
It's ~KNOCKOFF~! Fight through a haunted mall in this isometric brawler that combines bullet hell with combo heavy combat!
Modeled estimate, not a reported figure. How we estimate →
Media

About
KNOCKOFF is a isometric brawler set in a haunted shopping center, created by solo developer PLUSHCATBOY (Shiloh-Terra Schwartz) over 4 years.
A girl wanders this endless Dead Mall searching for an exit, but she is trapped in the nightmare by a Dark Witch!
Fight through waves of enemies using combo heavy combat!
Dodge waves of bullet hell chaos!
After beating a spoooooky tutorial and wicked boss fight, you unlock:
PvP battles with your friends
Combo practice in the Training Room
Endless Wave survival mode
"Fishbowl" Fight Spectating
KNOCKOFF is made without generative AI. It features only the real art of real humans and real catboys.
Some of the art you will find is: Retro 3D Models, Psychedelic Particle Effects, Meaty Animations, Surreal Stages, Glitchcore Videos, Y2K Drawings, and an Original Soundtrack!
I hope you enjoy exploring The World Shopping Center!
The fight is everything,
-PLUSHCATBOY



KNOCKOFF LIST OF NOTABLE MOVES:
Camilla:
Standing Light:
In each of Camilla's Gaunts, in each knucklebone, is stored a Sprite. When she presses STANDING LIGHT, she cracks her finger and releases one to bore holes into the enemy.
Aimed Heavy:
Camilla herself seems undead, perhaps she is a Sprite possessing a body of stale blood. Evidence of this is how frail yet powerful she is, how she hovers above ground and PIT, and how she releases a bloody beam of fire and brimstone with AIMED HEAVY.
Amy
Standing Heavy:
Amy's Instrument is possessed by two Sprites, conjoined in an unholy ritual... though she just happened to find it that way. The eye of this Instrument is powerful enough to, in just a single smash, undead all but the heartiest of opponents.
Moving Light:
Amy's longboard is a sturdy vehicle, able to take knocks and hits without her dismounting. While on it, she is UNSTOPPABLE. But, the longboard is more cumbersome than the skateboard, and without technical and delicate maneuvers, she is quite likely to fall off.
Blue
Aimed Heavy:
Blue is dangerous in that he is careful. His beloved guitar, Mother, is possessed by... I'm sure you already know. He is careful with her. He can begin to prepare an attack, but hold it just before releasing it upon the enemy, at just the right time.
Aimed Light:
Blue is also deadly with his Skull Balls. Though the name he has chosen for them is... a bit much don't you think? He can hold these at the ready, and strike suddenly. They have no Sprite inside them, only electricity, which he can use to propel himself at opponents, or propel opponents to him.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
game was in early access started 22th January 2026 (!) game not made enough sold copies developer removed the early access tag when announcing the removal of the game ? does it make sense after not even 5 months. on 22th April they posted in the news: https://steamcommunity.com/games/3269810/announcements/detail/540010953256730713 [quote]Hello shoppers, It is a sad day. Unfortunately KNOCKOFF has not received enough funding to continue development. The game dev industry truly is brutal. This will be one of the last updates to this project. Thank you so much everyone who has taken the time to care about my game. I'm gonna go cry into a pillow now PLUSHCATBOY[/quote] where patch notes? i mean from early access to full game? where patch notes? what's wrong here? what the developer expected? release an early access game and selling 2636483827364 copies within 1 month? €: Developer ADMIT this is a SCAM ! He just Removed the EARLY ACCESS TAG so he NOT WORK on it ANYMORE ! After 3 Months in Early Access with 2 Updates! AND THIS JUST BECAUSE WE NOT BOUGHT THE GAME !!!!! We All should have DONATED MORE TO HIM! ! [quote]PluSh [Entwickler] Vor 1 Stunde There is so much misinformation in this one comment it's hard to know where to begin. The game was in development for four years. It had a Steam page for a lot of that time before being released into early access along with a fundraising campaign. Most indie fundraising campaigns only last 1 month and mine lasted 3. It failed to raise the minimum goal of $600. I don't know what to say. If you wanted the game to continue you could have donated. The game is not going to be taken of Steam. Development is just discontinued so it left early access.[/quote] Please leave steam with your scam :( to the quote - no one cares if a game was in development for 324768 years or 2 minute before a STEAM Release (even as early access) EVEN Worst for you, you KNEW no one wants your game (no one funded it, no one bought it) still you released it... well and now you cry no one bought it.... UNEXPECTED. - within 3 months not even getting 600$ should have told you: DO NOT DO IT, DONT DO IT, NO..... - i dont want you do continue the game, just dont scam people with your stillborn game. and now? i see no misinformation, where? tell me. Please. or stay silent :)
