
From the folk who brought you classic Kaiju titles like "Godzilla: Save the Earth" comes the next generation of monster-on-monster fighting action! In this first release, play as any of four Kaijuland characters. 1-4 players, online or off! Future releases will feature original characters designed by our fans.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
As a game developer I can tell you that gigashark is broken. He has an insane jump, and his lightning breath shocks the opponents. This game is so easy as a gigashark main, every other character underperforms. Please nerf gigashark or else I'm done with Kaiju fighters.
I own this. I 100% this. Why did I do this.
[h2] GOOD [/h2] [list] [*][b] Strong Core Concept [/b] Battling it out as giant kaiju in destructible cityscapes or domed arenas is a killer premise that should have been a dream come true for monster fans. [*][b] Memorable Characters [/b] From the classic monsters to oddball entries like the chicken kaiju, there’s no denying the initial roster was packed with personality and potential. [/list] [h2] BAD [/h2] [list] [*][b] Brutally Incomplete [/b] This isn’t just an “Early Access” hiccup—the game is half-finished, with glaring holes in polish, features, and content that reek of unfulfilled promises. [*][b] Abandoned by Developers [/b] Years have gone by without a single meaningful update. The devs vanished, leaving backers, fans, and anyone who bought in stranded and ignored. [*][b] Wasted Opportunity for the Community [/b] An engaged community gathered around this game and got nothing but silence. Early supporters deserved far better communication and respect. [/list] [h2] Final Thought [/h2] As an original backer, this project stings. I’ve been watching and waiting for any sign of life, and what remains is a cautionary tale about Early Access gone wrong. With the right drive, Kaijuland Battles could have been something special. Instead, it’s a graveyard of broken promises. Here’s my advice: if you’re not committed to delivering, don’t launch on Steam—take it to itch.io, finish it, and only then ask for public support.
Godzilla: Save the Earth na PC Nie wiem czy to co mi się kiedyś przydarzyło można nazwać szczęściem czy cholernym nieszczęściem, gdyż znalazłem prawdopodobnie najgorszą bijatyką jaka stąpała po Steamie. Jeśli obejrzeliście ten zwiastun edytowany za pomocą Movie Makera, to w głowie (prawdopodobnie) zapali wam się lampka, że ta gra to clikbait, gdyż za wymienione w trailerze gry odpowiedzialne jest Pipeworks, a nie Sunstone. Jednak tak naprawdę chodzi tu o to że twórca tej gry pracował w Pipeworks, tylko w trailerze źle to wyjaśnili. Ale przejdźmy do samej gry. Jeśli spróbujecie odpalić grę bez żadnego specjalnego wyposażenia, to nie odpali się on wcale, a na ryj wyskoczy wam komunikat mówiący że gra nie będzie działać bez gamepadów. Więc po podłączeniu wita nas menu rodem z gier od CALARIS. Czarne tło, statyczne kolory i ogólna bieda. Mamy parę opcji do wyboru, w tym multiplayer. Jednak, ponieważ nikomu nie chce się w to grać to skazani jesteśmy na singleplayer, w który można grać samemu lub z kumplami, ale ponieważ raczej nie znajdziecie osoby która będzie chciała w to grać, to pozostaje tylko walka z botem. Tak czy owak, po wybraniu opcji dostajemy ekran wyboru potwora, który wygląda o niebo lepiej, niż menu główne. Dlaczego? A to dlatego że jest tło. Wow. Tak czy siak do wyboru mamy cztery potwory: Komododona, Robokomododona, Gigasharka i Magnaroka. Pierwsi dwaj są inspirowani Godzillą i Mechagodzillą, przedostatni to przetłumaczenie "Sczęk" na język filmów o potworach, a ostatni lekko nawiązuje do Daimajina. Po wyborze postaci zostaniemy skonfrontowani z faktem, że w grze jest tylko jedna mapa (co nie będzie zaskoczeniem dla tych co obejrzeli trailer do końca). Teraz czas na to co tygryski lubią najbardziej, czyli gameplay. Został on zerżnięty prosto z gier Godzilla od Pipeworks, włączając w to też ruchy postaci. O ile jeszcze postacie z tychże gier różniły się od siebie wyglądem i atakami specjalnymi, to te potwory różnią się od siebie tylko modelem, gdyż każdy potwór ma ten sam zestaw ruchów, które różnią się od siebie tylko animacją (no może poza wyglądem ataku dystansowego, ale czy można uznać to za wyraźną różnicę?). Jednak jak zauważyliście moja recenzja jest pozytywna, a w tej chwili wyrażam się o tej grze dosyć negatywnie, więc czy ta gra ka jakieś zalety? Owszem ma. Jest to w tej chwili najlepsza bijatyka z potworami na PC jaka istnieje, co spodoba się fanom takowych filmów. Ponadto do gry można dorobić własne tekstury, co jest bardzo miłym dodatkiem, gdyż ludzie w warsztacie STEAM potrafią zrobić naprawdę fajne skiny, w tym takie nawiązujące do prawdziwych filmów o potworach. Podsumowując: Jeśli jesteście fanami Kaiju i szukacie jakiejś fajnej gry o nich na PC, to możecie kupować śmiało. Natomiast jeżeli oczekujecie jakiejś dobrej bijatyki o potworach na PC, to nie tykać tej gry nawet kijem o długości roku świetlnego. :) Moja ocena: 8,5/10
This Kaiju Game is dead... ...Also! Stop Blaming "Duncan the Giant Green Kangaroo" on why this game died!
