
Forgotten Guardians returned to save humanity from a demonic invasion. Battle of Guardians, is a real-time online multiplayer PVP and PVE free-to-play fighting game.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.

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Languages: English**languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I don't know how this game does it but they manage to make a fighting game that gets absolutely everything wrong. The gameplay mechanics: - No special moves, characters are no more than a collection of basic normals that all have similar ranges so everyone plays pretty much exactly the same. - The frame data on everything is awful, most moves have too much startup to reliably poke with and so much recovery that you can easily be punished on whiff. - You can cancel every move into every move on hit so there's no depth whatsoever in combo structure, mash buttons randomly and your character will combo on their own until you happen to use a move with enough startup that your opponent can mash out of hitstun. - The above causes inescapable infinite blockstrings: their solution? The parry mechanic, a meterless guard cancel that can punish most moves in the game on reaction and cannot be baited because of how massively unsafe everything in the game is. - There are basically no anti-airs so jumping is ridiculously strong. - The autocombo system is messed up and makes you do your autocombo followup the second time you press a button in neutral no matter how long it's been since the first press, this means your few usable pokes will get overwritten by their often garbage followups once you use them in neutral. All of the gameplay mechanics combine to form a game where every option is very high risk and low reward, so you're incentivized to play as safe as physically possible instead of engaging your opponent. The game feel/presentation: - The game feels extremely clunky and unresponsive, the physics are a mess and i don't think there's any input buffer. - The animation overall is not great, a lot of attack animations look really weird which is probably just a byproduct of reusing animations on different characters, and even the ones that are on the correct character are very low quality. - The characters are all extremely boring, all the characters are either extremely generic or straight-up ripoffs of existing characters. The other problems: - The online play uses delay-based, server-based netcode, at least the delay is consistent but you still have to deal with significant ping. - The game is very poorly optimized, my pc can run guilty gear strive at max graphics with no issues but this game has low framerates even on minimum graphics. - The pay to win aspect is the final nail in the already very nailed coffin, I don't think I need to explain why being able to buy characters with higher stats and better supers is a bad thing. The only thing this game realistically has going for it is being a free to play fighting game but even in that market there's better options, the old melty blood is playable online for free thanks to community edition as well as tons of old arcade titles on fightcade. Avoid at all costs.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
(Warning : Wall of text! This come from my experience playing Fighting Games for half of decade casual competitively) This game is bad at this current state right now. I know this still in beta but the game itself at the core fundamental level have a lot of problem. I can't see the direction where they want to make, is it a Tekken like game in 2D space? or Street Fighter style with heavy footsies or anime style? as for now I can't see where the direction. Its feel like a half-baked games with a lot of good idea but a lot more failed execution. Lets review from the mechanic : This game is 8 Buttons games with Light, Medium, Heavy and special button for some mechanic. Its a lot button for a games but it also didn't get a lot of purpose. the Special button only occur when you want to make a guard break or super which is can be substitute with button combination (E.g : LP+MP or LK+MK). Ironically the Grab have 2 type of button combination the LP+LK (Hand Grab) and MP+MK (Kick grab) but one of them is useless since there is a strategy I will explain later in the next segment about this. Lets back about the button. The 6 normal attack button and you can attack as standing or crouching like your normal 2D games. When hitting with standing attack (hit or block) you can follow up with auto combos or other button combination as long is standing attack. For the crouching, it more like a Tekken type of crouching that it can't be cancel into any move and only for checking (like overhead move in 2D games). This is auto combo is a lot of mess. Usually Auto-Combos have difference animation to make it look legit but no, they reuse the animation from the other attack and it make the visual not distinct enough and looks lazy. It even worst that the frame isn't even cut or cancel so some of the character auto combo isn't a true combo and can be guard after some hit or some gap because animation which is really bad and punish the player especially with the game that have a really strong defense system (and also bad defense system). Moreover, the auto combo also have some of crouching move animation and it actually hit low, SO USING THE CORRECT AUTO COMBO WHEN OPPONENT NOT KNOW THE DEFENSE MECHANIC IS ONE OF THE META IN HERE AND SOMETIME A UNBREAKABLE COMBO OR A REALLY STRONG STRING OF AUTO COMBO IS WIN SITUATION BUT IT ALSO OBSOLETE STRATEGY BECAUSE HOW THE MOVEMENT AND DEFENSE SYSTEM BUILD AT HERE. IT ALSO APPLY TO NORMAL CHAIN COMBO AND EVEN COMBO MOVES IN COMMAND LIST WHICH MAKE ALL OF THE COMBO OBSOLETE EXCEPT FEW CAST WHO HAVE GOOD FRAME DATA. Even worst that attack is so slow, Heavy attack is literally heavy and take a million year to come out. Lets talk about the movement system. The movement is bad bro, Why you make the game with a lot of frame of jump animation and a lot of frame that you can't cancel or doing anything? is this Shaq-Fu 2.0? It make the movement sluggish, hell even moving like backash, dashing or even walking its so sluggish and risky to do anything. You can only cancel your dash into heavy attack and it also risky, it make the opponent can just punish you when dashing. I know the dash is pretty fast and far but a lot of cast at least in beta have long range and if you can predict the movement of other character, you can out zoned the opponent easily, I use Sila