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 (196) - 85% of the 196 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 needed 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. The early access community has so far been a great help as we accomplished those goals. We have a bit more to go, but we're close.”

Approximately how long will this game be in Early Access?

“We plan to be in Early Access until Q1 2019.”

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

“The game is nearly content complete for launch, though there will be a substantial new piece of single player content at launch. Right now we're mostly focusing on fixing bugs and doing optimizations. We already support just about any controller, but we plan to make the setup process for controllers even easier for our launch.”

What is the current state of the Early Access version?

“We're in beta, which means nearly complete. There's lots of features and modes and great online play.”

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

“We plan to increase the price a bit at launch.”

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 (41)

April 11

Game Update: April 2019

This update to Fantasy Strike is live right now.

This month we really tightened up Fantasy Strike from a software development standpoint. The gameplay is already in place, but we want everything about it as a piece of software to be as smooth and polished as possible. We massively reduced the game’s file size, reduced loading times (they were already fast!), fixed some bugs with online play that we accidentally introduced last patch, as well as fixed several other bugs.

Also of note, in order to make Jaina run well enough on the upcoming Nintendo Switch version, we had to completely redo the graphics for her flame arrows as well as the cloth system used by her skirt. In both cases, I think we pulled off the same kind of trade-off as last month’s performance improvements: in order to make it run faster, we also had to make it look better.

FILE SIZE

The game now uses 3GB less disk space. There has been no change to the size of the character spotlight videos, so if we exclude those and just look at the file size of the rest of the game, it’s now 34% the size it used to be.

A little of this improvement is from deleting assets that weren’t actually used in the game. A little was from reducing the size of some textures that were enormously too big for no reason (e.g. a small rock you can barely see having huge textures that don’t even improve that rock’s visuals.) Most of the improvement is from additional compression applied to all textures. Textures were already compressed in a way friendly to video cards, and now they are also compressed in a second way that’s friendly to your hard drive.

LOADING TIMES

If you have a fast computer, you already had very fast loading times in Fantasy Strike. Consoles have SIGNIFICANTLY slower loading in general, so in preparation for launching on consoles, we have sped up loading times even more.

--Launching the game is maybe twice as fast as before. We really want you to reach the main menu as fast as we possibly can get you there.

--Hovering over a character on character select has that character appear on the screen faster than before. For example, on the Survival character select screen, hovering over Jaina should have her appear something like 10 times faster than before.

--We have a background loading system speeds up character loads even more. After you load a character in menus once (that is, see that character at all in menus), that same character will load even faster every subsequent time in menus. Furthermore, even the FIRST time you encounter them in menus will be the very fast version as long as you wait a bit after launching. For example, if you idle on the main menu, or set your buttons, or poke around menu screens, etc, we pre-load characters behind-the-scenes so that the first time you load them in menus will be the extra fast version.

--Loading of characters on the “versus screen” (the one with the orange background) is greatly sped up. For example, if you select Jaina in Survival mode, once the versus screen is shown, her character slides onto the screen something like 100 times faster than before. (Yes, really.)

--When playing Arcade mode, the wait time before the first story scene is shown is much faster, probably 5 or 6 times faster than before.

--All stages load slightly faster too.

ONLINE

Last month’s patch unfortunately introduced several desync problems with online matches. That means matches would suddenly end because you’d get out of sync with your opponents. These problems were caused by some speed optimizations we did that didn’t work well with online play. We’ve fixed the problems without reverting the speed changes.

--Fixed a desync related to projectile positions.

--Fixed a desync that frequently happened after a character was hit out of the air and landed on their feet.

—Fixed a desync related to DeGrey’s ghost. Actually, it’s more like an intersection of three desyncs in one. Our March performance update accidentally hit the online workings of the ghost pretty hard. Sorry, fixed now.

--Fixed a rare bug that could sometimes cause the game to hang for multiple minutes on launch while trying to connect to the server and failing. Possibly more likely on Mac.

MEMORY MANAGEMENT
--Fixed lots of cases where character assets were not getting unloaded when we no longer needed them, which meant that they stayed in memory for much too long.

--Fixed lots of cases of assets being double loaded. That is, two copies of the asset being loaded for no reason.

Together, these changes somewhat reduce the RAM requirements of the game, which is especially helpful to the upcoming console release.

