not differ between Early Access and Full Release. If your main interest lies in the game's story mode, you can safely wait for the full release and not need to worry about price increases; If your desire is more about the multiplayer aspects, early access already provides these modes and features.”

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

“We will be taking any and all feedback regarding the game's features in order to improve it, but we're especially keen in hearing the playerbase's thoughts, feedback and ideas regarding the online multiplayer pixel lobby modes (as well as its PvE dungeon mode), and with regards to the closely related story mode's mechanics.”
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Recent updates View all (4)

March 17

Early Access Patch 3 (3/17/18)

Early Access Patch 3 (3/17/18) is now live on steam so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.

We're gearing up for the saltmines revamp while we work on storymode, but before we can start digging for salt, we're digging for more stability and network issues. Hopefully this patch takes care of a few more of those! We've also done a huge rework on p2p connections for pixel lobby. We're hoping it fixes connectivity and connection speed issues for many people.

While fight connections have gotten a lot of love, affection and hair-pulling debug work for this patch, it's still new code, and all new code is prone to bugs. Let us know if you have any issues with it!


  • Throw tech sparks should now display again (oops)
  • Throw teching (ground and air) should no longer break certain characters' palettes for a moment, and should no longer turn predators into arizona
  • Intros and outros should no longer display broken palettes for certain characters
  • All A normals now add a small amount of JD

  • Headbuck B hurt/hitboxes adjusted
  • 6A hitbox is active for longer
  • 2B range increased slightly

  • Bark has a visual shockwave
  • Big Papa no longer becomes cardboard while turning around

  • "Maniacal Laughter" palette has been relocated

  • Hurtboxes given a pass to prevent rapid size changes during neutral/movement

Online Changes
  • P2P fight connections between players in pixel lobby have had a massive re-work. They should be *much* faster and (hopefully!) more reliable now, especially for players with high ping.
  • Shortened disconnect for both pixel lobby and in-fights if your opponent is already confirmed to have loaded
  • Shortened online charselect timer to 30 seconds
  • Shortened online world select timer to 15 seconds
  • Dramatically reduced the time that spectators can be stuck in limbo if a network error occurs during a fight

Bug Fixes
  • Fixed several cases where players with high ping could randomly get booted back to lobby after challenging (especially prone to happening with spectators)
    • This issue has multiple causes, so let us know if this happens to you again without an obvious cause (e.g. network connection lost)
  • Fixed a crash related to voice chat after a long time of being in pixel lobby.
  • Fixed several cases where players could be denied rematches when spectators were not present
    • Again, several things could cause this issue, so let us know if it happens to you repeatedly.
  • Sound rollback mass reset #2 -- somehow it didn't get reset for a lot of people the first time.
  • Fixed a rare crash related to some drawing elements never getting cleared.
  • Fixed issue where after leaving pixel lobby, you would often not be able to connect again for several minutes.
  • Fixed bug where certain training mode elements drew over pause menus.
  • Fixed issue where even if your voicechat volume was set to zero, it would apply game sound attenuation (drop the game volume in response to someone talking)
  • Fixed issue where certain resolutions could cause the UI to stretch to an odd aspect ratio when performing supers.
  • Fixed visual issue where loading a fight in pixel lobby would flicker on the lobby overworld.

New Options
  • Minimal HUD is now a main menu option (requires a restart to work properly).
  • You can now turn off weather effects from the main menu.

Known Quirks
  • Due to character changes, the following combo trials have been removed temporarily: Velvet Prestigious 1, Pom Master 3
  • The following combo trials have been updated: Paprika Master 2, Velvet Master 2
9 comments Read more

March 6

TFH Early Access Patch 2 (3.6.18)

Hi all!, EA Patch 2 (3/6/18) is now live, so if you haven't yet, restart your games and pixel lobby servers to receive it. Verify your files to get the update instantly.



  • Input buffering now functions when coming out of blockstun
  • Training mode recordings for wakeup/hitstun/blockstun should now all trigger at proper reversal timing rather than well after returning to neutral
  • Inputs for specials have slightly more lenient and consistent timings

  • Magic Dash no longer causes slowdown during supers

  • Shatter C damage reduced and JD increased
  • Shatter A's JD has been increased and can be cancelled into magic attacks
  • Shatters cause additional JDG
  • All icicles deal additional JD
  • Combo training now properly differentiates between "Air Icicle" and "Ground Icicle". It also properly takes into account when each of these different delayed specials actually hit the opponent
  • No longer slides when crouching out of a tech roll
Due to the changes above, some combo trials have been removed/replaced

  • Fred can no longer attack during Oleander's blockstun. Again.
  • Air throws no longer create a second book
  • New Teleport effects added
  • New Magic trap effect added
  • DarkSpark recovery increased
  • Teleport cancel window from Chapter Traps moved forward a few frames
  • Fred can no longer be called if the opponent is blocking while any of their objects are struck with dark spark. However, if this does still manage to happen, Fred Also can no longer cause infinite blockstun or chip damage.
  • Fixed some cases of the hitbox drifting away from Chapter Trap's graphic
Due to the changes above, some combo trials have been removed/replaced

