RIVALS OF AETHER is an indie fighting game set in a world where warring civilizations summon the power of Fire, Water, Air, and Earth. Play with up to four players locally or up to two players online.
Recent Reviews:
Mostly Positive (48) - 79% of the 48 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (4,660) - 88% of the 4,660 user reviews for this game are positive.
Release Date:
Mar 28, 2017

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Recent updates View all (78)

April 4

Introducing Tuxedo Ranno

In a collaboration between Tuxedo Esports and Rivals of Aether, you can now obtain the slickest version of Ranno that has ever set foot in Aether.

Ever since Tuxedo won our Rivals Rep Icon Contest, we’ve been working hard behind the scenes to create this brand new skin with them.

Features Include:
  • Ranno fights without his patented poison sash in order to look more dapper.
  • He fires roses with thorns instead of poison darts.
  • He wears a tuxedo! Every sprite has been redrawn with suit and tie.
  • When he taunts, he throws a rose! It reminds us of something...

Additionally, proceeds from this skin support Rivals Esports. We hope you enjoy the results!


You can find out more about Tuxedo at http://tuxedoesports.com/.
4 comments Read more

April 1

Make Love Not War - Patch 1.4.9 Notes

This patch is a big one with tons of balance and "quality of life" changes. In addition, it also happens to fall on one of our favorite days of the year. Read on for all of the changes included in patch 1.4.9.

  • Walljump is now restored on death.
  • Characters in a state where they can't tech can also no longer ledge cancel.This change is to help moves like Zetterburn Down Strong link into the final hit, since it could easily force the opponent to ledge cancel the first hit.
  • Airdodging upward within 4 frames of double jumping will restore your double jump (the same way that Up Special does).This allows tap jump users to airdodge upward without wasting their double jump.
  • Turnaround special window length increased from 8 > 16 (Turnaround special is performed by hard-pressing backward then pressing special within this window).
  • Ceiling teching added.
  • Missing a ceiling tech will now send you downward at half of your original upward speed (previous it set your vertical speed to zero).
  • During the hitpause of the purple kill effect, moving platforms can no longer move the hit player.
  • Added DI assistance:
      For weak moves (under 10 KB) that send between 20 and 70 degrees, holding straight outward will perform perfect DI out.
    • For strong moves (over 10 KB) that send between 20 and 70 degrees, holding straight inward will perform perfect DI in.
    • For moves that send between 250 and 290 degrees, holding straight inward will perform perfect DI in.
    • If your DI direction is within 10 degrees of full inward or outward DI, it will become full-strength DI.This change is meant to allow keyboard players and newer players to get the correct DI more easily.
  • Two new CPU DI options added in training mode: Left and Right (works well with the new DI assistance mechanic).
  • Players will now instantly respawn in training mode.
  • Press F2 while in the main menu or any character select screen to revert all keyboard controls to default.
  • Starring online replays from the results screen now functions properly.
  • Dev mode updated to version 0.6: Lots of dev mode bug fixes. Don't ask us what they are specifically.

  • Hold dodge during Up Special's startup to Orcahop even when you have a puddle out.
  • Ftilt endlag decreased from 9 > 8 (14 > 12 on whiff).
  • Utilt sweetspot damage increased from 5 > 6.
  • Dstrong back hit damage increased from 8 > 9 (to match front hit).
  • Puddle Forward Strong and Up Strong now reach as far inward as the non-puddle versions.

  • Tilts can no longer be jump cancelled after being parried.
  • Dash Attack will now go into parry stun correctly if it ends in the air.
  • Wrastor's neutral air has been redesigned to be a 2 hit move. The first hit sends at a low angle with low hitstun. The second hit lingers for a while and has relatively strong knockback that decays drastically over time, allowing for varied usage depending on how you land it. Linking the first hit into the second hit is easier with the help of slipstream, especially at higher percents.
  • Fspecial can now be destroyed by attacks. The slipstream is also destroyed and the move goes on 50% of its normal cooldown (for reference, parrying Fspecial puts it on 75% of its normal cooldown).
  • Fspecial cooldown now applied 1 frame earlier (prevents Wrastor from getting the half-cooldown if interrupted on the frame that the projectile comes out).
  • Fspecial cooldown icon added to the bottom HUD.
  • Grounded Dspecial endlag on whiff: 21 > 28.
  • Uspecial last few frames of hurtbox fixed.
  • Pratfall aerial drift acceleration: .5 > .4.