CHARACTERS

JAINA

--The animation on her skirt is now controlled by a completely different system. The reason for this change is so that it can work on the Nintendo Switch at all. The skirt’s motion is generally more deliberate now, and this new system also prevents the bad states the skirt could get into before, such as being stuck crumpled up or folded in on itself.

--When on the p2 side (facing left), Jaina’s costume now correctly mirrors. It was always supposed to do this because her armor protects her front side as she shoots her bow, but for the last 3.5 years we’ve been unable to do this mirroring specifically because of how her skirt worked. The above change to her skirt tech now allows us to mirror the whole costume on the p2 side as it was always supposed to be.

--Jaina now has new graphics for her flame arrows. They now look a bit better, more like they were originally intended, and they require much less processing power than the old arrows so they will work better on the upcoming Nintendo Switch version. Also, the graphics for the new arrows make the visual difference between level 1, 2, and 3 ground B shots even more clear than before.

VALERIE

--Skin shading is smoother now.

SETSUKI

--Skin shading is smoother now. Palms are no longer kind of dark for no reason. Lips are no longer really huge.

--Fixed a bug with the last 3 frames of her air super’s parry attempt. Those frames didn’t correctly parry attacks, but now they work the same as all the other active frames of the move.

DEGREY

--Fixed a visual bug with DeGrey’s ghost, introduced last patch. After using the ghost once, her animation would no longer update. She would only pop between static poses as she moved around the screen. Now works correctly again.

ARGAGARG

--Fixed a glitch with his ground shadow when jumping over some characters.

--Improved collision of his whiskers to no longer penetrate his body, especially during main menu idle and gameplay idle (does not affect gameplay).

MISC

--Character spotlight videos have been updated. Fixed several references to moves that had changed function over the course of development.

--Fixed a bug where the where the main menu stage would render with the wrong lighting when you returned to main menu from various modes.

--Numerous fixes to the animations of characters doing pushups after online and survival matches. They no longer clip through the ground in various ways (Midori’s beard, Jaina’s hand and skirt, Lum’s belly, etc.) and they have ground shadows again, too.

--Fixed a lighting issue on defeated survival opponents. When they are laying on the ground before disappearing, they now have correct lighting, rather than sometimes appearing dark, other times not.

--The “loading time” between survival opponents was already instantaneous on good computers. On lower end computers, there might be a slight pause (fraction of a second). We’ve sped this up, maybe twice as fast as before.

--The “blocking” section of the tutorial has an extra sentence in the yellow text box telling you that you have to hit back the dummies after you block their attacks.

--Single Match mode now actually gives you a random stage when launching the match, rather than keeping the menu stage. It was always supposed to be random, but a last-minute bug before last patch caused you to get the same stage every time.

--The notification box that slides in on the upper left saying “You have 2 friend requests” or whatever is now correctly sized so that the text always fits inside.
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March 9

Fantasy Strike Update: March 2019 -- 250% Frame Rate and Prettier Graphics



This update to Fantasy Strike is live right now.

PERFORMANCE IMPROVEMENTS

We’ve done massive performance improvements. In order to make the game run faster, we had to make the tradeoff of...also making the graphics look better. The game runs about 250% the fps it used to--yes really. About 2.5x as fast. This is totally insane and we hope you tell someone about it.

There are now only two graphics quality settings (standard and high) rather than four settings, and the new lowest setting looks better than the old highest setting...while running faster than the old lowest setting.

Here are some graphics comparisons, showing the old lowest setting compared to the new one:






In order to achieve this, we replaced the game’s lighting system with a new one that runs much faster and looks much better. We hand-tuned every stage to look as good as possible with this new system. In addition, we use a new method to draw character shadows on the ground. These shadows are now more accurate and run 600% faster than before.

In addition we further optimized CPU usage to reduce occasional frame rate spikes where the CPU suddenly has to do a large task on certain frames. Last patch we reduced this as well and we did even more optimization on that in this patch.

NEW MODE

There’s now a new 1p mode called “Single Match.” You pick your character, the CPU character, then play one game against their AI, then automatically return to character select afterwards.

SEASON RESET

The second pre-launch season has ended. It lasted about 3 months. Your rank is now reset to the lowest possible (bronze E), but you get bonus stars based on your best rank last season. You get one bonus star for each RANK up you achieved. For example, if your best rank last season was Silver C, then you’ll get 7 bonus stars immediately at the start of this new season (the 7 rank ups you achieved were to Bronze D, then C, then B, then A, then Silver E, then Silver D, then Silver C). Also, the crown markers showing which survival modes you beat are reset for this new season.

