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.
Recent Reviews:
Very Positive (10) - 90% of the 10 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (150) - 86% of the 150 user reviews for this game are positive.
Release Date:
Sep 14, 2017
Developer:
Publisher:

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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 (25)

July 26

Fantasy Strike Update: July 2018 -- Tutorial, Spotlight Videos, Panda Casino

This update to Fantasy Strike is live on Steam right now.

We have an exciting update this month for explaining how the game works! Here are a few highlights:
  • An interactive tutorial that teaches the basic workings of the game.
  • Tutorial videos for every character are in the game itself.
  • A new stage.
  • Better performance on Mac computers.
  • A lot of bug fixes and bits of polish added here and there.

INTERACTIVE TUTORIAL


The tutorial explains the basics, so if you've never played a fighting game before, you will learn what's going on.

If you're familiar with fighting games, the tutorial is still helpful because it explains things unique to Fantasy Strike, such as how block damage works, how yomi counters work, and details of some of Grave's moves like the interaction between his wind and other moves.

The tutorial is short, only 5 minutes to complete it.

It's all action. The first moment it starts, you can immediately move your character. There is no loading time during the tutorial to reach other sections; it all flows continuously.

TUTORIAL VIDEOS


All characters now have "spotlight videos" in the game itself. These videos explain the workings of the moves and tips on how to play them all. There's a lot of nuances you might not realize about Fantasy Strike, so these videos help you get a bit deeper into the game.

We went out of our way to make an exciting screen to display all these videos. It's as if you're using a video streaming service and each character has their own tv show.

The videos themselves show old, out-of-date graphics. We know this and we plan to replace all video footage with final graphics just before release. The actual information should be correct still. If you find any information that's out of date in these videos, please let us know about it in the forums (bug report section would be best), so that we can fix that when we update all the graphics.

NEW STAGE


Lum is a champion of the card game Pandante, and is a well-known patron of the Liar's Lair casino. The Liar's Lair is also featured on one of the cards in the human version of the game.

Mac Performance
The Mac version of the game now uses Apple's "Metal" API. You might experience better performance overall on Macs.

CHARACTERS

GRAVE
--Grave now has facial animation on his moves, most noticeable during his yomi counter.
--Grave’s yomi counter against an opponent with flashing life from block damage now preserves that flashing life on the next hit point, as all other yomi counters do.

JAINA
--Jaina now has facial animation on all her moves, most noticeable during her ground super.
--Air C flame arrow falls 10f sooner so that her “f+A (knee), air C” loop has a bigger gap if you do it over and over. While it is intentional that her divekick, knee, and air C can be used as rushdown tools to give her a secondary plan apart from zoning, the timing of this loop made it a little too solid as a rushdown tool before.
--Knee’s hitbox extends down more so that it doesn’t whiff against Setsuki so much. That’s a bug fix rather than a “buff”, and has the counter-intuitive consequence that it’s actually slightly nerfed on block in some situations. The hitbox extending lower means it’s more likely to hit on the way up, rather than the way down, meaning Jaina will less often end up plus on block than before.
--Back+A kick recovers 1f sooner. When you block Grave’s sword, this kick is your only way to punish him at most ranges, but when you hit him with it, he could hit you back with his super. The kick being 1f less recovery prevents Grave from punishing her on hit.
--After hitting with Jaina's ground super, at the end the sound effect of the victim landing is now timed correctly.
--The ground recovery animation after doing an air B shot has been updated for smoothness of visuals, no gameplay change.
--Jaina no longer slightly wobbles up and down during her ground B shot, and her front foot no longer slides back incorrectly at the end. This same fix might remove small errors in this animation as well.

ROOK
--Fixed bug with Rook’s air C that was knocking the victim down a few frames before it landed. Knocks down 4f later now, to match last patch’s change of making it hang in the air 4f longer. Also, the last 4f before it lands were missing hitboxes last patch, now they are restored.
--Upgraded all of Rook’s ground moves to use our new hitbox system.

VALERIE
--Valerie’s ground super on hit or block (but not on whiff) used to have the recovery completely invulnerable for no reason. Now, the final hit of her super has some invulnerability whether it hits, is blocked, or whiff, and that invulnerability is marked with a white highlight and does not span the entire recovery.

SETSUKI
--Fixed a bug introduced last patch that caused Setsuki’s air super not to turn her invisible anymore after a successful parry. Now she does turn invisible.
--Fixed a different bug with the air super that was not correctly pausing the opponent during the cinematic after a successful parry.
--The last few frames of Setsuki's C->C ground recovery is no longer missing vulnerable hitboxes for no reason.

GEIGER
--Fixed the animation smear on his f+A poke so that the smear isn’t behind him for a few frames anymore.
--Air C now has voice for “Drop Gear”
--On the character select screen, when you pick Geiger, his watch now shows up as it’s supposed to, rather than being accidentally invisible.
--Geiger no longer slightly floats up and down at the end of all his animations while standing. This same fix might remove small errors in all his animations as well.
--Hold B (delayed Time Spiral) has a new visual effect for the time distortion.

DEGREY
--When DeGrey does a second Tyrant Crusher (B -> B) in a single combo, he says “Truth” for the first one and “Justice” for the second one.
--The last few frames of DeGrey's A,A second punch are no longer missing vulnerable hitboxes for no reason.

MIDORI
--Midori no longer slightly floats up and down at the end of all his animations while standing. This same fix might remove small errors in all his animations as well.

LUM
--Improved the alignment of yellow highlights on Lum’s hands and feet during air B.