and I'm eating good just punishing people dash everyday, all the day. (I know you make as little as fireball character to avoid spamming but bro, Player will break the game eitherway). Jump also same, a lot of landing recovery, take million years to someone recover, it make Zoner really happy. TLDR : Fix your input and movement to avoid sluggish feeling when playing. Okay now we come to Defense. This new mechanic that they implement name parry is one of the strongest mechanic in the game, other than grab. Basically its counter attack, nothing like a normal parry you will expect. Its basically counter almost everything, as long is not a two hitter attack or grab, you will almost win the interaction because the counter attack give you one hit invincible attack. It really slow the game down and make the game a lot of timeout because the Strike/attack is freaking weak. Especially this game is 60 seconds game with really tiny damage and how the combo work. So how the counter for defense? its only the Guard Break and Throw which is also a strong option. Lets start with throw the easiest and the most universal mechanic in Fighting Games. Throw work normally like any other fighting games except there is no back throw as far as I know and there is throw cool down after use. There 2 types of throw, the Hand type which make opponent knock down near you and the kick one that make opponent launch far. Funny thing is, there only one throw is viable and is the Hand one. You can get Oki (Wake-up Offense) after using the Hand Grab but not with kick version which give the opponent neutral position. The problem with the throw is how inconsistent the grab is and what range that the grab is. You can grab someone like miles away and sometime, you can grab the strike attempt (which normally strike beat grab not the other way around). It make doing Oki is really risky and you can't shimmy (baiting opponent to grab) because how far the grab is and it so rewarding to just grab in defense enviroment. But why I still mention Oki is good in grab even thought it lose to grab? I welcome you the one of the specific mechanic in BoG name Guard Break. This mechanic is super duper strong! you need to pay 1 meter to use it and it have cooldown after using it but its doesn't matter, its so worth it to just spam it. Its long reaching attack usually and have a lot of frame advantage. It can break the block like the namesake is and give you full combo (as long your character can chain combo correctly, not like fake auto combos from character). It become really strong once someone get Oki from down or grab. It become Option Select by itself (covering a lot of option with one move). Grab? no, lose to Guard Break because frame advantage. Block? ofc you Guard Break it. Backdash or jump? How you can wake up backdash in this game with this sluggish movement?. So wake up guard break is really strong and its one of the most META strategy in any tournament that I watched and I even use it in my match. No reason to not use it seriously it also become necessary because the 4 meter super is so slow, you can't do it from combo and damage is inconsistent and 1 meter super is so bad, you can parry it, so use your meter for guard break, trust me, it was the best option. But still, Offense is to weak because if you want to do it, you need to grind meter which is very hard because how weak the offense is. Lastly lets talk about other then core mechanic Character design is really good and one of the positive point but there is. The characters feels soulless, there isn't any voice acting which is I'm still okay but how the move didn't sell me. The move is generic and even worst there also a lot of reuse animation. The reason Fighting Games player play your game isn't always about how many character you make but how attach to them with their character. you can make 100++ characters but if your character is generic and nothing that spark joy to player/resonate with player, expect them to not play your game. I want to see this game better especially since I'm also Indonesian. but how the current game right now like this, I can't recommend this game. The game have a lot of problem in fundamental level especially how they balance the Strike Throw and Block department (And the identity of the game). It just bad in that fundamental level. I don't want the be popular just because its from indo and "Karya Anak Bangsa" emblem again and the developer can be lazy about it. I want to see a really great Indo FG that anyone can enjoy regardless of the country you are playing and something to be proud of. That why i type this long.
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[quote]Warning: NFT/Blockchain scam[/quote] [quote]Warning: Microtransaction infested mobile app[/quote] Battle of Guardians is one of thousands of nasty mobile apps infesting the "free" section of Steam, but it's not really free. There's only a superficial "game" here. This mobile scam is an NFT/blockchain backed game where playing the game earns you tokens on the $BGS blockchain... yes, this is an NFT scam being pushed by cryptobros in direct violation of Valve's ban on such games. It's not a real game. You need to create a third party account and crypto wallet to hold your NFTs, buy and sell them in the in-game cash shop... my advice is to avoid NFT scams like the plague. It's just a veneer wrapped around a nasty, predatory mobile app cash shop and NFT/blockchain game designed for Android and iPhone. The true purpose of this mobile app is to get you to hand your credit card details to the greedy mobile devs so you can buy NFTs in the nasty cash shop... it's a mobile app cash harvester, and has no place in your game library. Even though this is "free", it failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at just a dozen or so concurrent players, and now there's basically nobody playing it. Even though it's free. This is a dismal public reception, but it's easy to see why gamers rejected it. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Nope. This isn't worth downloading. While this didn't cost me any money up front, I still feel ripped off.
the fact that this game exists means we have failed as a species
ХАХУЕННАЯ игрулька... посидел минут 10 в меню логина, поколбасился под музыку дальше дело не пошло... тупо дальше логина не идёт.... обёртка в разы красивее содержимого... думайте сами
кто в это играет мусор какой-то
takes so long to create username the game won't let me in
very well for play!
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.