
Welcome to the Combat Core League! Battle with up to 4 players with a cast of powered up characters in a colorful sci-fi arena, or create your own! Compete with your friends or challenge yourself against AI opponents to compete for the title of the strongest.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $15.99 | 64reviews | 78% | — | $19.8K |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"We have Power Stone at home!"
Combat Core is an energetic indie arena brawler that aims to capture the spirit of chaotic party fighters while layering in customization and sci-fi flair. Developed and published by MABManZ, the game positions itself somewhere between accessible couch multiplayer fun and a more system-driven competitive experience. From the outset, it’s clear that Combat Core is less interested in rigid tournament precision and more focused on creating moments of spectacle—wild reversals, environmental hazards turning the tide, and characters colliding in fast, colorful arenas where anything can happen. At its core, the game revolves around free-for-all and team-based battles in enclosed arenas designed to keep players constantly in motion. Up to four combatants clash at once, using a mix of basic attacks, throws, dodges, and special abilities to knock opponents around the stage. Weapon pickups spawn throughout matches, adding a layer of improvisation that encourages players to adapt on the fly rather than stick to a single strategy. This design makes every match feel unpredictable, especially when combined with environmental dangers that can disrupt positioning or punish careless movement. Character variety plays a significant role in shaping how matches unfold. Each fighter has distinct stats, animations, and combat tendencies, giving them clear identities even within the chaos. On top of that, the Combat Core system—special items that modify stats or grant unique bonuses—adds a meta layer that allows players to tailor their characters toward specific playstyles. Whether you prefer speed, raw power, or survivability, the customization options give players room to experiment and find combinations that suit their preferences, lending the game more depth than its party-brawler exterior might initially suggest. Movement and physics are central to the game’s feel. Characters are agile and mobile, often leaping, dashing, and being launched across arenas in exaggerated fashion. This contributes to the game’s frantic energy, but it can also be divisive. For some players, the slightly floaty movement and loose physics enhance the sense of chaos and spectacle; for others, it can make precise positioning or recovery feel inconsistent. These qualities reinforce the idea that Combat Core shines brightest when embraced as a high-energy multiplayer experience rather than a strictly competitive fighter. Visually, Combat Core stands out among indie arena brawlers thanks to its bright, anime-inspired art style and sci-fi aesthetic. Characters are colorful and expressive, and their attacks are clearly readable even during crowded skirmishes. Arenas are varied and interactive, often featuring hazards or destructible elements that keep players aware of their surroundings. The presentation supports the gameplay well, ensuring that even hectic matches remain visually engaging rather than confusing. Sound design complements this with punchy effects and upbeat music that amplify the excitement without becoming overwhelming. The game offers both local and online multiplayer, as well as AI-controlled opponents for solo or practice play. Local multiplayer is where Combat Core truly excels, thriving in shared-space sessions where quick rounds and unpredictable outcomes generate laughter and rivalry. Online play expands its reach, but the relatively small community can make matchmaking inconsistent, especially for players without a regular group. Still, features like local play and remote options help keep the experience accessible for groups of friends. Replayability comes from the combination of character variety, customization, and the inherent unpredictability of matches. There’s no heavy narrative or long progression arc driving the experience; instead, Combat Core relies on moment-to-moment fun and experimentation. This makes it easy to pick up for short sessions, but it may not hold long-term interest for players seeking structured progression, ranked competition, or tightly balanced esports-style gameplay. Reception to the game reflects this balance. Many players praise its creativity, visual flair, and the sheer fun of its multiplayer battles, especially when played with friends. Criticism often centers on mechanical roughness, occasional control imprecision, and the lack of a large online player base. These issues don’t negate the game’s strengths, but they do highlight its indie nature and the importance of approaching it with the right expectations. Ultimately, Combat Core is a passionate and inventive arena fighter that succeeds by leaning into chaos, customization, and style. It may not deliver the refinement or competitive rigor of larger fighting games, but it offers a distinct and enjoyable experience for players who value energetic multiplayer action and expressive design. For fans of party brawlers, sci-fi aesthetics, and customizable characters, Combat Core delivers a lively and memorable arena experience that shines brightest when shared with others. Rating: 7/10
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Languages: English**languages with full audio support
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Backed this on Kickstarter in 2015 so I received a key for this game. I've been excited to try this out for a while. I don't currently have a proper controller for this on Steam but am very much looking forward to playing more when it comes to the Switch! Played this a bit to try out the movement and mechanics and it looks to be a fun multiplayer fighter that has lots of potential! I like what I've played so far!
