A fighting game designed from the ground up to be so easy to control that even non-fighting game players can play it, yet deep enough to play in tournaments. Vibrant graphics and excellent online play.
All Reviews:
Very Positive (183) - 85% of the 183 user reviews for this game are positive.
Release Date:
Sep 14, 2017

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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?

“Competitive games require a lot of iteration to get right. We need months of time to develop the technical aspects of our netcode, to work on game balance, to add new features and game modes, and to increase our general level of polish. Now that the game is very far along and playable, we can best achieve the above goals by getting a lot more players involved. A larger player base will help us tune netcode, test balance, and guide us on our remaining features and game modes, so we're excited to bring you all into the fold!”

Approximately how long will this game be in Early Access?

“We plan to be in Early Access until Q3 2018. This is only an estimate and we could switch to full release earlier or later.”

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

“We expect to add more content over the course of Early Access. It's planned to have 10 characters, more stages, more game modes, more character costumes, more visual effects, etc.

We also plan to optimize the game more over the course of Early Access so it runs well on a wider range of computers.”

What is the current state of the Early Access version?

“We are in pre-alpha, which means that even though the game is playable and fun right now, we are far from feature complete. We have:

  • 10 playable characters
  • Gameplay is representative of the final product, and is already tuned and balanced reasonably well.
  • Game modes in our build right now: online quickmatch, directly challenge a friend online to play 1v1 or 3v3 character team battle, local versus (1v1 and 3v3 character team battle), practice mode, arcade mode.
  • Animations, visual effects, and sound effects are all in good shape for all characters.
  • We have eight stages in the game, still under development, with more in the works.
  • Controller support. We support just about any input device. Just hold down any two buttons on your gamepad/joystick/guitar/etc and a screen will come up that lets you map the buttons to a PS4 scheme that the game understands.

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

“We plan to increase the price somewhat as we release more features and content during the early access period.”

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

“We're really interested in improving online play based on the community's feedback about any technical problems they encounter. We also develop the balance of the game organically over a long period of time based on player feedback and data. When it comes to new features and game modes, we have a lot in mind already, but we're open to even more ideas from the community, and to let the community tell us which things to prioritize.

We find it easier to manage all of this communication on own forums at http://forums.fantasystrike.com/categories but we'll try to mirror the important updates and monitor forums on Steam as well.”
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Recent updates View all (37)

December 20, 2018

Sirlin Games on the Steam Winter Sale

'Tis the season to save 40% on all of our digital titles, including Fantasy Strike, Yomi, and Puzzle Strike! The Steam Winter Sale lasts from now until January 3rd, so be sure to grab one of our games for yourself (or a loved one) this holiday season.

We're also selling Yomi and Puzzle Strike on iOS for a massive discount as well.

Take advantage of these great deals and we'll see you online!
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December 17, 2018

Game Update: December 2018

This update to Fantasy Strike is live right now.

This month, there’s a new profile screen, facial animations for characters hit by cinematic moves, and lots of bug fixes.

[Update: facial animations during “get hit” animations have been removed as a hotfix. They caused faces to be bugged in other situations. We will fix this, then reinstate the get-hit faces next patch.]

Profile Screen

There’s now a new profile screen, accessible by clicking the icon in the upper right of the main menu. This screen shows you how much you’ve played each character, your XP, rank, and progress in 1p modes. You can see the profiles of friend by clicking on them in your friends list and choosing “view profile” from the dropdown menu. You can also see profiles of any player searching for them on the “add friend” screen. That’s helpful if you’re searching for a particular friend, and several similar-sounding results come up. Looking at their profiles can help you figure out which the person you’re really looking for.

--When you have more than level 100 in XP, you now get a bronze star under the level. Level 200+ gets two bronze stars, etc. At level 600+, rather than 6 stars, you get a single silver star, and so on.


--You can now see the rank of your friends on the friends list (as in how good they are at ranked mode, not a rank of how much you like them). You can also see rank of each player in the search results on the “add friend” screen.

--When navigating through the friends list, going left to previous page had the correct behavior (selecting the player in the last column) but going right to next page didn't select the player in the first column. Both work the same way now.

--When you select a player on the friend screen, the highlight position now updates instantly, rather than 1 frame later.



--Dragon’s B torpedo is no longer throw invulnerable during the startup. (Was never intended to be.)

--Dragon’s C forward-moving throw no longer causes opponents to go into a blocking pose if they are holding back. (Was never intended to.)


--Slight adjustment to vulnerable boxes during B projectile startup so his head is a little less vulnerable.

--Slight adjustment to the vulnerable boxes as his arms extend during f+A so that it better matches the animation (slightly less vulnerable, but still pretty vulnerable).

--When you pop Bubble Shield, you can no longer always easily combo a normal attack right after for a second damage. It’s possible in edge cases to do it still (which is fine), but in general you can’t get the extra damage. It was never intended that Bubble Shield always do 2 damage, so this is a bug fix.

--If your character has horizontal velocity from something, like a pushback force from a projectile, that velocity no longer gets instantly cancelled if you got into proximity block, such as when a second projectile is thrown. This is a tiny thing that has no significant gameplay effect, but it works a bit more as you’d expect now.


--Fixed a bug when letting the countdown run out on the score screen after a casual online match. If you were previously in the queue for both ranked and casual, letting the countdown run out used to return you just to one queue, but now correctly returns you to both. (It already worked correctly if you clicked “ready.”)

--Desync fix: When you change your input config mid-match (up to jump, throw macro, super macro), it's immediately sent to the online opponent, rather than causing a desync.

--When you open the button config during netplay as P2, we no longer accidentally overwrite the P1 side (which are your real local inputs) with the online opponent's settings. (Oops.)

