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Mega Knockdown
dhamster Developer
Counter Hit Studios Publisher
2022-07-29 Release
Game News Posts: 84
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Positive (27 reviews)
Public Linux Depots:
  • [796.53 M]
May Update

New Languages Added: Japanese and Spanish

  • Mega Knockdown may now be played in Japanese (translation by Warlocs) or LATAM Spanish (translation by LeapyLad). There is a language selection button in the lower right corner of the main menu, and another one in the Options menu.
  • There are a few lingering text strings still in english, such as Online log messages, but the game should be fully playable in these languages now, in addition to English and Brazillian Portuguese as before. If you notice an issue with the translation, you can press F8 to report it.
New Animations
  • Finished quality sprites have been added for Marv's B attacks (the wood pillars) and Noel's throw (the chomp).
Balance Changes
  • Nils' Void Cutter no longer deals self damage.
  • At an early stage Void Cutter did a lot more damage at the cost of self damage, but this was dialed back to the same as Paulcano--but the self damage stayed. So it doesn't make a lot of sense to add a drawback to a worse Paulcano.
  • "A attack" damage has been adjusted for some characters.
  • Nils A attack (first hit) now deals a flat 125 damage, instead of 150 for the crouching version or 100 for the walking version of the move. Nils B attack (first hit) increased to 125 damage (from 100).
  • This is intended to make his uncharged A and B a little less useless, while keeping charged A/B damage above average.
  • Marv A attack (first hit) now deals 50 damage (down from 100)
  • Universal 6A is, in general, a really strong tool, and Marv could basically play rushdown with it just as well as anyone else. We're going to try reducing 1st hit damage to give him a little disadvantage here, but the reward is still decent on a clean hit.
  • Paul A attack (first hit) now deals 75 damage (down from 100)
  • Paul has not been taking his training very seriously so his jab has lost a little bit of power. He won't trade hits as effectively, but his full A combos are still quite strong.
Online Improvements
  • The game now offers more explanation of what happens when you are sent back to the lobby view, or back to the lobby browser.
  • When someone goes back to room during a match, or disconnects during a match, an explanatory message will show in the Player Room's log window
  • If you lose connection with a lobby and get kicked out to the Online menu, an explanatory message will show in the Online menu.
User Interface Improvements

  • The clickable mouse controls now use the same glyphs and color scheme as used elsewhere for attack/block/throw.
  • Fixed some alignment/layout issues with a few menus when the game is in 16:10 aspect ratio.
  • Increased the "fade in" speed of some scenes to make menus easier to navigate.
  • New fonts are being used in several places. For instance, Arial Black has been mostly replaced with Montserrat.
Tutorial Improvements
  • In Lesson 16 (Different Types of Throws), the player's HP has been reduced significantly. If players fail the third part by getting hit, they will now be KO'd, allowing them to retry instead of getting stuck in a confusing situation where the opponent is no longer easily throwable.
  • In Arcade mode, Sensei Bob now offers additional Sensei's Tips telling the player about the "Next Move" hint in single player, and explaining how to bring up the Combat Log.
Bug Fixes
  • Fixed an issue where your first click in the Main Menu screen would sometimes do nothing.
  • In the Demo, fixed an issue where achievements were not unlocking correctly.
  • Fixed an issue where the Green Screen Jeremy DLC was not being registered correctly on Linux.
  • Fixed the alignment of some "alerts" that appear in the Main Menu (such as when a lobby is open for joining).
  • Fixed an issue where a deactivated Animator object was being given instructions during the Credits, causing a log warning.


[ 2025-05-17 02:19:07 CET ] [ Original post ]

The 2D Fighting Game With a Twist: It's Turn-Based!



Mega Knockdown's simultaneous turn-based gameplay system makes it a unique, beginner-friendly fighting game experience that is easy to learn, but hard to master.

Fighting game veterans and newbies alike can jump right in to advanced level mindgames without spending a lot of time learning execution or complex inputs. Learn fighting games, or teach them to your friends!

Gameplay Highlights
  • Simple controls with no timing requirement
  • Experience classic fighting game archetypes: the fireball-throwing martial artist, the grappler, the long-limbed poke specialist, and more!
  • Jockey for position and weave in and out of range of attacks. Are you a true master of fighting game footsies? Prove it!
  • Get the upper hand on your opponents with a knockdown, and press the advantage with a 'meaty attack' on their wakeup!
  • Enrage and astound your friends with a well placed 'tick throw'!
  • Express yourself! Do you carefully block and punish your way to victory, or do you assert dominance with a wild and aggressive gameplan?

How does it work?

Each turn, players choose a combat action and a movement action in secret. Then, both players' actions resolve simultaneously over the course of a few seconds. Predicting the opponent's actions and choosing the right counterplay is the key to victory.

The basic actions are attacks, blocks and throws:


  • Attacks can beat out other moves through superior range or speed. Some attacks also knock players down, restricting that player's movement and slowing their attacks next turn. This emulates the "wakeup game" seen in most fighting games.
  • Blocking prevents damage from attacks, and usually puts the defender at an advantage next turn, or grants a free counter-attack ("punish") against the opponent.
  • Throws can break an opponent's guard, but have short range.

The game's six characters also have unique special moves which change how they play the game.



Want to give it a try? Scroll up to check out the free demo!

Modes and Features:

  • Arcade Mode (with story scenes)
  • Local Versus
  • Online Versus (via Steam Remote Play)
  • Interactive Tutorial
  • Survival Mode
  • Blitz speed variants
  • Training Mode with frame data display
  • Controller Support
  • Accessible difficulty settings
  • 6 Playable Characters
  • 2 Selectable Art Styles



Fun fact: Mega Knockdown was originally developed as a card game for the 2017 season of the CUDO Plays design competition.

MINIMAL SETUP
  • OS: Linux
  • Processor: Intel i5-6300HQMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Intel(R) HD Graphics 530
  • Storage: 300 MB available space

GAMEBILLET

[ 6094 ]

12.59$ (16%)
49.77$ (17%)
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5.27$ (12%)
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12.42$ (17%)
12.42$ (17%)
49.77$ (17%)
GAMERSGATE

[ 478 ]

1.05$ (85%)
30.0$ (50%)
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21.99$ (45%)
0.58$ (92%)
18.75$ (62%)
11.24$ (55%)
2.1$ (79%)
1.17$ (90%)
0.9$ (92%)
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6.0$ (80%)
0.26$ (91%)
0.58$ (92%)
1.58$ (95%)
0.58$ (92%)
0.79$ (87%)
3.75$ (85%)
22.5$ (62%)
0.43$ (91%)
8.0$ (80%)
1.35$ (89%)
1.0$ (80%)
4.75$ (81%)
0.45$ (85%)
7.5$ (70%)
3.0$ (85%)
MacGamestore

[ 1968 ]

3.99$ (73%)
3.99$ (80%)
0.99$ (80%)
1.19$ (88%)
1.49$ (85%)
2.99$ (93%)
2.99$ (75%)
1.28$ (87%)
1.09$ (82%)
1.09$ (95%)
1.49$ (85%)
1.79$ (90%)
1.19$ (88%)
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2.49$ (75%)
1.29$ (91%)
3.49$ (65%)
1.19$ (76%)
2.99$ (85%)
5.99$ (60%)
2.79$ (91%)

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