  • Teleport C Damage reduced and JD increased

  • Big Mama and Papa now visually leave the screen immediately, but the magic refund timing for Big Mama is untouched
  • Big Papa no longer turns into cardboard during hitstun and distress
  • Fixed palette issues during various attacks and movement abilities
  • Throw no longer creates cardboard
  • Attempting to use normals at the exact same time as magic should no longer result in empty inputs

  • Flight timer reduced slightly
  • Winged animations and palettes have been given a complete pass (Flight mode is animated now!)
  • Volcanic Crash no longer causes the opponent pop up from the ground for 1 frame when JD is full


Online Changes
  • Online fights now feature a detailed netgraph to show your connection quality and can help pinpoint problems such as high packet drop and fluctuating ping. Press select to cycle through available graphs. (See below for how to interpret netgraph data)
  • Pixel lobby has additional netgraph data that allows you to see your opponents performance. This can help when it's unclear who's connection or computer is causing an issue in a match.
  • Pixel lobby now has a connection progress indicator. We're working with players to see why some people are having trouble connecting. If you get stuck on a stage, let us know!

AI Changes
  • AI is not nearly as block happy now on lower levels (Easy, normal and sleeptrot. Somewhat less on competent)
  • Reaction time nerfs -- especially for countering ('unfair' remains unchanged)
  • Fixed bugs where the AI would sometimes not attack certain characters unless provoked
  • AI settings in training mode now default to values according to your chosen difficulty setting

Backend Changes
  • Fixed bug where character sound format was not playing nice with FMOD on some computers. Lead to some players having "silent" characters, despite hearing the announcer.
  • HOPEFULLY improved stability after the game has been open for several hours (For nerds: reduced memory fragmentation over time with better use of memory pooling)
  • Reduced bandwidth usage for pixel lobby

  • The tick/notch graph on the more detailed netgraph is a bit arcane right now. Blue ticks indicate GGPO rollback. Red ticks indicate pause and sync events (which can choke your framerate). Gray ticks indicate packet arrivals. Good connections should see a solid belt of gray. Bad or choppy connections may see uneven clumps of gray ticks.
  • Due to character changes, the following combo trials have been removed temporarily: Velvet Master 2, Velvet Prestigious 3, Oleander Master 1

Onwards to 1.0!
Love- M6.
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Special Offer

Owners of Blazblue Centralfiction on Steam automatically unlock exclusive Jin and Ragna Cosplay cosmetics for all characters in Pixel Lobby.

Owners of Skullgirls Second Encore on Steam automatically unlock exclusive cosmetic items for the Pixel Lobby: Cerebella's Hat Vice Versa, And Peacock's Hat and Bomb minion George.

Owners of GUILTY GEAR Xrd REV 2 on Steam will automatically unlock exclusive cosmetic items in the Lobby: Sol Badguy's Outfit/Hairstyle, and Ky Kiske's Outfit/Hairstyle, for all characters.

About This Game

Them’s Fightin’ Herds is a 2D Fighting game featuring a cast of 4-legged combatants! Beneath the cute and cuddly surface designed by acclaimed cartoon producer and developer Lauren Faust, a serious and mechanically deep, GGPO-powered fighter awaits!

As an additional thank you to Skullgirls and their playerbase for supporting us by letting us use the Z-engine via their crowdfund goals, owners of Skullgirls on Steam get an additional discount when purchasing the game. THANK YOU SO MUCH!

The full main story will be delivered (FOR FREE) in regularly released episodes after Full release launch, focusing mostly on one character each, along with many unique unlockables, target mode courses and hidden fight scenarios.


  • Visual Pixel Lobby: Online multiplayer lobby system uses the same style of overworld as Story Mode to allow all players to explore (read: goof around in) locations within the world of Foenum with other players. Customize your avatar with cosmetic items you collect through Story Mode AND Multiplayer PVP/PVE gameplay!
  • Dynamic Music System: Rockin’ character themes that adapt in the heat of the battle makes every fight a treat to the players AND the spectators.
  • GGPO powered netplay for the smoothest possible fighting game experience.
  • More fighters are on the way, introducing more playstyles to the roster! Each fighter DLC release will include additional unlockable cosmetics, modes and character specific story mode expansions.
  • 4-button Fighting: A-Light, B-Medium, C-Heavy, D-Magic.
  • Magic System: Emphasize your character’s special abilities through a dedicated button and a unique resource.
  • Juggle Decay: Opponents become gradually heavier during a combo, but ONLY after the juggle decay bar is filled. This manages combo length without imposing a hard limit. In addition, filling the juggle decay bar prevents standing infinites by removing the opponent's ability to remain standing for the rest of that combo.
  • Enhanced Super Attack: Spend an additional meter to add utility to your main super attack with effects that stay true to the characters’ unique personalities and talents!

System Requirements

    • OS: Windows 7
    • Processor: Dual-core CPU (2 GHz or greater speed)
    • Memory: 2 GB RAM
    • Graphics: Intel Core i3 550 Integrated graphics chipset or equivalent.
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • OS: Windows 7, 8, 8.1 or 10
    • Processor: Dual-core CPU (2 GHz or greater speed)
    • Memory: 3 GB RAM
    • Graphics: A dedicated GPU (Nvidia or AMD) with at least 750MB of VRAM strongly recommended
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 2 GB available space

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