--Ranked Score screen: Now, if you press back or escape during the ranked score screen, it will skip to the final state (after all stars were granted/removed). If "Ready", "Change team" or "Leave queue" buttons are pressed before animation finishes, it will skip to the last state and wait a couple seconds before leaving the screen.


--All character now have facial animation during reacts to cinematic moves, such as getting hit by yomi counters or supers. [Update: temporarily removed, will return in a later patch.]

--Removed the debug options from screen from the game, now that we’re gearing up for release.

--Fixed a bug that sometimes caused a phantom button icon called “7” to appear in the practice mode’s input display when you pressed T or G if those keys were unassigned to game functions.

--In practice mode, when you switch between pressing "left" and "right" within a single frame without spending at least 1f in the "idle" direction, the input display now correctly displays the new direction input.

--When you switch languages, the text of the main menu character’s epithet (such as “Wind Warrior” for Grave) now actually displays text for the currently selected language.

--Fixed the sky in the Fox Den’s stage so it doesn’t show a giant missing area straight above, which was visible during certain cinematic moves such as the Dragon’s C throw.

--Fixed a bug after Daily Challenge, where mouse clicking on the “Escape | Back” tooltip sent you to a buggy state. (It already worked correctly if you pressed the escape or back keys on the keyboard or gamepad.)

--In the local versus character select screen screen, fixed character voice line overlapping with itself if character was locked in, then back was pressed, then character was locked in again quickly.

--When you choose "Skip Opponent" in Arcade mode, that opponent won't be crossed-out in in the ladder screen. You have to really beat them for their name to be crossed out. (From a suggestion on our forums, thanks!)
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About This Game

Be an archer with fiery arrows, a colorful painter, a martial arts master who can transform into a dragon, and more! Fantasy meets martial arts in this vibrant world.

If You’re New To Fighting Games

Designed to work great on keyboard, no need for a special controller. We’ve streamlined the genre to get you to the fun decision-making part as soon as possible. All moves are just a single button press, combos are easy, move lists are concise. We’ve cut the chaff to focus on the heart of the genre so we can show you why fighting games are awesome.

If You’re a Veteran

This game is designed by an ex-Street Fighter dev and hardcore player for play in tournaments. Mixups, rushdown, zoning, and the grapplers seeming too powerful on day 1. It’s got all that. And you can play it with pretty much anyone in the fighting game community, no matter what other fighting game they play, because you can all reach basic competency in Fantasy Strike in minutes and start playing for real. Plus you can play with a joystick, gamepad, Guitar Hero controller, or whatever else you want.

Bullet Points

- Excellent online play. We are not aware of better networking tech in any other fighting game, and we're sorry about how that sounds. Custom implementation of GGPO networking technology.
- One-click challenges, one-click spectating. To play a friend, go to your in-game friends list and click on the crossed swords by any name to challenge them. Or click on the eyeball to watch them play. That’s it!
- Online quick match. Just pick a character, click ready, and you're playing online.
- Arcade mode. With illustrated, voiced story intros and endings.

- Survival modes. How long can you last in these four sub-modes? Each is a rapid-fire series of opponents with no loading times between them. Opponents get stronger as you go and include Shadow Bosses.
- Daily Challenge. An endless survival mode that you can only play ONCE per day.
See how you do compared everyone else that day.
- Practice mode. Includes dynamic frame data and frame-step features.
- Local versus. Play standard 1v1 and also 3v3 team battle (each player picks 3 characters and plays a special best 3 out of 5 series).
- Tutorial. A quick, 5-minute tutorial teaches you the basics of how the game works.
- Spotlight Videos. Every character has their own spotlight video, a narrated tour by game director David Sirlin. Each video goes though that character's moves and what their general gameplan and strategy is about.

- Unique throw escape. To escape (normal) throws, simply let go of all your controls! You'll automatically "yomi" counter any throw attempt.
- Simple controls. All moves are done with a single button press so you can play with any controller.

System Requirements

Mac OS X
SteamOS + Linux
    • Requires a 64-bit processor and operating system
    • OS: Windows 7+
    • Processor: Intel Core i5-4302Y @ 1.6GHz, Celeron G1840 @ 2.8 GHz / AMD Athlon II X3
    • Memory: 4 GB RAM
    • Graphics: GeForce GT 555M, 9800 GTX / Radeon R7, HD 8500
    • DirectX: Version 11
    • Storage: 6 GB available space
    • Sound Card: -
    • Requires a 64-bit processor and operating system
    • OS: Windows 7+
    • Processor: Intel Core i5-5200U @ 2.20GHz, Celeron G3920 @ 2.90GHz / AMD Athlon II X4 645
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 960, Radeon R9 280X
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: -
    • Requires a 64-bit processor and operating system
    • OS: Any 64-bit macOS
    • Processor: 2014 models and newer
    • Memory: 4 GB RAM
    • Graphics: 2014 models and newer
    • Storage: 6 GB available space
    • Sound Card: -
    • Requires a 64-bit processor and operating system
    • OS: Any 64-bit macOS
    • Processor: 2015 models and newer
    • Memory: 8 GB RAM
    • Graphics: 2015 models and newer
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: -
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 12.04 and newer
    • Processor: Intel Core i5-4302Y @ 1.6GHz, Celeron G1840 @ 2.8 GHz / AMD Athlon II X3
    • Memory: 4 GB RAM
    • Graphics: GeForce GT 555M, 9800 GTX / Radeon R7, HD 8500
    • Storage: 6 GB available space
    • Sound Card: -
    • Requires a 64-bit processor and operating system

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