  • Dash Attack can no longer be cancelled into jab/tilts after being parried (required hitting another player/object at the same time as getting parried).
  • Fstrong damage: 10 > 18.
  • Ustrong damage: 4, 10 > 6, 16.
  • Fair damage: 10 > 11.
  • Press dodge during the first 5 frames of Nspecial to use rockless Nspecial.
  • Grounded Rockless Nspecial hurtbox fixed.
  • Going into pratfall from pillar breaking under you will now cap your horizontal speed (prevents extreme speed boosts from interrupting moves like Ori's Dstrong).
  • Fspecial will no longer lose its hitbox when getting hit the frame before transitioning from ground to air or vice versa.
  • All players will now go into a 30 frame landing lag state when falling from a broken pillar, just like Kragg.
  • Ranno, Elliana, and Shovel Knight Uspecial landing windows are no longer immune to pratfall after a pillar breaks under them.

  • Fstrong and Ustrong can no longer be cancelled into jab/tilts after being parried (required hitting another player/object at the same time as getting parried).
  • Fspecial cooldown icon added to the bottom HUD.
  • Buddies will no longer follow Forsburn when he has a clone out or is behind smoke.

  • Uspecial can no longer drop through platforms after being parried.
  • Lily will no longer detect respawning players.

  • Cloud kicks now start to lose power after 7 frames until the end of hitpause (total KB loss is -1.5 BKB over 5 frames).
  • Charged Nspecial is no longer destroyed by the plasma field (it already hit through it, so this is mostly just a visual change).

  • Jab 3 damage: 6 > 8.
  • Fair armor will no longer have whiff landing lag after armoring through an attack.
  • Armored strong attacks only gain super armor if half-charged or more. At less than half charge, they gain weak armor that gets stronger as it charges (starts at 10, ends at 25. Fair armor is 12 for reference).
  • Armored Fstrong startup changed (6 pre-charge + 12 post-charge > 8 pre-charge + 9 post-charge).
  • Armored Ustrong startup changed (6 pre-charge + 12 post-charge > 8 pre-charge + 10 post-charge).
  • Armored Dstrong startup changed (6 pre-charge + 8 post-charge > 8 pre-charge + 6 post-charge).These changes make the super armor come out later, since the armor doesn't start until post-charge.
  • Armored Fstrong damage: 2 + 16 > 4 + 14.
  • Armored Dstrong final hit damage: 12 > 16.Previously, armored strong attack damage was inconsistent when compared to the unarmored versions. Now, the damage is always unchanged for the linking hit and 4% stronger on the final hit.
  • Armored Dstrong sourspot is no longer techable (matches non-armored version).
  • Dspecial walljump is now possible with tap jump.
  • Grounded Dspecial startup: 5 > 13.
  • Window between rising hit and falling hit: 24 > 16 (does not apply when Dspecial is used in the air).
  • Dspecial rising hit base knockback: 10 > 8.
  • Dspecial rising hit hitstun modifier now scales from x1 to x2 over the span of the active frames.
  • Dspecial rising hit can no longer be crouch canceled.
  • Dspecial falling hit height: 70 > 80 (reaches further upward).Hitting with the later frames of Dspecial rising hit was punishable on hit every time (because of low hitstun and too large of a window between the hits). These changes make it link into the final hit more reliably on bad DI, while also making it safe on hit.
  • Parrying Dspecial's shockwave is now treated as parrying a projectile, meaning you can cancel the endlag of the parry.

  • Jab combo damage: 2, 2, 4 > 3, 3, 6.
  • Dtilt angle flipper removed.
  • Dtilt is now a 3-hit multihit.
  • Fair damage: 3, 4 > 4, 5.
  • Uair damage: 6, 4 > 7, 5.
  • Dair damage: 8, 9 > 10, 12.
  • Ori no longer gains extra double jumps when cancelling Dair with Uspecial.
  • Spirit Flame no longer causes parry stun when parried.
  • Charged Flame sweetspot removed.
  • Sein now overheats if he's charging Charged Flame when Ori is hit.
  • Fspecial can now charge for the full charge duration instead of stopping 1 frame short (increases damage at max charge by 1 and slightly changes the max throw speed and angle).