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
oooooooo I've been WAITING ever since I first discovered this ages ago for it to release and oh my god it's better then I couldve ever dreamed
This game Looks and sound AOWSOME! REally its peak visuals. However i can not for the life of me figure out wtf is going on. the mechaichs might be deep and intresting but the totrial/convation of those meacanics are exteasmliy unclear. the game itself is also a bit janck and that dose not help it. hope the game becomes better at dealing with this. otherwise awsome work LOve the music :)
Got every achievement in 0.6.6.7, might as well say my piece The "recommend/do not recommend" binary can't help the extent of my feelings on KNOCKOFF and how I'd sell people on it, but in the interest of supporting it, hell yeah I ride with it The mad experiment of trying to make a new type of fighting game is one I will always champion, and I do think KNOCKOFF is fun. Maybe the way you go from bouncing like mad to getting curbstomped in place by certain hits that delete 70%-100% of your health can be frustrating, but the strong hits and long ranges don't just have a heavy, GNARLY feel when they land, but go both ways in every match, making for a game that is very volatile but very fun. Aesthetics are my jam. Usually I'm more reserved about just doing cool things, but KNOCKOFF is shameless and confident in its mall+surrealism pitch and the currently 3 characters hit some very nice spots for the possibilities the setting has. This is helped by, oddly, the game's jank. With the polygon aesthetics and the abstract, the undetailed environments and bleeding lights do genuinely sell the non-euclidean nightmare of the mall. It's something I love in games like Everhood, punching above your weight to convey a greater sense of the abstract world by hitting and challenging the ceiling of the graphics you are working with? I find is extremely commendable and even impressive-looking. It also, unlike most FGs, has interesting story hooks! Chapter 1 is very vague and I don't think I learned much from its previous release in demo, but it's actually quite intriguing, all while it doubles as a tutorial. In teaching fundamentals it's got lows (moving light section is slightly too long) and highs (The introduction of heavies is an actual showcase of character, story and gameplay strength I've never seen done better in a FG, genuinely) so overall it's nice and brisk, didn't miff me doing it again, and doing so made me find extra background lore, so again! Interesting story hooks! I'm lenient on it here, but while the jank gets masked or even helps the grungy surrealism, it's also jank. Problems like getting stuck on model edges in Chapter 1's cardboard boxes or Amy's axe getting caught on some piece of stage ground, the hitboxes showing sometimes(I don't know to what extent I did this one), and VERY poor menu navigation that is a pain on keyboard/controller and off-base on mouse, wrap around the game's aesthetics and mechanics as an aid AND an issue, to the point I wonder what is real and what is a bug. As it develops it'll become more clear, and I want to see what picture that paints, but for 0.6.6.7, be warned that you may experience paranoia. I'll ride along and wait for matchmaking to see how 'game balance' goes, and I invite you to hop on (for free?) if you like what you see.
A VERY promising game. Currently very fun but extremely jank and in dire need of polish. 1. I can't tell what enemies are doing most of the time and it's amplified by the extreme filter. Disabling it helps... enough 2. I caused issues when pausing the game on the scripted death scene, preventing the game from continuing. I just thought I was supposed to beat the super hard boss... until I actually let the death scene play out again 3. Menus auto scroll for some reason 4. There's no place to get a better look at the models. I really need a better look at the models. Please? However, 1. The music is really good 2. The aesthetic is on point 3. Character designs look interesting (I'm telling you I want a better look at the models) The combat looks like it could pop off, but it needs some workshopping and balance changes. Overall very promising. I will be watching intently as you expand the mall..................