é dahora pena que é velho
jogaço mesmo que nao receba update a mais de 10 anos
Tags: Tournament Combat Additional Tags: Delete Local Content & Remove from Library TLDR: Eternal Early Access. Only 4 fighters. No steam integration for online longin. Requires third party account. Multi dead. Steam workshop helps for fighters but all you get is training mode and the AI is trivial to defeat. There are strictly no sound effects. Animations dont feel fully done and sometimes your character kind of warps around jarringly. 3D is not well textured enough with blotches of uniform color. The combat itself is just a hit and get hit button mash affair with no strategy. Hitting foes just have your blows go through them which makes it feel distant and unrewarding.
best game ever. never want to play any other game again everyone else that says otherwise is a loser.
The game has a few barriers and bugs preventing it from being seen as normally solid as we're used to with the previous Godzilla games. The game is not fully released so putting that aside, the game's plenty of fun depending on your perception and how much you personally would weigh down the alpha game based on its issues. Monster targeting seems to be inactive when an attack is performed, so in many instances when I'm exchanging with the AI, I'll end up attacking past him and we'll be swinging at the air. What I personally believe needs the most work is many of the hitstun and knockdown collisions decisions. For example certain moves don't visually affect the opponent or cause hitstun which can look unnatural. Gameplay-wise, cases of this as well as some instances of awkward hit detection (missing an enemy with an attack you thought should have hit them) are probably the biggest downfalls from my assumption. Oh, as well as the ducking and grappling, but those are simply yet to be fully implemented. Well, you're able to duck, but from my experience it didn't protect me from damage caused by any attack type aside from the high attacks it avoided. However, this game redeems in many ways. The animations and attacks look awesome. The gameplay around this as mentioned previously may cause some situations to look odd, but the animations and concepts for the attacks aren't to blame at all, and deserve some praise. This game even improves on certain mistakes from previous Godzilla fighters. For example, in Godzilla: Save the Earth, Anguirus had an attack where he threw himself in the air, hit the opponent with his spikes, then landed on the ground to roll around and be able to use a recovery attack. In CKC, Komododon has a move which causes him to throw himself in the air and land on the ground, but this does NOT chain into a recovery attack. Resulting in a much less awkward chain. On the topic of improvments, this game has, in my opinion, the best speed featured from any of the Godzilla fighters (this is not a "Godzilla fighter" but for the sake of comparison with the team's past experience). The matches are faster than ever, but not to the point where I simply dominated my casual gamer friend. The faster pace makes the game MUCH more considerable when the topic of competitive depth is brought up. At it's current state? No, as some key features have yet to be fully implemented, and the gameplay mechanics have pretty significant flaws, but with polish combined with the vision of balance patches being released, CKC could host great, interesting competition within its playerbase! The music is also something that CKC hits just right. In some cases, Godzilla: Unleashed felt too heavy on the metal instrument vibe. But CKC hits the perfect mix of rock and orchestra. The menu theme is something I feel like I'll probably get stuck in my head soon enough. I say that in the best way possible, it's nothing irritating or too stand-out, but it's the best vibe they could have gone with for the game and it sounds great! Sound effects are hit or miss so far, as in the sounds themselves are great, but the context some sounds are used in seem wrong. Smashing a grounded enemy with a big slam sounds as crunchy and satisfying as a good 2D beat-em up. Some attacks visually look big, but the sound to match is anti-climatic. I shouldn't complain, though. This is something I'm almost certain is being looked into and can be fixed easily. But for the most part, the sound effects are pretty solid. The visual effects need work. Obviously the team's aware of the big visual effect issues, mainly the laser beam hitting an opponent, yet the beam still travels past them. And also the fact that the beam sometimes doesn't seem like it's pointing right at the opponent. But on the topic of beams, CKC introduces new beam attacks. When pushing the top face button with a direction up/down, the kaiju shoots a laser in a fixed pattern without costing any of your energy. I think this addition is great! And it's a nice compliment to the fact that fights in CKC are less beam-footsies than in Godzilla: Save the Earth. There's one arena in this build, but it looks nice and serves its purpose. I especially like the "Monster Attack Team" logo in the background. Only real complaint is the foreground obstructions when fighting in the corners. Overall, for me personally, it was certainly worth my 5 dollars for this. I think gameplay should be priority and it needs some fixes, but I'm definitely still spending plenty of time playing the game and enjoying it. I'm very passionate about the game and its future, so it's up to you to decide whether or not you'd feel the same way about this build. Thanks for reading!
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Nordlicht | $10.4K | 150 | 82% | $4.99 |
| Akai Onna | $10.4K | 238 | 87% | $2.99 |
| Putt-Putt® and Fatty Bear's Activity Pack | $10.4K | 130 | 85% | $4.99 |
| Imaginary Friend Asylum | $10.4K |
Related
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Palworld | $279.6M | 447.5K | 94% | $20.99 |
| The Forest | $254.8M | 678.6K | 96% | $19.99 |
| Project Zomboid | $239.1M | 461K | 94% |
| 67 |
| 100% |
| $4.99 |
| Dungeon Renovation Simulator | $10.4K | 67 | 51% | $4.99 |
| ペンギンウォーズ | $10.4K | 90 | 98% | $5.99 |
| $19.99 |
| BeamNG.drive | $236.7M | 405.6K | 97% | $24.99 |
| Satisfactory | $164.4M | 275.9K | 97% | $27.99 |