  • Ftilt damage: 3, 3 > 4, 4.
  • Utilt damage: 7 > 9.
  • Dtilt damage: 5 > 7.
  • Fstrong damage: 4, 8 > 8, 12.
  • Ustrong damage: 6, 7, 8 > 8, 10, 13.
  • Dstrong damage: 8, 9, 10 > 10, 11, 14.
  • Fair damage: 7, 7, 7 > 7, 8, 9.
  • Bair damage: 5, 7 > 6, 8.
  • Grounded Dspecial endlag window: 24 > 15.
  • Dspecial meditation now kills all momentum immediately on startup.
  • Dspecial meditation gravity reduced.
  • Dspecial meditation now stalls momentum completely for a short duration the first time it's used in the air.

  • Fstrong damage: 8, 10 > 9, 13.
  • Ustrong damage: 7, 8, 11 > 7, 8, 13.
  • Dstrong damage: 8, 10 > 9, 13.
  • On hit, Fspecial can now be cancelled into attacks even when aerial (previously could only be cancelled into jump or airdodge).
  • Whenever Fspecial is cancellable into attacks, it can now be cancelled into specials.
  • Successful Dspecials remove Maypul's mark and Elliana's mine.
  • Dspecial cooldown icon added to the bottom HUD.

  • Jab 2 hitbox extended 10px inward to match jab 1's inward range.
  • Jab 3 and 4 endlag: 27 > 18 (Jab 5, 6, etc endlag is still 27).
  • Jab Special can now be used after jab 1 or jab 2.
  • Utilt multihits angle: 75 > 70 (Makes them connect more reliably into the final hit).
  • Fstrong hits 1 and 2 hitstun modifier: 1.0 > 1.2.
  • Ustrong damage: 8, 9, 10 > 10, 14, 18.
  • Uair hit 2 scaling: .65 > .7.
  • Dair damage: 6, 8 > 7, 10.
  • Grass on cooldown is no longer destroyed when a nearby flower is destroyed.
  • Flowers can now be placed right next to walls.
  • When the ground below a flower disappears, it now only snaps to ground within 32px instead of 100px.
  • Hitting a flower now deals half of the normal hitpause.
  • Fspecial can now eat his own flowers (not enemy flowers) and cancel the move as if it hit a player for the next 20 frames.
  • Grounded Uspecial now instantly digs if special is held. Tapping special still makes Sylvanos leap into the air.

  • Utilt's claw now has a persistent hitbox around it, instead of creating a hitbox when near a player.This means it can hit multiple players (while only grabbing one), break projectiles, will no longer whiff against fast-moving opponents, and has 1 extra active frame on the end.
  • Utilt changed to a 2-part attack (like Etalus Uair).
  • Utilt will now release all heat when firing the opponent. The move's KB scaling scales from .6 to 1.1 based on how much heat was released. When overheated, it will always count as full heat. Hold the dodge button to not lose any heat.
  • Utilt total damage: 7 > 12.
  • Nair damage: 5, 6 > 6, 8.
  • Bair damage: 5, 8 > 7, 11.
  • Nspecial will now only get buffed if the fist itself hits the mine, not if only the explosion does (this was to fix a bug where shooting the mine with the fist would cause the explosion to only be buffed on its 2nd active frame, meaning it would hardly ever be buffed at the time it hit the opponent).
  • Dspecial's mine can no longer break Kragg's pillar.
  • Dying will no longer destroy mines that are currently exploding.
  • Enemies will now be hit at the same frequency whether stuck in one or multiple steam clouds.
  • Steam clouds now ignore players during the first 8 frames of hitstun.
  • Steam clouds no longer produce a small explosion effect when hit (Shovel Knight can no longer bounce off steam clouds with Dair by clanking with the hitboxes either).
  • Parried steam cloud will now be outlined with the color of the player who parried them.

