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.
Impact Update II: Bigger Hits!
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This update adds a lot more \"juice\" to hit impacts. By that I mean I\'ve put in more effects and adjusted some animations to enhance the visceral feel you get from hitting and getting hit. Our artist Alan has been asking for some of these changes for a long time, and after EVO I got some good feedback from noted juice enthusiast Adam Heart on how to improve impacts and animation pacing.\n\nNew Hit Effects\n
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- Particle systems have been fully overhauled, they\'re no longer blocky and now more translucent (thanks to \"additive\" shaders). Certain really big hits have screen filling particle effects.\n
- Hits now have a bit of screenshake. Moves with more damage, push or knockdown properties will shake the screen more. You can turn this off in the options if it makes you motion sick.\n
- Big hits now have 2f more hitstop than before\n
- Strife mode has even dumber and more distracting zoom-ins than before\n
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- Maria gains a new special on Back+A called House Call. It\'s a knee bash that sends her forward a square, letting her stay on opponents and keep the pressure in neutral or during oki. It\'s similar to Advance Base, but a bit faster, and it doesn\'t get bonus range vs other \"late moving\" specials, unlike other moves with this property. We think this will give her more interesting options up-close.\n
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- Some animation timings have been made \"snappier\" from anticipation to active frames to enhance the feeling of violence and impact. Marv Vapor Strike and Blazing Ent, Billy B/C, Paul B/C, Nils B/C, Nils Advance Base are among those affected.\n
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- Paul\'s fireball now travels more quickly and he spends less time in the animation. This by itself does not affect gameplay. However...\n
- You are no longer guaranteed a fireball clash if both players throw a fireball or other projectile. Fireballs no longer clash at point blank (ever), and if you are minus, you will get hit by a fireball unless you\'re far enough away. If the fireball would reach you before you get your own fireball out, you\'re getting hit. Nils is a little better at clashing when minus, but Paul has to be pretty far away for this to happen.\n
- Specifically, if you\'re -20, you\'ll get hit by the opponent\'s projectile regardless of spacing. If Paul is -10 he can clash a fireball from 5 spaces away. If Nils is -10 he can clash a fireball from 3 or more spaces away. Nils Natural Light will beat any other projectile if he\'s +10 and close enough to land it.\n
- If Natural Light clashes with a fireball, Nils will be +10 or +20 depending on how plus or minus he was before... but he won\'t have charge. Tricky!\n
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- Nils Advance Base now has an anti-air square and deals some chip. We think this will make it more useful for more than just the utility of moving forward on the ground while keeping charge.\n
- Nick\'s Faith Smasher now deals 25 extra damage to religious fundamenalists (sorry Nils).\n
- Touched up some sprites in Billy\'s A/B combo to fix the fill layer bleeding out past the lines in parts\n
- Updated some text fields that broke in certain languages\n
- Tengoku Chaos Dunk added to Billy\'s movelist. It was already in the game, but unlisted.\n
- Fixed an issue causing fireball clashes to trigger visually when they were not supposed to in the Paul v Noel matchup\n
- Fixed some timing issues involving jumping over fireballs\n
- Fixed hitstop on player 2 side not being right sometimes\n
- Natural Light will now more consistently clash with vine\n
- Noel has a new loser quote vs Nick now\n
- Maria jC does chip now\n
- Translations have been updated. We\'re now more or less caught up in terms of japanese and spanish translation. Portuguese is missing Maria\'s story mode, that will come in a future update.\n
[ 2025-08-25 14:00:09 CET ] [Original Post]
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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