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 (171) - 86% of the 171 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 (34)

November 13

Game Update: November 2018

This update to Fantasy Strike is live right now.

This month, we updated Geiger, DeGrey, Midori (Human and Dragon Form), Lum, and Argagarg to our new hitbox system. This was a huge amount of effort, though from your point of view, it will have a mostly intangible effect of making hits with those characters feel a little more solid. Various edge cases where moves missed when they shouldn’t (or vice versa) have been fixed and the hitboxes are generally more precise.

We also reset online ranks for a new season (as a test of “seasons”), and we focused on fixing a lot of bugs, especially issues that affected online play.

CHARACTERS

GRAVE

--Neutral A knifehand attack was accidentally changed from 8/8/8 frame stats to 7/6/7 frame stas for no reason last patch. Now reverted to the correct 8/8/8 speed.

ROOK

--Thunderclap’s vacuum force is no longer 2x too powerful for no reason against all air moves other than jump-straight-up. It functioned correctly vs opponents jumping straight and opponents on the ground, but opponents who had any forward or backward movement in the air got 2x the suction force accidentally.

VALERIE

--Valerie has a new animation for throwing Rook specifically. Rook is extra heavy, so as a bit of polish, Valerie struggles a little more when throwing him.

GEIGER

--During Time Stop ground super, fixed a stray single frame (after the start where the camera moves around, and just before he starts actually walking forward) where the opponent’s inputs were valid. The way ALL supers work is that during the cinematic for their activation, the opponent’s inputs are locked out for all frames EXCEPT the first 8 and the last 8. Geiger’s ALSO had one extra frame for no reason that didn’t lock out inputs. This extra frame meant that opponents who expected the Time Stop, waited for it, then started mashing throw the entire time to throw at the end of it, would accidentally input during the single bugged frame and could end up throwing the wrong way and whiffing. Now, the only time you can realistically throw the wrong way is if you pressed throw during the FIRST eight frames, which is not a bug because that means Geiger baited you to throw at a wrong time (you didn’t react to his Time Stop in that case, but rather tried to throw right as he did Time Stop). Once you see the Time Stop start, you can now react by mashing however you want, and all of it will be ignored by the game except your inputs during the last 8f of the Time Stop.

--Geiger has a new animation for throwing Rook specifically. Rook is extra heavy, so as a bit of polish, Geiger struggles a little more when throwing him.

DEGREY

--Real hitboxes for all of DeGrey’s moves.

Notes on that:

--Air super has 2f invuln instead of 1f. Also, is higher priority.

--fA has more pushback, but this is just to make it work similarly to before when it had wonky pushboxes. Also it has less throw invuln so it matches the animation better.

--B->B tyrant crusher is no longer throw invulnerable.

--B->C justice kicks are now throw invulnerable during the frames they are off the ground.

--DeGrey has a new animation for throwing Rook specifically. Rook is extra heavy, so as a bit of polish, DeGrey struggles a little more when throwing him.

--Fixed a bug with DeGrey where he could lose the ability to hit the opponent with various moves (A-A, ground C, air C) after winning a round with a counter-hit Tyrant Crusher (B->B) that causes a wall bounce.

--Fixed a graphics issue that wrongly showed several dark polygons on the cape on DeGrey’s shoulder; it was especially visible on the character select screen.

--Reworked sounds for ground super now that the ground super pauses on the parried hit before cutting to the cinematic. The sounds better support the action on-screen now.

MIDORI

--Real hitboxes for all of Midori’s moves, both in human form and Dragon form.

--While Midori is in his “empowered” state (glows yellow, happens after you successfully parry a strike), his walk forward no longer accidentally shows an animation of him walking backwards. There’s no functional change here, it’s just that the graphics showed a confusing thing before.

--Midori has a new animation for throwing Rook specifically. Rook is extra heavy, so as a bit of polish, Midori struggles a little more when throwing him.

LUM

--Real hitboxes for all of Lum’s moves.