  • Jab endlag: 14 > 12 (21 > 18 on whiff).
  • Jab hurtbox fixed when transitioning from Nair on landing.
  • Dash Attack damage: 7 > 8.
  • Dash Attack scaling: .5 > .4.
  • Dash Attack angle: 50 > 60.
  • Dash Attack sourspot added after the current active frames.
  • Dash Attack endlag: 19 on hit, 29 on whiff > 15 on hit, 23 on whiff.Adding a sourspot naturally changed the endlag, but it was also shortened a bit beyond that.
  • Dash Attack hurtbox fixed during the last few frames of recovery (Shovel head had a hurtbox).
  • Ftilt angle: 36 > 361 (original angle was a typo).
  • Ftilt/Fair damage: 4 > 5.
  • Ftilt/Fair hitboxes extended 20px inward.
  • Utilt can now hit treasure piles.
  • Dtilt final hit damage: 6 > 8.
  • Dtilt final hit angle: 80 > 90 (still hits rocks at angle 80).
  • Dtilt hitstun modifier: 1.0 > 1.2.
  • Uair sourspot scaling: .45 > .55.
  • Dair's non-spike hitbox is now stronger and has a lower angle for the first 2 frames of the move (to give Shovel Knight a much-needed DI mixup in the air).
  • Dair endlag: 14 > 10 (21 > 15 on whiff).
  • Dair now has a new hitbox that can only hit projectiles, protecting his body and making bouncing off projectiles much more consistent.
  • Dair now bounces off Orcane's bubbles.
  • Ustrong sweetspot damage: 10 > 11.
  • Ustrong has a new hitbox with the same properties as the sweetspot, effectively making the sweetspot slightly larger.
  • Hitting an opponent with fully charged Ustrong will no longer send the rock in a strange direction.
  • Hitting Kragg's rock with Ustrong should now behave the same as hitting Shovel Knight's rock.
  • Dstrong final hits damage: 7, 4 > 10, 7.
  • Dstrong final hits scaling: 1.2, 1.1 > 1.3, 1.2.
  • Uspecial back hit sourspot KB: 8+.7 > 8+.8.
  • Uspecial back hit sweetspot KB: 9+1.0 > 9+1.1.
  • If the ground disappears from under him after landing with Uspecial, all endlag will be cancelled.
  • Dspecial activation time (once settled in the bottom blastzone): 40 > 20.
  • Treasure pile duration: 5 seconds > 10 seconds.
  • Can only have one treasure pile active at once.
  • Ghost Glove damage: 3 > 4.
  • War Horn sweetspot damage: 10 > 12.
  • Dynamo Mail now gets charged when bouncing off of anything with Dair, not just players.
  • Purchasing an item makes it free the next time you want to repurchase it (this is not reflected in the shop menu, since all Shovel Knight players share the same shop menu).
  • Moneybag final positions will now always rest above the main platform of the stage and within the camera's natural bounds.
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About This Game


RIVALS OF AETHER is an indie fighting game set in a world where warring civilizations summon the power of Fire, Water, Air, and Earth. Choose a Rival to bring into the battlefield and manipulate the powers of the classical elements and animal movement. Praised for its competitive gameplay and intensive training tools, Rivals of Aether is the perfect entry to the Platform Fighter genre.

Game Features

  • Choose VERSUS MODE to duke it out in competitive 1v1 or 2v2 fights, or jump into a free-for-all.
  • Play STORY MODE to learn the backstory behind each rival and begin to uncover the hidden mysteries of Aether.
  • Dive into ABYSS MODE to see how many waves of shadowy fighters you can defeat and reach the leaderboards alone or with a friend. Customize your Abyss Mode builds and challenge your friends in ABYSS VERSUS .
  • Take your skills online in ONLINE VERSUS ! Play against your friends or test your skills in RANKED MODE to climb the leaderboard.
  • Study TUTORIAL MODE to hone your skills from beginner to advanced lessons. Or boot up PRACTICE MODE to get your hands on all the frame data and hitbox visualizations.


Zetterburn, a son of the ruling family of the Firelands, is an experienced and hardened warrior. In battle, Zetterburn uses no weapons except for his razor-sharp claws and ability to control flame.
  • BURN DAMAGE - Zetterburn's special attacks can set opponents on fire, causing them additional damage over time.
  • WILD FIRE - Zetterburn's Down Special places flames on the stage. These flames stay for a period of time, burning any opponents who come in contact with them.
  • FIRE AMP - When an opponent is burning, Zetterburn's Strong Attacks can absorb the flames and launch the burned enemy twice as far, making for an effective killing blow.

Orcane is a playful trickster, notorious for escaping even the most precarious of situations. He can transform into water and confuse enemies with a spray of bubbles.
  • PUDDLE TELEPORTATION - Orcane creates a puddle with his Neutral Special or Down Special. He can then teleport to his puddle using his Up Special as a powerful vertical blow or an effective recovery when launched off the stage.
  • BUBBLE EVAPORATION - Orcane can turn his puddle into a pillar of bubbles with his Down Special to trap enemies above the puddle.
  • WATER AMP - When standing on top of his puddle, Orcane can consume the water underneath him to perform powerful Strong Attacks with far greater range and knockback.