ARGAGARG
--f+A really set to 12f startup now (4f faster than before so that it usually can punish a blocked Setsuki B kick).
--When Argagarg has Bubble Shield up, the bubble will now correctly follow his position during various cinematics. For example, it’s now in the right place during his yomi counter animation, when Rook throws him a normal / special / super throw, etc. (This has no gameplay effect.)
--Using the B+C macro to pop the bubble, rather than pressing S, now works correctly. Before, it could accidentally allow the summon of a new bubble (if your super meter was full) rather than pop the current bubble. Also, the B+C command now has the same few frames of leeway as all other macro commands, rather than accidentally requiring frame-perfect timing.
--Fixed Argagarg's winpose causing an animation-freeze on his opponent for a while on rematch.
--When Argagarg is reacts to getting hit, such as by yomi counters, supers, throws, etc, he used to have a technical error that caused his mouth to fold up into his head. This is now fixed in all his reaction animations.

Known Bugs
We had to upgrade the Unity game engine to a newer version, and the engine itself has these two bugs. We're very sorry, but we must wait for Unity to fix them, as they are problems with the game engine itself, rather than our game code.
  1. Game controllers no longer work at all on Macs (just keyboard controls work).
  2. When you change the graphic quality settings in the video options between "High" and "Medium" or change it between "Low and Lowest," the graphics may become corrupted, and you'll have to restart the program to return to correct-looking graphics at your new quality setting.
We will do another update as soon as we can once Unity has fixed these problems.

MISC POLISH AND BUG FIXES

--When you block an attack that can deal block damage (cause your life chunk to flash), the block spark now looks different. When you block an attack that actually causes you to lose a hit point from block damage, the block spark looks even more different and there is a now a sound effect for this kind of damage. Here's what it looks like:

https://gfycat.com/ReliableScholarlyBaiji

--In practice mode, your super meter now refills much faster after you use it. Also, the refill is now fills up the meter in a continuous way, rather than filling it up slowly to about 15% then suddenly jumping it to 100%.

--When you have Event Mode on, it now says "Event Mode" in the lower right corner. Event mode is accessible (to turn on or off) in the options menu under the debug tab. It's for running live events and makes the top item in the main menu be local play, instead of online play, and online play is removed while in Event Mode. It also adds a "demo" option to the main menu, where the CPU fights itself so that people walking by can see the game in action.

--Story art in arcade mode: Added visual effects to the swamp in Argagarg’s intro.

--Story art in arcade mode: Added paint splotch effects to Valerie’s intro, third scene.

--All sounds now play in full stereo rather than “partial stereo” whenever the camera changes angles. That includes the startups of super moves, victory poses, yomi counters, etc.

--Fixed an issue with the “fullscreen” option in video settings. Before, on 16:10 monitors it would fail to offer any resolution choices other than 640x480.

--Fixed a rare crash that could happen during rollbacks online.

--When you login, if you have more than one friend request pending, you no longer get a separate notification for each one, one-by-one. Instead you just get one message (with no sound) telling you that you have 37 friend requests, or whatever.

--If you’re not a Steam friend with a user, but you are a friend in-game with them, it is not possible to message them through steam. In this case, we no longer have the “message” option in the dropdown box when you click on them. Before, that option would lead to a buggy, useless Steam message to “unknown user.”

--When you click on any user’s name anywhere in the friends list (such as in the “friends” tab, recent opponents, friend search results, etc) you now have the option to see their Steam profile in the dropdown menu. If you want to message them, you can add them as a Steam friend through Steam’s U and then do so.

--Fixed a spectator bug that would occasionally give you a black screen instead of actually spectating if a player was Midori.

--Spectators can no longer click any buttons on the rematch screen.

--Fixed a bug that caused your character to attack the wrong direction if after you get crossed up if your move happened immediately after your blockstun ended.

--Fixed a bug during the first frame of super flashes (where the game briefly pauses) that used to allow the opponent’s character to sometimes do a move at full speed during this pause.

--When you accept a friend request, the pause menu no longer wrongly still shows that you have that request waiting.

--Environmental sounds for each stage no longer wrongly play during the vs screen before a match. They now start playing when you actually see the stage, after the vs screen is finished.

--In arcade mode, CPU DeGrey now appears on the Library of Justice stage.

--Library of Justice stage: visual effects such as Grave’s cloud projectile are no longer overly dark on this stage.

--Snowy Mountains stage: slight improvement to how the stage looks when shown at odd angles during win poses.

--On the button config screen, if you're using a controller and have a game function highlighted such that hitting the circle button will set that function to be circle, the help text at the bottom no longer wrongly says that pressing circle will back out of the screen.
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July 17

Character Spotlight - Argagarg Garg, the Water Shaman



Argagarg Garg is a wise and patient fish-folk who uses water magic. He is known for his pacifist beliefs. Learn about his gameplay in this video.

You can find our other character spotlight videos here

https://www.youtube.com/watch?v=vHqSgX2GsNg

2 comments Read more
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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. Uses GGPO, the best-in-class networking technology any competent fighting game should use.
  • Game modes available now: play online quickmatch, directly challenge a friend, play local multiplayer, arcade, or try our full-featured practice mode. Several more modes are in the works.
  • Unique throw escape. To escape (normal) throws, simply let go of all your controls! You'll automatically "yomi" counter any throw attempt.
  • Life bar shows discrete hit points. You always know exactly how much a combo will do because life bars show each individual hit point.
  • Dragon.

System Requirements

Windows
Mac OS X
    Minimum:
    • 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 9.0c
    • Storage: 2 GB available space
    • Sound Card: -
    Recommended:
    • 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:
    • OS: Any 64-bit macOS
    • Processor: 2014 models and newer
    • Memory: 4 GB RAM
    • Graphics: 2014 models and newer
    • Storage: 2 GB available space
    • Sound Card: -
    Recommended:
    • 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: -

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