Double Turn is a pro-wrestling party brawler for up to 4 players. Fight in fast-paced local versus matches or challenge foes 1v1 online. Master the simple combat, execute destructive signature moves, and take down your opponent to take home championship gold.
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Release Date:
Apr 12, 2018
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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?

“We're looking for feedback and to build a community of players who want to get involved with the direction of the game. We want to ensure the game is well balanced and start building upon the base of what we have now with fresh ideas, evolving the game into something players really enjoy.”

Approximately how long will this game be in Early Access?

“The game will be in early access for a few months. We're aiming for a full release in late summer 2018, which will give us plenty of time to incorporate feedback from players and expand the game's features.”

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

“We are planning to add more versus match types, a solo mode where you can book matches on your own wrestling promotion's tour, and training. The combat and characters will be tweaked and balanced throughout the Early Access period, so expect that to change by launch as well.

Online will be revised and evolved upon throughout early access. It's barebones at the moment with 1v1 through friend invites and first-come-first-served matchmaking in regions. We plan to improve upon matchmaking, add support for gimmick rings (tables, ladders, etc), and overall make the online experience smoother.

We also want to add achievements, custom controls mapping, and an online leaderboard for solo modes, among other things.”

What is the current state of the Early Access version?

“The game is fully playable, and the core combat system is complete. We have 4 characters, 5 stage options, 3 versus match types and 2 solo modes. Online is available in the form of one-on-one versus matches in the standard ring only, however it is fairly new and rough around the edges so expect some instability.”

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

“We don't plan to increase the price during Early Access. We will likely increase the price after Early Access is finished depending on what new content and features we ship by full launch.”

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

“We will be involved in the community gathering feedback about the combat and balancing, to ensure we can tweak the game and improve it with all the player's ideas in mind. We will also be looking for feedback and ideas for new modes and match types. We have a Discord available for players to talk about ideas, give us feedback, and to do some ad-hoc matchmaking with other players.”
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Recent updates View all (3)

June 20

The Controls Update (v0.16.0 Release)



Finally at long last, v0.16.0 aka The Controls Update, the first decent sized update has arrived! This update is loving dubbed "Leaping Lariat" internally (yes, every minor release is named after different wrestling maneuver). The Controls Update includes Steam Controller support and in-game control bindings for keyboards and non-Steam gamepads.

First off I'd like to apologize for the lack up updates up to this point. After getting out a ton of bug fix patches right after launch, I wanted to focus on getting this bigger update finished. In the process I ran into some unforeseen issues, some scheduling problems due to some of my freelance work, topped off with a general burnout from the tedious nature of this update. This update is not flashy, and most players might not even touch the Steam Controller support or customize their controls at all! But it was desperately needed.

One of the major reasons it took so long was that it's a ground up rewrite of the input code. This was useful to make custom bindings go more smoothly and necessary for Steam Controller support. Since player input touches everything from the menus to the online play, it meant careful work with lots and lots of testing and re-testing.

The other reason was because during my work on this update, the game development tools I built the game with (HaxeFlixel and OpenFL) had some significant releases so I took some time to upgrade those. This means I'll be able to take advantage of much more up to date features I wasn't able to before as well as day one get some nice bug fixes.

v0.16.0 Patch Notes

Features:
  • Steam Controller support
  • In-game controls customization

Improvements:
  • "Dodge" is now it's own re-bindable action; No longer Jump+Block, and defaults to Right Bumper on Gamepad or "F" on Keyboard)

Keyboard and Gamepad configs can be edited by going to "Options" menu then "Controls" and joining with a device. You can also hit pause in a match and edit them from "View Controls" in the pause overlay. Currently only Player 1 will save and load when you close/open the game. Players 2-4 will be saved until the player leaves or the game is shut down. Steam Controller bindings need to be managed in Steam's input manager, and cannot be edited in-game.

What's Next

My immediate focus is bug fixes, I have a few minor bugs related to the controller customization things I want to iron out that didn't make it into this release. After that all of my effort will be into a really fun update for combat. I've compiled a ton of feedback and have a few areas of focus to improve combat. In general this means: more environmental effects for non-standard stages, character-specific special moves, some general combat balancing, and improved hit feedback and vfx. I'll keep this update fairly streamlined to make sure I can ship it much quicker than I could v0.16.0!

Also, given that this update took way longer than I had planned and I lagged behind some bug fixes, I pushed back my plans to do Player Profiles until a bit later. The groundwork is there for them with this update, so once I get a few more features in, I'll tackle that. That will include saving controller configs that you can reload at any time and profiles for local players, allowing your friends to make a profile and have their configs ready to go the next time they play with you in those Player 2-4 slots.
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April 30

April Update (EA Monthly #1)



Hey everyone!

