
A fast-paced, uncompromising indie platform fighting game. Connect multiple controllers for local play, practice in training mode, and avoid touching the entropic static.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Antistatic is a crisp, uncompromising indie platform fighter built in a custom engine.
Inside a crumbling digital world, atomic combatants carry out their programming in an endless series of battles over the remaining shielded landmarks.
Local play — plug in multiple controllers and play together on one screen
Traditional mechanics — shields, directional influence, lag-canceling, grabs, wavedashing, and more
GameCube adapter support — natively use the official adapter to play with the most iconic controller for the genre, with a familiar feel
6 characters — all with different play styles
10 stage layouts — some staples, and some new
Internationalization Alpha
Rough lookup/machine-assisted language options available for: Spanish, French, Italian, German, Russian, Japanese, Korean, Simplified Chinese, and Traditional Chinese.
Online Alpha
Online play is in alpha, but the central matchmaking servers are currently offline. Remote Play Together is the recommended approach for now.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Reviews
Unplayable. You can't alter the controls.
i genuinely don't know how i figured out about this game, and how i managed to play it for 25 hours (probably left it on in accident), but i'm probably one of the only people in the world who are still aware of this games existence. pretty fun game, especially with friends, and feels pretty nice to control.
The movement is fluffin solid, this is a beautiful fighting game made by somebody who clearly knows what they are doing. This game is worth it!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Languages: English**languages with full audio support
Very early in development, so it's lacking in a lot of departments. That said, the core gameplay is tight and with some time most of the problems will be fixed and most missing features will be implemented. Also, the dev seems pretty engaged with the community and is very active, at least on discord, while posting constant updates about the development timeline. Overall, at it's current state it's a very 'rough' game with a good core that only shows signs of improving.
This game needs more attention. It's the most Melee-like platform fighter out at the moment while still being unique instead of directly ripping or tweaking already existing characters. My only issues are that I feel it's held back by it's lack of characters and models, considering the potential it has, and some of the character mechanics could be made more clear. I don't personally mind, as platform fighter developers tend to have a strange habit of designing their characters after the latest dumps they've taken (looking at you, Icons/Rushdown Revolt), but I know most players and spectators will want actual characters. Looks like this might be addressed in the future, since I saw something pertaining to it on the Trello. It's also developed by a guy who worked AirDash Online, which had a ton of potential.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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