CHARACTERS

GRAVE

--New sound effects when the air parry super successfully parries, so that’s sounds more exciting. Also, the sounds at the end of this move when the lightning dragon is shown now work better in the case where the move causes a KO.

--Grave’s projectile clouds no longer get too dark on some stages.

JAINA

--Jaina’s back+A kick has 4f less recovery. (Still slightly minus on hit or block.)

--The sounds at the end of a successful ground super now work better in the case where the move causes a KO.

ROOK

--Rook’s C throw armor highlight now correctly turns off when he gets hit during the attempt.

--Added armor to rook’s combo C throw (back+A -> C) to match his regular C throw.

SETSUKI

--Slightly improved shading on several alt colors. The shadows are less dark on bright costumes.

LUM

--Changed the shading on Lum’s fur to remove (possibly weird) shadows on his face. This also much improves the shading on his belly during gameplay, which used to have a large horizontal shading artifact.

--Lum’s walk-in intro no longer has an animation pop at the end where his feet are suddenly in a different place.

--Improved graphics on Lum’s cloud, more cartoony and matches Grave’s clouds.

--When Lum’s coin hits an opponent or the ground, it now blinks as it disappears. (No gameplay change.)

--Fixed a visual bug where Lum’s slot machine would wrongly appear at the top of the screen during the startup cinematic for his ground super.

--Replaced the slot 2 costume with a more interesting looking color set.

MIDORI

--While in dragon form on the 2p side, we think(?) we fixed the issue where sometimes his wings vibrate rapidly for no reason. (This is just a graphic fix, does not affect gameplay.)

ARGAGARG

The following are bug fixes for bugs accidentally introduced in the last update:

--Argagarg's fA can once again punch under an Argagarg blue fish, rather than always lose to it at any range.

--Argagarg's fA can once again punch under a Geiger gear, rather than always lose to it at any range.

--Argagarg's water wave will once again NOT negate Geiger's gear.

MISC

--Fixed the profile screen not showing the "time played" section correctly for a master-ranked player.

--Fixed master rank computation and display, to fix the bug that sometimes multiple master rank players could appear to have exactly the same rank (e.g. two different players each displaying as the 2nd best player overall).

--Player levels over 100 now display a star for each 100 levels, plus a number. For example, 234 now shows two stars + 34.

--Better handling of networking checks when players try to get into the online matchmaking queue. In cases where the server is missing some information from the player, rather than silently fail, as if your button press to get in the queue did nothing, it now tries to get the necessary information to put you in the queue. If it can’t, it now shows a popup error message about what happened.

--Fixed "ghost spectators" that could stick around in your spectator list even after they stopped spectating.

--Raised volume of "Shadow Boss" and "Metal Boss" voice lines in Survival Mode. Also raised the volume of the announcer saying "Draw" a little bit.

--Armor moves (the ones with a blue highlight) now have a special sound effect for the armor.

--Menu sounds now have subtle “whooshes” on the main menu, mode select screen, character select screen, and ladder screen. These are especially for players who have the music off, so that the sound effects are a bit “fuller”.

--Fixed the friends screen showing incorrect dropdown options for a friend that you just added through a friend invite during this session (screen was accessing the "sent request" for the friend request by accident, thinking it was a challenge or watch request).

--Fixed a crash that could happen when very rapidly going back and forth between the main menu and practice mode character select. (Why are you very rapidly doing that over and over?)

--Fixed a crash that triggered when you voluntarily disconnected from an online ranked match.

--There’s now a fade from black when gameplay starts as you enter practice mode and at the beginning of round 1 in all modes. (There already was a fade from black for rounds after round 1.)

--When quitting gameplay and returning to the main menu, the main menu background stage is now the same one as the gameplay stage you were just on, rather than a random one. This allows menu graphics to load faster any time you quit from gameplay to main menu.

--When choosing “change character” and returning to the character select screen, the characters load even faster than before.

--Reduced loading time of the tutorial.

--The story sequences in arcade mode load 10x faster than before.

--In all stages with grass, leaves, plants, etc, those things now slightly sway over time, rather than always being frozen in place.

--New spiffy images for all stages during stage select. (The previous ones were looking pretty old!)
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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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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: -
    Recommended:
    • 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: -
    Minimum:
    • 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: -
    Recommended:
    • 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: -
    Minimum:
    • 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: -
    Recommended:
    • Requires a 64-bit processor and operating system

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