
Get back in the fight with Drunkn Bar Fight 2. Featuring our groundbreaking Drunkn Physics™ 3.0 engine for the wildest bar brawls ever experienced in VR. Wander the streets and serve your own brand of drunkn justice with tons of new outlandish weapons. Now available in Early Access.
Modeled estimate, not a reported figure. How we estimate →
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UPDATE LIVE: Zombiepocalypse is here! Travel to the all-new sewers and face zombie hordes in the city's underground.
Get ready for a night you won’t remember. Drunkn Bar Fight is back with a sequel so wild your teeth will rattle. Wander the streets, throwing whoever gives you the stinkeye down a bottomless manhole. Then get on stage and sing your drunkn heart out before bashing in some skulls with a rubber chicken. Remember, what happens in VR stays in VR… unless you accidentally punch your grandma while she’s walking across the living room.
Drunkn Physics™ 3.0: So advanced we blacked out and skipped 2.0 entirely. Every haymaker, head butt, and airborne barstool is now a masterclass in slapstick science.
Weapons of Mass Disruption: Only an idiot brings a bat to a taser fight. Improvize with more than a dozen weapons. Or glue together two weapons to create unique and outlandish tools of mayhem.
Kill it with Fire: If punching, kicking, throwing, and bashing aren’t your thing, grab a lighter and see what burns. Spoilers: Almost everything.
An Eye for an Eye: Gone are the days of punching a guy and walking away like nothing happened. Bartenders now plot. Bouncers now flank. That old man in the corner? Yeah, he just hit you with a pool cue.
A Night You Can Never Remember: Get so Drunkn you can’t remember a thing with the all new Black Out mode.
The Streets Belong to You: Leave your deadbeat roommate bleeding in your apartment and wander the streets on the craziest pub crawl imaginable. Stomp on some gingers at the Irish Pub or toss the bartender off the Rooftop Bar. Then use your newfound drunkn confidence to play with the band onstage.
The chaos is so much more chaotic, we had to name it Drunkn Bar Fight 2.
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
can't even make a fist on valve index, not fun to slap everyone in a game you were supposed to fight
i really tried liking this game since drunken bar fight 1 was so good but this really felt so strange like ai generated All the bars feel the same Theres a random alien encounter? punching is so glitchy half the time my punches dont register or the npcs start glitching through the floor or walls i honestly dont even like the map it feels so rushed Oh and we somehow lost the multiplayer coop and phone settings The first game had more then just bars a rooftop wedding a walmart esk store a carnival a police station a alley way then 2 main bars that felt different that is what made the first game so fun But this just felt rushed random and glitchy and not well thought out im not impressed
Если бы говяжий анус был игрой, то это была бы эта игра, настолько резиновая и не реалистичная боевка что у меня от отвращения в штанах насрано, если увижу разраба этого шедевра на улице, незамедлительно пожму ему краба и прокляну всю его семью.
I liked the first game a lot more than this. Can't even make a fist so I have to ♥♥♥♥♥-slap everyone. The mobile-controls seems bad, and the part where you can change the faces doesn't work for me. And most of the people can take a lot more beating than anyone IRL. Sorry devs, it seems you have to work a little more on this one before I can give a thumbs up. The first game would get a thumbs up.