Pretty jank, but fun. Bring some friends along.
All my people old enough to remember playing Power Stone faithfully and to ALL my people that loved trying out random games in the PS2 Era and possibly fell upon Urban Reign. This game is a Devs love letter to me. People that loved the old Arena fighters SUCH AS Power Stone and Urban Reign; with the combo's, quirky powers, fully animated characters, etc. My ONLY 2 complaints with this game (If you even want to call them complaints) Is I wish people would see it for what it is and go crazy online AND it needs some real maps/stages and not the Battle Simulator vibe, stages. But aside from that I love this game and I appreciate the Devs for doing what they did with it! Hopefully one day it will be a random surge of players on this, like what happened with Among Us. Who knows. Again Devs, I appreciate your vision with this game. You did great with this title, especially with the battle mechanics being well polished and the customization with the characters!
As much as this game is inspired by Rumble Fighter (an old game that came out a decade ago) i am amazed to see how developers had actually put their time on the game. The level details are fine. Seemed a bit like megaman'ish. Fighting mechanics are a kind of similar to RF. I could tell you how much i use to rock types of game like this in my younger age but now i couldn't fall back into that much. Anyway, great game. I applaud to the team. Dont care if it is done solo. You got a long way to go my friend. Do not give up.
One of the best vr Fighting games my only regrets are no paying dlc or updates since long time i hope at less a combat core 2 ....
the game is good, but needs more developing to make it even better than before. Also, fix Ember 3-D design, not enough thicc if you know what I mean.
My original review is below, and for early access. So, upon reflection, I don't think I can recommend this. The stages are all way too similar, the combat isn't actually terribly deep... the game just fails to draw you in. It's boring, plain and simple. ----- I got this on a whim. I'm a very long time fan of Samus in melee, so when I saw the Ares character I was like "alright I'll give it a try." And I played as Ares for a while. But then I found out there was a character creator... oh boy did I have fun in that. I made the tallest dude possible and gave him a gerald from hey arnold haircut, made everything on him the brightest gold I could and made all his moves as extra (lingo extra for the uninitiated, look it up) as possible. The fighting is fun, it could stand to have one more attack or something, it's missing just oooone extra bit of required effort by the player I think. Maybe. Or maybe I just need to try and focus on the combat depth a bit more... probably that, because when I put the AI level on anything but "embarrassingly low" I get walloped. The AI is good, I like it. Much better than smash bros AI... The stages need some color variety please. I can only look at vaguely blue green lights for so long before I want something else. Also there need to be more of them, but I imagine that's coming. Since there is no known context like in smash bros, some bios on these people, a teensy bit of plot would be nice. I like to have some vague knowledge of who I am and who I'm fighting so there's a point. Except my custom character, I know his story. His objective is to be the most flamboyant teleporting scorpion-chain from MK-using flippy kicks ♥♥♥♥♥♥♥♥♥♥♥♥ in the galaxy, and boy does he succeed. I'll definitely play this whenever I get that smash bros itch. But please, some color and environment variety so the game doesn't get stale after like 5 hours. Also maybe some of the characters should be less "kid in baggy suit" ish? I get one, but four (three? idk it was more than one which is too many). That's fine really since there are like 20 characters (+1 fabulous man). Overall, if you like smash bros, you'll enjoy this. I can tell there's depth there and am eager to master it. There's the right amount of silliness and seriousness. I just need a reason to be beating these people up. Very good, looking forward to a completed product.
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