
A fighting game where the action only moves when you do. Plan your next move, then strike, evade and punish! Knock 'em down and press the advantage! Fight colorful hand-drawn characters, and challenge your friends to an epic battle of wits!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 15 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"Turns" are usually a pretty hard concept to explain in fighting games, and yet it's this games whole identity. Mega Knockdown is a fascinating game that I'm glad exists. Its take on the fighting game genre is unique and interesting while still grounding itself in fun, which it provides a lot of.
To put it simply in case anyone's wondering: - Turns are resolved simultaneously. You and your opponent input one direction button (forward, back, jump, or neutral aka down) AND one button press (light, medium, heavy attacks, block, or throw). - These commands are interpreted into various "common" fighting game maneuvers. For instance, inputting jump + medium will always go for a jump in combo if it hits. But jump + light attack means your character goes for an anti air, which will beat out an opponent's jump in attack. And jump + neutral means you jump back, trying to avoid an attack. - Depending on your character, a special move will replace the common move, like the default character has a fireball on forward + heavy, and an uppercut on neutral (down) plus A. That's pretty much the basis of the game! Attack hitboxes and hurtboxes are spread into different layers on a grid which you can see when a turn is being resolved. Some attacks leave you at frame advantage on hit/block (so your move comes out faster). It's a great translation of the kind of mindgames, hard reads, and conditioning that fighting games are known for.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil, Japanese, Spanish - Latin America, Simplified Chinese
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
super fun game, if you like fighting games, strategy , and have a sense of humor, this is the game for you its turn based, but once you learn your moves and lock in quickly, the game goes by faster, which is not a criticism; i enjoy being able to make key decisions at my own pace (ef: in the corner or when im making a hard read) also all the art is amazing, and playing as a Jerma985 grappler just makes me enjoy the game even more
"You're only minus if you're a ♥♥♥♥♥" -Lao Tzu
i enjoy
Mega Knockdown perfectly encapsulates the greatest thing you can do in a fighting game: throwing rock four times in a row because you know your opponent is totally going to throw scissors four times in a row.
Can't wait to see how development goes, this is probably one of the best fighters on Steam.
Al ponerme a jugar, pensé que estaba jugando un tutorial, porque aparecían las hitboxes de los personajes y el juego era pausado. Pero no. Era así el juego. Se juega como un juego de peleas normal, pero por turnos (o algo así) Es desesperante querer hacer todo rápido como en cualquier juego de peleas, pero que el personaje no responda porque 1ero debés pulsar y después ejecuta la acción. MALA IDEA DE JUEGO. A nadie que juegue fighting creo que le guste.
Really Fun fighting game that can teach you the basics without being too overwhelming with so much speed. It's a great way to learn how decision making in fighting games work.
It has some quirks and kinks to iron out (like the music) to truly become a really great game, but the formula is there. I think they could do great things to make this a fun casual fighter. PS. nerf the chip on the firepaul
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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| $11.8K | 372 | 93% | $1.99 | |
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