KNOCKOFF is the kind of indie game that immediately separates itself from more traditional action titles through sheer personality alone. Created by PLUSHCATBOY, the game throws players into a bizarre supernatural shopping mall packed with distorted visuals, aggressive enemies, loud electronic music, and nonstop combat encounters that feel chaotic in the best possible way. It blends elements of beat-em-ups, bullet hell shooters, and surreal horror into a single experience that constantly feels unstable and unpredictable. Rather than trying to be polished in the conventional sense, KNOCKOFF embraces a rough, experimental style that gives it a unique identity from the moment the game starts. The abandoned mall setting is one of the game’s greatest strengths. Every corridor, arcade, store, and hidden corner feels drenched in strange atmosphere. The environments look like a mixture of internet-era nostalgia and nightmare imagery, filled with flickering lights, retro textures, bizarre decorations, and unsettling visual distortions. The game heavily leans into a Y2K-inspired aesthetic, creating an experience that feels both nostalgic and surreal at the same time. There is an intentional sense of sensory overload throughout the adventure, but it works because the world feels handcrafted with a very specific artistic vision in mind. Even when areas become visually overwhelming, they remain memorable because of how distinctive the presentation is. Combat is equally unconventional. KNOCKOFF uses an isometric perspective and combines melee-focused action with bullet-dodging mechanics, forcing players to stay constantly mobile during encounters. Battles can quickly become intense as enemies flood the screen with attacks while players chain combos together and maneuver through dangerous patterns. Each playable character brings different abilities and fighting styles, which helps keep combat from becoming repetitive. Some characters excel at speed and aggressive attacks, while others rely more on timing and positioning. The controls can initially feel wild due to the game’s frantic pacing, but after spending time with the mechanics, the combat starts to reveal surprising depth. Boss fights are especially memorable because they fully embrace the game’s chaotic design philosophy. These encounters often transform into massive visual spectacles where projectiles, flashing effects, and aggressive enemy patterns fill nearly every inch of the screen. There is a constant tension between maintaining offense and simply surviving the madness happening around you. The fights are challenging without feeling completely unfair, although some moments can become difficult to read because of how visually crowded the action becomes. Still, the unpredictability of these battles gives them an energy that feels refreshing compared to safer and more formulaic action games. The soundtrack deserves major credit for carrying much of the game’s identity. Loud electronic tracks, distorted beats, and experimental audio design create an atmosphere that constantly feels unstable and intense. The music matches the game’s strange visual direction perfectly and keeps the adrenaline high during combat. Combined with the eerie mall environments, the soundtrack helps create a mood that feels uniquely uncomfortable yet strangely immersive. Few indie games manage to combine audio and visual design together this effectively. What makes KNOCKOFF particularly interesting is how personal the entire project feels. The game clearly reflects the creative style of its developer rather than attempting to imitate mainstream trends. Every strange visual choice, awkward conversation, exaggerated effect, and bizarre enemy design feels intentional. That individuality gives the game a sense of authenticity that many indie titles struggle to achieve. It feels less like a commercially designed product and more like an underground art project transformed into an action game. At the same time, the game’s ambition does come with noticeable flaws. Certain combat encounters become visually cluttered to the point where tracking enemy attacks can feel frustrating. Camera angles occasionally make movement awkward, and some animations lack refinement. The game can also feel intentionally abrasive, especially for players expecting smooth tutorials or a more traditional gameplay structure. KNOCKOFF demands patience and adaptability, and not everyone will enjoy its chaotic style. Some sections also feel experimental rather than fully polished, leading to uneven pacing across the overall experience. Despite these rough edges, KNOCKOFF succeeds because it fully commits to its unusual identity. The game never feels generic or creatively empty. Every level, soundtrack choice, enemy design, and visual effect reinforces its strange atmosphere and energetic personality. It may not appeal to players looking for a clean or conventional action game, but those willing to embrace its chaos will likely find something genuinely memorable. There is a strong sense of passion behind the entire experience, and that passion helps the game stand out in a crowded indie marketplace. KNOCKOFF ultimately feels like a collision between arcade action, internet-era surrealism, and underground horror aesthetics. It is loud, unpredictable, visually aggressive, and deeply unconventional, but those qualities are exactly what make it interesting. While the game’s lack of polish and overwhelming presentation may divide players, its originality and confidence are impossible to ignore. For players who appreciate experimental indie games with strong artistic direction and fast-paced combat, KNOCKOFF delivers a strange but fascinating experience that lingers in memory long after the credits roll. Rating: 7/10
Pretty good, fever dream esque. I will get all the achievements,,, one day
This game has so much sauce, the soundtrack is bangin too. I think theres a lot of potential for this game! :D
you probably should be ashamed of your $600 goal when your pseudogame only has 30 minutes of gameplay
我可以预言knockoff和jsr/jsrf系列共提名为本世纪最酷的游戏吗 没别的这个美术风格和音乐???????足够使我大脑爆破几十万次 太喜欢了....................
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Kurotsuki | $1.2K | 54 | 70% | $0.89 |
| Reboant Demo | $1.2K | 58 | 59% | $0.99 |
| Draw With Unknown | $1.2K | 121 | 67% | $0.69 |
| You Shouldn't Be Here | $1.2K | 94 | 90% | $0.77 |
| Expect The Unexpected | $1.2K | 93 | 68% | $0.50 |
| Dungeon Bar: Gachi Puzzles | $1.2K | 84 | 88% | $0.99 |