A 2D crossover fighter where every match is yours to shape. Pick a fighter, a style and a sub-mode, then brawl up to four players at once: local, ranked online 1v1 and 2v2, an arcade ladder, a survival run solo or co-op, and Training with every tool you need.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

This game is not yet available on Steam

Coming soon

Interested?
Add to your wishlist and get notified when it becomes available.
 

About This Game

Family X Project is a hand-animated 2D fighting game that brings fighters from four worlds into one arena.

Your fighter, your style

Before every match you choose how you fight. Pick a STYLE — Rage, Super, Incantation or EX — that decides what your meter does. Then pick a SUB-MODE — Cancel, Escape, Vanguard or Vanish — for your Weak + Strong button. The same fighter plays very differently depending on what you bring.

Up to four players

One-on-one, free-for-all, or two-versus-two. Fight on platforms, knock each other off the stage, and juggle opponents through the air with launchers, jump cancels and air combos.

Built for competitors

Online play with a lockstep netcode, two machines, up to four fighters.
  • Lobbies: host a public or private room, invite friends, pick your style and sub-mode, and jump in together.
  • Ranked 1v1 and ranked 2v2 queues, plus a casual queue when you just want to play.
  • Online profile with your wins, losses and win rate.
  • Tier ladder: climb the ranks season after season.
  • Leaderboards for 1v1 and 2v2, so everyone can see who is on top.
  • Counter-hit and punish callouts, a guard bar you can read, and a full training lab to level up your game.

Modes

  • Versus: 1v1, four-player free-for-all, or team 2v2, local or online.
  • Arcade: climb a ladder of eight fighters to a final boss that changes with the difficulty.
  • Survival: one life against an endless run of opponents, alone or with a friend. Every enemy you beat gives a little health back, the fights get harder, and your score is kept.
  • Tutorial and Training: command lists, dummy settings (counter hits, auto-block, auto-repel, infinite bars), combo counters and callouts, so streamers and new players can see what is happening.

A growing roster

More than twenty fighters, each with hand-made attacks, supers, hidden ultimates and their own stage and theme — with more on the way.

How it plays

Every fighter shares the same combat system. Custom combos, stances, command moves and hidden ultimates change by fighter — discover them in battle.

Buttons

ButtonWhat it does
WeakFast attack. Starts combos.
StrongHeavy attack. More damage, more recovery.
SpecialYour special attack. Add a direction or a motion for other specials.
BlockGuard. Press it just before a hit to repel. Hold it and tap a direction to dash.
JumpJump, and jump again in the air.
  • Weak + Strong: your sub-mode (Cancel, Escape, Vanguard or Vanish).
  • Weak + Special: your fighter's command move (an overhead, a lunge, a parry...).
  • Strong + Special: a stance, for the fighters who have one.
  • Weak + Strong + Special: your Ultimate.
  • Block + Weak: grab.

Movement

  • Run: tap a direction twice and hold. Attacks pressed while running are your run attacks.
  • Dash: hold Block and tap left or right. You are invincible and pass through the opponent for a moment, then you recover.
  • Double jump, fast fall (down twice in the air) and drop through thin platforms (down twice).
  • Ledge hang: fall next to a stage edge and you catch it.

Defence

  • Block: hold Block. Standing guard stops mid and overhead hits. Down + Block stops mid and low hits. Every attack from the air is an overhead. You can block in the air too.
  • Guard bar: shown under your health. Blocked hits drain it, and a held guard stays solid until it is empty. When it breaks you are guard crushed: stunned and open.
  • Repel: press Block just before a strike lands. You take no damage and the attacker is stunned for half a second. A repel does not stop a grab, a projectile or a gunshot: a projectile or a gunshot is simply blocked.
  • Parry: some fighters also have a parry move of their own. A parry takes strikes, projectiles and gunshots, but not grabs.
  • Wake-up: you are invincible for a short moment while getting up.

