
Toribash is an innovative free-to-play online turn-based fighting game where you’re able to design your own moves. Complete control over character's body, hundreds of game mods and bloody mess with full body dismemberment - you've never been able to annihilate your enemies like that before!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
fun fighting geam
Сомнительная игра с душной механикой. Может кому то зайдёт. Мне понравились значки. Игра не зашла. [Моё весьмаситуасьён!]
it good
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Concurrent players on Steam, sampled daily since tracking started.
Languages: English, French, Portuguese - Portugal, Russian, Spanish - Spain
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Underrated, creative, and entertaining game that I haven't played much of. Your imagination is your limit for what you can make your character do. 6/10.
Actually Tickles my -Tism so hard.
most incredible "realistic' fighting game ive ever played, its so gem medias
Só queria dizer que quando você entra pra ver o jogo na biblioteca, parece muito que o boneco do banner tem Buc3ta. Fora isso, a gameplay não me agrada muito não.
very very difficult.
tuff game twin
[h1]Toribash – The Highest Skill Ceiling I've Ever Seen[/h1] [b]Rating: ★★★☆☆ (3/5)[/b] [hr][/hr] [h2]First Impressions / Background[/h2] I first discovered Toribash through YouTube when I was a kid. I've always loved games with flashy combos and over-the-top moves, so seeing players pull off insane martial arts sequences immediately caught my attention. Then I actually launched the game... And understood absolutely nothing. As a kid, I just clicked random joints and hoped something cool would happen. Sometimes it actually worked. Other times I ended up breaking my own body before even touching the opponent. I even started copying moves from YouTube videos frame by frame just to recreate some of the crazy combos I'd seen. [hr][/hr] [h2]Gameplay / Mechanics[/h2] Toribash is unlike any other fighting game. Instead of pressing attack buttons, you directly control almost every joint in your character's body. Every turn, you decide which joints should contract, extend, relax, or hold before the physics engine simulates the next few frames. The result is basically a mix between a fighting game and an animation program. The freedom is incredible, but so is the complexity. Even after a few hours, I never really felt like I fully understood the game. It honestly feels like you need a university degree just to become decent. I mostly played the standard mode, occasionally experimented with sword modes, and even tried parkour... Which ended in complete failure every single time. [hr][/hr] [h2]Difficulty[/h2] The learning curve is almost impossible to describe. The game doesn't explain itself particularly well, but honestly, that's only part of the problem. The mechanics themselves are so unique that there's simply nothing comparable to prepare you for them. Watching experienced players is mind-blowing. The things they're able to do look completely impossible until you realize every single movement was planned frame by frame. It's one of those games where you constantly think: [b]"How is that even possible?"[/b] [hr][/hr] [h2]Sandbox / Creativity[/h2] This is where Toribash truly shines. It's not just about winning fights. It's about creating them. Every match becomes its own physics experiment. Sometimes you'll accidentally perform an incredible move you never intended. I even remember a mode where the goal was to avoid touching the ground first, and somehow I managed to launch myself ridiculously high into the air. Those unexpected moments are part of what makes the game so memorable. [hr][/hr] [h2]Multiplayer / Community[/h2] I barely played multiplayer because even back then there weren't many players online. From what I remember, the community seemed small but dedicated. Most of my time was spent in singleplayer and sandbox, experimenting with physics or trying to recreate combos I'd seen online. [hr][/hr] [h2]Presentation[/h2] The minimalist art style has aged surprisingly well. There's almost nothing distracting you from the physics, which fits the game perfectly. And yes... The gore is still satisfying today. Watching limbs fly off after landing the perfect hit never really gets old. I also love the replay system. Seeing an entire fight play out smoothly after controlling it turn by turn is incredibly rewarding. [hr][/hr] [h2]Conclusion / Personal Take[/h2] Toribash is probably one of the hardest games I've ever tried to learn. Its skill ceiling is almost limitless, and mastering it requires an incredible amount of patience. That's also why it's such a niche title. I would only recommend it to players looking for a deep, physics-based fighting game where every improvement feels earned. If you're looking for a game you can simply launch and immediately enjoy, this probably isn't it. But if you stick with it, there are very few games that reward mastery quite like Toribash. [b]Rating: ★★★☆☆ (3/5)[/b] The learning curve is brutal, but the freedom and creativity make it one of the most unique fighting games ever made. I genuinely believe that if Toribash had become more popular, it could have found a place in the esports scene thanks to its absurdly high skill ceiling.
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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