The first few weeks of Double Turn's Early Access have wrapped up, and I'm starting to switch gears from mostly fixing issues and putting out fires to starting to build new stuff! Obviously there will continue to be issues to fix and feedback to gather but all the high priority post-launch hotfixes have gone out.

New Patch: v0.15.5

The latest patch went out, and includes some solo/AI balance issues and crash fixes. You can these, other issues, and previous patches on our roadmap.

- Prevent strikes from hitting multiple AI opponents at once
- Fix AI getting stuck at ropes
- Reduce Battle Royal difficulty by increasing all timers by 5 seconds
- Fix memory bloat problems related to the hit vfx causing crashes for some users
- Fix periodic crash when leaving online menu state

Custom Controls Progress

I'm making good progress on the custom controller bindings and better controller support overall. Right now I have a mostly complete build supporting Steam Controller, and in-game binding configs coming shortly after that. The goal is to have a live build with this update in the next 2-3 weeks in mid-May. I will also likely put this on a beta branch so people can try it before its done, later this week or early next week.

Combat balancing

The other update that's planned is some balancing of combat and a few experiments in character-specific "specials" and "passives". Basically the idea is to break the current "all characters play the same" mold with minor differences in play and heat bonuses for certain characters when they do certain things. I had planned on doing something like this, and we've had some discussion on the Discord. Test version of this will also come out on a beta branch in May. This will involve some ongoing testing and balancing so I'll likely stay on a beta branch for a bit, and go live after custom controls comes out.

Double Turn in the Wild!

In case you missed it, Chris Denker aka DenkOps made a video playing Double Turn! Even through all the "Day 1" bugs and early access roughness, it was very fun to watch, so I'm super psyched he played it. If you see any other videos or streams, please let us know! And if you want anyone to cover Double Turn also let us know.

Thats it for now. If you haven't yet, please join the Discord! As we grow I'd like to organize some tournaments, and for now at least get people doing some ad-hoc matchmaking. The more we grow the community the better the game gets!
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About This Game

Double Turn is a pro-wrestling party brawler for up to 4 players. Fight in fast-paced local versus matches or challenge foes 1v1 online. Master the simple combat, execute destructive signature moves, and take down your opponent to take home championship gold.

Features

  • Brawl in 2-4 player local versus
  • Face opponents online in 1v1 matches
  • Test your skills in solo modes and earn a top spot in Battle Royal and Gauntlet matches
  • Feel the heat of the crowd in a sold-out stadium
  • Take the mantle of one of four pro-wrestlers

Gameplay

Straightforward controls keeps combat fast and fluid. Approachable to play with your friends, with enough variation to dive deep in wrestling mastery. Strike to throw powerful fists and quick elbows, block to defend against attacks, and throw your foe with classic wrestling maneuvers. Takedown opponents with devastating signature moves. Everything you do is to fuel the heat of the crowd. Whether they love you or hate you, keep the crowd cheering and build up enough momentum to best any fighter. Fighting builds heat, heat charges your signature, and signatures get you championships.

Wrestlers

The Brawler is a tough-as-nails street fighting heel. Throwing fists and cheap shots, he'll do what it takes to win.
  • Strikes: Punches, Double-Axe Handle
  • Throw: Short-arm Clothesline
  • Signature: DDT
  • Finisher: Chair Shot

The High Flyer is a high flying masked luchadora. This underdog babyface is always determined and ready for a fight even in the face of bigger badder foes.
  • Strikes: Diving Kick, Pele Kick
  • Throw: Hurricanrana
  • Signature: Dropkick
  • Finisher: Moonsault

The Striker deals fierce attacks and is a master of strong style. She is a heel who commands the ring and makes sure her opponents feel the pain.
  • Strikes: Forearm strikes, Elbow Strikes, Spinning kick
  • Throw: Suplex
  • Signature: Jumping knee strike
  • Finisher: Spinning Heel Kick

The Showman is a fan favorite babyface who thrives off the cheers of all of his fans. A goody-two-shoes who will always do what's right and is at the face of the company.
  • Strikes: Chop, Cross-chop, Leg drop
  • Throw: Fireman's Carry Takeover
  • Signature: Powerbomb
  • Finisher: Elbow Drop

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7
    • Processor: Intel i5
    • Memory: 4 GB RAM
    • Graphics: Intel Iris 1536 MB
    • Storage: 200 MB available space
    Minimum:
    • OS: macOS 10.9 "Mavericks"
    • Processor: Intel i5
    • Memory: 4 GB RAM
    • Graphics: Intel Iris 1536 MB
    • Storage: 200 MB available space
    Minimum:
    • OS: Ubuntu 14.04
    • Processor: Intel i5
    • Memory: 4 GB RAM
    • Graphics: Intel Iris 1536 MB
    • Storage: 200 MB available space

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