The youngest trainee in the history of the Air Academy, Wrastor has never lived by anyone's rules but his own. Currently an Aerial Ace for the Air Armada, Wrastor is wrecking havoc among the Armada's enemies and generals alike.
  • WINGED FLIGHT - Wrastor can jump 4 times, making him incredible at controlling the air and recovering from the toughest falls even when things look grim.
  • WIND CURRENT - Wrastor can create a Wind Current with his Forward Special, allowing him to move faster within it and chase his targets more effectively.
  • AERIAL ACE - Wrastor performs his charged Strong Attacks in the air instead of on the ground, a first for this genre.

Kragg is a defender of the colossal Aetherian Forest. Deliberate and loyal, he is one of the infamous Wall Runners who patrol the Rock Wall. Unlike other Wall Runners, Kragg has the legendary ability to control the earth with his will.
  • ROCK HURL - Kragg can pull a rock out of the ground and hurl it at opponents. After it leaves his hands, the rock becomes a solid piece of stage that either Kragg or other players can break.
  • DEFENSE BALL - Kragg can curl into a ball and roll toward enemies. Although he can be damaged while in ball form, he cannot be knocked away.
  • EARTH PILLAR - Kragg can summon a pillar of earth to his feet regardless of where he is. If Kragg is about to fall to his death, this move can quickly turn his situation around.

Forsburn is the disgraced, eldest son of the Firelands' ruling family. After being condemned by the Fire Council and his own brother, Forsburn found refuge in a group of outsiders who had rejected the flame and mastered the way of smoke.
  • SMOKE SCREEN - Forsburn can use his Neutral Special to obscure the battlefield allowing Forsburn to remain hidden inside a cloud of smoke.
  • DECOY - Through his Forward Special, Forsburn can create a smoke facsimile of himself that can attack opponents. The illusory Forsburn breaks into smoke after being hit by a single attack.
  • CONSUME/COMBUST - By using his Down Special, Forsburn can consume his smoke clouds back into his body. After consuming three clouds, Forsburn is charged up and can use Down Special again to combust: knocking opponents away at high speed.

Maypul is the self-appointed Guardian of the Aetherian Forest. She commands fearful respect throughout the forest for her unhesitating vigilantism. She uses her agility to trap any unknown intruders before they even realize she is there.
  • WATCHER'S MARK - Maypul can use her Seeds or her Watcher's Dash to mark opponents, making them susceptible to her following attacks.
  • WRAPPED UP - After marking her targets, Maypul can use her Strong Attacks or her trusty Plant to wrap marked opponents in place allowing her to follow up with another attack.
  • SLING SHOT - Maypul can use her vines to sling toward marked opponents, allowing her to elude attacks and quickly close distances.

Absa is a famed engineer and martialist of the Elders of the Air Alliance. Despite the laws of the Elders, Absa secretly developed storm techniques in the caves of the Archai mountains.
  • CLOUD CONTROL - Absa can place a cloud using her Neutral or Forward Special. This cloud hangs in the air until Absa bursts it by tapping her Neutral Special and knocking enemies away.
  • THUNDER BOLT - Absa can charge her Neutral Special to create a powerful lightning blast that connects her to her cloud. All opponents caught between the two will be knocked away at high speeds.
  • CONDENSED STORM - Absa focuses the power of a lightning bolt to the tip of her hoof. If she can line up one of her aerial kicks perfectly, she unleashes great power.

Etalus is a legendary warrior in his native land. He is one of the last surviving members of the Harbor Guard and uses the power of ice to augment his massive strength.
  • HOME ICE ADVANTAGE: Etalus can use his Forward Special or Forward Tilt to freeze the ground beneath him in order to slide across on the icy surface.
  • ARMORED UP: When standing on ice, Etalus can use his Neutral Special to absorb the ice and create ice armor around his body.
  • AVALANCHE: Etalus can use his Down Special to shatter all nearby ice, instantly freezing any enemies who are standing on it.

System Requirements

    • OS: Microsoft® Windows® 7 / 8 / 10
    • Processor: 1.2GHz processor
    • Memory: 512 MB RAM
    • Graphics: DirectX Compatible graphics card with at least 32MB of video memory
    • DirectX: Version 9.0c
    • Storage: 300 MB available space
    • OS: Microsoft® Windows® 7 / 8 / 10
    • Processor: 1.4GHz processor or faster
    • Memory: 1 GB RAM
    • Graphics: DirectX Compatible graphics card with at least 32MB of video memory
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 300 MB available space

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