Throws

  • Block + Weak up close. A grab goes through a block, a repel and a parry, but loses to an attack.
  • While you hold the opponent, press a direction to choose the throw, or tap an attack button to pummel.
  • Grabbed? Mash Weak and Strong to break free.

The universal chain

Weak → Strong → Special → motion special → Ultimate.
A move cancels into any move higher on that ladder, never lower and never into itself. Command moves (direction + button) chain from a standing normal. Some fighters have their own unique chains to find in play.

Specials

  • Easy inputs: Forward + Special, Back + Special and Up + Special need no motion.
  • Motions: quarter-circle forward or back, dragon punch, half-circle — finished with Weak or Strong for the version you want.
  • EX specials (EX style): do the motion with Weak + Strong together for a stronger version.
  • Supers: double motions that spend your bar.

Custom combos and stances

  • Custom combo: a string where each next button chooses the next attack, and each attack plays in full. Press the next button early — it is remembered. Stop pressing and the string drops, leaving you open.
  • Ten-input combo: Forward + Strong + Special starts it, for the fighters who have one.
  • Stances: some fighters enter a stance with its own set of attacks and stay in it until they leave.

The air game

  • Launchers send the opponent into the air. Hold Up as the hit connects to jump after them.
  • Air combos: air Weak → air Strong → air Special, and a connected air hit can spend your double jump to keep climbing.
  • Air recovery: when you are launched, press Jump to flip out after the first moment of the hit.
  • Ground and wall bounces open the door to longer combos.

Counter and punish

  • Counter: hit the opponent during their own attack. A Weak counter does more damage. Anything stronger does more damage and launches.
  • Punish: hit the opponent during their recovery and they are stunned longer — half a second for a Weak, a second and a half for anything stronger.

Styles

StyleHow it works
SuperDeal and take damage to fill up to three bars. Spend bars on Super moves.
RageGetting hit fills a second Ultimate bar, so you can fire another Ultimate while the first is recharging.
IncantationHold Back + Weak + Special to charge. When full: ten seconds of free Supers, and specials cancel into each other.
EXA motion with Weak + Strong gives the EX version of a special for a quarter of the bar. A Super costs half the bar.

Sub-modes (Weak + Strong)

Sub-modeWhat Weak + Strong does
CancelSpin out of any move at any moment. In the air it gives your jumps and air moves back.
EscapeCaught in a combo? Burst out of it. It takes time to recharge.
VanguardTen seconds at double speed.
VanishA few seconds almost invisible.

Ultimate and Hidden Ultimate

  • Ultimate: Weak + Strong + Special. Invincible as it starts, then it needs time to recharge.
  • Hidden Ultimate: a long motion, then the same three buttons. Every fighter hides one — find it in training or in battle.

Team and free-for-all

With more than one enemy on screen you face the nearest one. Press the lock button to lock onto the enemy you want; an icon shows who is locked on whom.

Lab notes

  1. Drill the repel against predictable strings — half a second is enough to start your own combo or a grab.
  2. The dash is not only an escape: go through a projectile, then grab or overhead from behind.
  3. Watch your guard bar. Do not sit in block when it is flashing.
  4. If they block too much, grab. If they grab on instinct, attack. If they attack on instinct, block and repel.
  5. Learn one custom combo to its last hit before you learn the next.
  6. Try the long motions with the three buttons to find the Hidden Ultimates.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Currently using ai tools to make voice, sound, sfx, and help with animation, some are drawing and some generated, i am a solo developper and it help me to get the games out faster but also a pain in the ass because i have to check everywork done by ai and right not is only for temporary untill i manage to become a bigger studio and start enlarging my team. This is a family project, i have study in game development and hope to work on my next game without needing ai tools.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Quad-core CPU, 2.5 GHz (Intel Core i5 / AMD Ryzen 5 or better)
    • Memory: 8 GB RAM
    • Graphics: 4 GB VRAM (NVIDIA GeForce GTX 1060 / AMD Radeon RX 580 or better)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 16 GB available space
    • Additional Notes: A controller is recommended.