giga trash, dont even bother
could really use an option to change controller orientation for people who aren't using quest controllers
Палец ярости всё ещё не дремлет)
игра очень прикольная и смешная но багов тут просто не сосчитать если игру допилят будет вообще бомба
I would say this game is worth purchasing because after playing the first one a while ago its pretty similar and is whats advertised but it also is exactly like the first one just with a different map and some new toys i like the free roam and slight quests but its just a really buggy mess which can be fun but when im hitting people and they fly across the map its a bit immersion breaking lol but for the price its ok just not for me
Drunkn Bar Fight 2 doubles down on the unruly spirit that made its predecessor a cult favorite, delivering a VR-focused sandbox where slapstick violence, exaggerated physics, and improvised chaos are the entire point. Developed by Yooperlite and published by The Munky, the sequel is less interested in refinement through restraint and more concerned with expanding the toy box: more interactive spaces, more objects to grab and throw, and a physics model that gleefully prioritizes comedy over control. It is an experience built around the simple pleasure of causing mayhem with your own hands, fully embodied through motion controls. There is no conventional narrative to speak of, and the game makes no attempt to justify its premise beyond the immediate fantasy of stepping into a bar (or similar venue) and starting a fight. This absence of story is intentional and foundational. Rather than pushing players through scripted sequences or objectives, the game invites experimentation and self-directed play. You enter an environment, antagonize the patrons, and watch the situation spiral into a mess of flying bottles, collapsing furniture, and bodies flopping in spectacularly uncoordinated ways. The joy comes from discovery—learning how the physics react to different motions and finding new ways to turn everyday props into tools of destruction. Combat is entirely physics-driven and intentionally imprecise. Punches swing wide, grabs are clumsy, and bodies react with rubbery unpredictability. This is not a game about mastery in the traditional sense; timing and positioning matter, but so does embracing the absurd. A perfectly aimed punch can miss, while a panicked flail might accidentally knock out three opponents at once. Weapons are anything you can get your hands on, from bottles and stools to wall-mounted objects and environmental set pieces, and the lack of strict rules encourages creativity rather than efficiency. The environments themselves play a major role in shaping each encounter. Bars, clubs, and other brawl-friendly locations are packed with interactive elements that can be smashed, thrown, or used as leverage. Destruction is both visual and tactile, reinforcing the sense that the world exists to be abused rather than preserved. Some modes push this further by altering physics conditions entirely, creating surreal scenarios where gravity loosens its grip and logic becomes optional. These moments feel deliberately unhinged, leaning into the idea that escalation is a feature rather than a flaw. Visually, the game opts for functionality and expressiveness over realism. Character models are exaggerated, animations are loose, and environments are designed to communicate interactivity clearly rather than impress with detail. This aesthetic supports the physics-first design philosophy, ensuring that readability and responsiveness take priority. The roughness is noticeable, but it aligns with the game’s comedic tone; overly polished visuals would likely clash with the unpredictable, cartoonish violence at the heart of the experience. Sound design and feedback further reinforce the slapstick atmosphere. Impacts are loud and often comical, environmental destruction is punctuated with satisfying crashes, and crowd reactions help sell the chaos unfolding around you. Music and ambient audio serve more as background flavor than focal points, allowing the physicality of the brawls to remain front and center. The result is a sensory experience that thrives on immediacy rather than subtlety. As an Early Access title, the game’s limitations are impossible to ignore. Content variety, while expanded from the original, can still feel thin over extended play sessions, and the lack of progression systems or long-term goals means replayability hinges almost entirely on the player’s tolerance for repetition and improvisation. Technical quirks, occasional instability, and uneven balance are part of the package, sometimes enhancing the comedy and other times interrupting the flow. For players expecting structured challenges or a clear sense of advancement, the experience may feel shallow once the novelty wears off. Community reception reflects this split. Players who approach the game as a VR toy—something to jump into for a laugh, a stress release, or a party-friendly spectacle—tend to appreciate its freedom and humor. Those looking for depth, polish, or meaningful systems are more likely to bounce off its loose design. Enjoyment is highly dependent on expectations and context, particularly whether the game is played solo for short bursts or shared as a communal VR experience. Ultimately, Drunkn Bar Fight 2 succeeds by committing fully to its identity as a physics-driven comedy sandbox. It is not trying to be a refined brawler or a sophisticated simulation; it is a playground for chaos where the fun emerges from unpredictability and physical interaction. For VR players who enjoy improvisational mayhem and don’t mind rough edges in exchange for freedom, it offers a uniquely tactile kind of entertainment. For everyone else, its appeal will be limited by how much value they place on structure versus sheer, unfiltered absurdity. Rating: 5/10
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
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