--It’s now possible for opponents to hit Lum’s (super) dice out of the air as they fly across the screen. Opponents could already hit and destroy the stationary dice, but couldn’t destroy dice flying across the screen until now. We tried to set the dice this way months ago but had technical difficulties doing so, but we finally sorted it out. It’s not always easy to hit the dice though because moves with low priority might end up getting hit BY the dice if you try.

ARGAGARG

--Real hitboxes for all of Argagarg’s moves.

--Argagarg has a new animation for throwing Rook specifically. Rook is extra heavy, so as a bit of polish, Argagarg struggles a little more when throwing him.

ONLINE

--The first “season” has ended. After release, seasons will be about 3 months long, but we’re resetting it now as a test. Your rank is 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.

--Frame advantage visual effects now work correctly with rollback. In the previous version, a technical error caused them to be a little more flickery than all other types of effects.

--Fixed a bug in Ranked mode which could sometimes cause a certain character wrongly appear twice on a team.

--Fixed a bug that could cause some Master rank players to be the “0th” best. The best possible rank is really “1st” and the next best is “2nd” etc.

--Fixed a bug that could sometimes cause the server and your client to disagree on the results of your ranked match (e.g. the server counts it as a loss, but your screen accidentally could show a bracket screen where you won).

--Fixed a bug that sometimes cause you to be matched with yourself online.

--If two players are matched for a Casual or Ranked game, but they join the queue again before finishing the match, they won't try to connect to each other again immediately. It means their connection failed at some point, so they will first try to match with other players before trying again.

--Fixed long FantasyTag names overlapping level / platform info on ranked team battle screen.

--Expanded the online "presence" state so it's more descriptive. Before, the three possible states were "Offline", "Playing Fantasy Strike", and "In menus". Now, it says which game mode you're playing, or "In menus".

--From the search results screen when trying to add a friend, clicking on one of the search results then choosing “View Steam profile" for that player will now actually view their Steam profile, rather than doing nothing.

--If you do not currently have an active internet connection, or if there is some problem connecting to our servers, we now mark various features with a “disconnected” icon if they require an internet connection. If you attempt to access an online feature while in this state, the game will try to reestablish a link to our servers, and if it can’t, a popup will say that it can’t connect to the server. All of this is functionally similar to before, it’s just more clear what’s going on.

MISC

--The team battle screen before each match now animates faster, meaning a shorter duration overall.

--Team Battles now correctly resolve mirror match colors. For example, if you put Grave with color 4 on your team, the opponent is now unable to put Grave with color 4 on their team. It used to wrongly allow this in some situations.

--Jumps. If you initiate a jump (meaning reach the first frame of pre-jump) with a command to jump forward or back, you will now actually jump forward or back, respectively, regardless of what inputs you do during the rest of pre-jump (you used to be able to input, for example, jump forward then a couple frames later before you leave the ground, change it to jump back). In our old system, sometimes players intended jump forward, but accidentally got a jump straight up, and this should address that.

--In practice mode, the frame step help text in the upper left corner of the screen now shows button help for controllers OR keyboard, depending on which mode you’re in. This was accidentally disabled before for controllers, and it only showed help text for keyboard.

--When characters are in a spinning-through-the-air hit react, they now have a spinning sound effect. (For example, if you hit with Degrey’s B-> B Tyrant Crusher when it’s not a counter-hit.)
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October 29

Save 25% off on all Sirlin Games products for the Steam Halloween Sale!


We’re getting in on the Halloween fun with a 25% off deal for all of our digital titles, Fantasy Strike, Yomi, and Puzzle Strike! This deal includes 25% off both Shadows expansions for Yomi/Puzzle Strike and the soundtrack for Fantasy Strike.

Fantasy Strike, Yomi, and Puzzle Strike all feature the same characters from the same universe, carrying their signature playstyles across totally different genres! Love dominating your foes as a fearsome dragon in Fantasy Strike? You can do that in Yomi and Puzzle Strike, too. Enjoy the thrill of damaging yourself for powerful effects in Puzzle Strike? Jaina does the same thing in the other games, too!

You’d better act fast though; these spooky deals only last until Thursday, November 1st. Buy one for yourself or as a gift for a friend!
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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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