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.

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.
In 2025, our small team continued to put a bunch of time and effort into improving Mega Knockdown. Let\'s recap a few of last year\'s updates, and our goals for 2026.\n\n2025 Recap\n
\nFirst of all, in 2025 we expanded the game\'s roster for the first time ever, adding Nils, our first \'charge\' archetype character, and Maria, who has been carving out her own niche as an oppressive rushdown character. For a long time we stuck with the game\'s original 6 characters while we focused on art and system improvements, but with those goals getting to a more \"stable\" state, we can finally add more characters--and we\'re not done yet!\n\nAs of this year, all characters now have a full set of \"finished\" quality sprites. That doesn\'t mean we\'re not still polishing sprites and improving animations, but we\'ve been able to replace all the sketch-like \"draft\" sprites. One new element of polish from last year is that most characters now have idle animations instead of a static idle sprite, and I think that\'s really helped breathe some life into the in-between parts of gameplay. Many characters also have unique back throw animations now too. My favorites are Billy\'s new suplex and Nick\'s RKO-inspired Faith Smasher.\n\n
\n\nHit effects and attack animation pacing were overhauled across the board to give hits more of a feeling of impact. We did another pass on hitsparks and hitstop, and put in screenshake to enhance the biggest hits. We also added a few subtle touches like \"dust\" VFX and improved the look of air juggle hits, which used to look somewhat more awkward.\n\n
\n\nLots of small balance changes took place to keep characters viable and fun to play, and to make sure one character or strategy didn\'t get too dominant in competitive play. To name a couple of the more impactful changes, the oki situation off midscreen throws was toned down, and sweeps were made faster to make them useful in more situations. Fireball wars are now more dynamic. Nick in particular benefited from this year\'s changes, as he was given new tools to bring him more in line with other characters\' power levels. Faith Smasher is now a true untechable command throw, and he gets better screen position on hit with Dew Rush.\n\nWe made several improvements to the menus to make them better looking and easier to navigate. We did a pass on fonts and glyphs, and to make it easier to find games, the Main Menu now shows you at a glance if any public lobbies are open (or if other players are online who may be looking for games). Characters have new key art in character select, and fully overhauled the end-of-match screen to include win/lose poses, and even a \"salty\" quote from the loser. Our main music guy Nabil Anthony made two new music tracks for these screens, on top of a new boss theme.\n\n
\n\nSome progress was made on stages, although these were somewhat on the back burner compared to other areas. Billy has a new in-progress stage, and Maria has a new stage inspired based in part on Billy\'s old bridge stage.\n\nCompetitive play has also gotten a little faster thanks to the new Rapid time setting (6 seconds), which strikes a comfortable balance between the 15 second Standard timer and the especially fast-paced Blitz (3 second) setting. In our online leagues, Rapid has become the default, and players only actually take the full 6 seconds on very rare occasions. In League play, Stealph has continued her dominance, winning 6 leagues. Hypergrav and new challenger MegaS have won one league each, and the latter two may be in position to pick up a second win during the current month\'s league (which is ongoing). Think you can step up to the challenge and join the Hall of Fame? Join our Discord !\n\nThe game now has mostly-complete translations into Brazillian Portuguese, Spanish, Japanese and Chinese, and the associated menu infrastructure needed to switch languages on the fly. The former two translations were done by community members Stealph and LeapyLad, respectively, and the latter two were done by contractors from the professional translation service Warlocs. We hope that this will expand the reach and playerbase of the game over time. On a similar vein, we also added support for MacOS, which had been requested for awhile.\n\n
\n\nThe replay system was expanded to allow replays of your Arcade Mode matches, and you can even do a crude form of replay takeover by opening up the mouse menu while in \'stepped\' replay playback. Another new feature lets you autoplay through your replays in reverse chronological order. We also improved our integration with Steam Timeline, Steam\'s built-in video recording system.\n\nUnder the hood, we updated our Unity 2021 LTS version and our Facepunch plugin, the latter of which helped us integrate with these new Steam features. We did several passes on performance to improve load times and make frame rates more consistent, cleaned up several textures and scripts, and added a proper preloader. The community helped us find and fix a few bugs here and there as well. We also updated the default key bindings to (hopefully) help onboard players more easily.\n\nLastly, we were at EVO! We had a booth in the Indie Dev area. Lots of people came by to play and enjoy the game, and we held a small side tournament as well. Overall that was a great opportunity and we hope to show up to more events (more on that in a bit..)\n\n
\n\nGoals for 2026\n\nWe hoped to be out of early access by the end of 2025, but that ended up being a little bit too ambitious. Our new release target is Summer 2026, and the game is getting pretty close to our goals for 1.0. Here are a few of the things we\'re planning to add this year, in no particular order.\n\nCharacter #9\n
\nThe next new character will launch alongside the 1.0 version of the game! I am planning to add more characters post-launch, although their number and release schedule is fully TBD. Character #9 is quite far along, so you can definitely expect to see them in 2026. Testers are telling me that they are really fun, so I can\'t wait until I\'m able to announce them.\n\nBetter Stages\n
\nOur stages have tended to lag behind the character sprites because a) we have only one artist and b) the placeholder stages haven\'t looked too bad (they are mostly stock images or Schwarzerblitz developer Andrea Demetrio\'s vacation photos--not kidding). Still, we hope to have the final versions of our stages ready in 2026.\n\nImproved Endings\n
\nOur artist Alan has made significant progress on the ending art, none of which is in game yet. I plan to implement these in-game alongside the 1.0 update.\n\nOdds and Ends\n
\nIn addition to general animation cleanup and filling in missing pieces like idle animations for some characters, we have some miscellaneous goals like end-of-round win poses, updates to the online lobby UI, and more.\n\nIRL Events\nI have made plans to attend Mega Knockdown at Combo Breaker (May 22-24 in the Chicago area) and run a side bracket for Mega Knockdown (possibly something unofficial at the BYOC). I will also be bringing Mega Knockdown to Feats of Strength at Wonderville Arcade in Brooklyn NY, which is happening in just a week or so (Jan 10-11). I might be able to bring the game elsewhere, but that\'s what I have planned at the moment.\n\nAs a disclaimer, we have a very small team with one programmer, one artist and no publisher money, so we may or may not make as much progress as we\'d like toward these goals. If you want to support our continued work on the game, one great way to do that is to join our Patreon .\n\nIf you want to see last year\'s Year In Review, check it out here:\nhttps://store.steampowered.com/news/app/1492750/view/532085430055602345?l=english
Minimum 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
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