
Explore an ANGRY city, meet the WORST people, and beat 'em up with STYLE! Pick your fighter, FREEZE TIME, build custom combos, and knock out your enemies, all to save the president.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 27 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $19.99 | 87reviews | 79% | — | $37.2K |
| $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 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'll admit to being a little disappointed when I saw it wasn't a traditional brawler, but the gameplay is still a very fun mix of turn based and traditional brawler mechanics. Love the general vibe of the game too; the writing is sharp and the soundtrack is a banger. Seems like it'd make a great Steam Deck game.
From the anthemic slogan "Beatdown City -- we gon' whoop your ass!" to the epic trailers and artstyle-defying promotional material, Treachery in Beatdown City forebodes a world full of pixelated punches. Each fight is presented as a vignette between one of three playable characters, and various enemies each personified with a name and archetype. Beatdown City has many types of foes, including bicyclists, preps, cheerleaders, grifters, gym junkies and rent-a-cops. It follows good game design by easing in mechanics, enemy types, and difficulty. With that said, the "tutorial" is a tad too long, arguably it could be cut to a third of its length and still be effective. The multitude of short battles (each 1-5 minutes in length) can feel repetitive, but the variety in enemies and tactics required in overcoming them keep it fresh. A special note to keep in mind: one time my save file got corrupted via Steam Cloud, I let the dev know, and they sent me a backup save file. That was incredibly kind of them to do. Outside of fighting, the writing's some of the most hilarious American social commentary you've seen in a video game. Nobody's spared the rod of "social justice", everyone gets whacked with it a few times for good measure. This is definitely a love letter to older games and it's made with passion. It's neither too difficult or too easy, and its unique charm in the realm of beat-em-ups will keep you coming back for another fight.
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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, French, German, Portuguese - Brazil, Russian, Spanish - Latin America
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Странная игра)) Хочется даже негативный отзыв написать, но не буду всё же. Хотя за ужасный машинный перевод на русский – стоило бы. Мне понравилась концепция – сделать этакий «пошаговый beat-em-up». Ну а что, обе части Punch Club я прошёл с удовольствием, хотя это другое немного, конечно. Ну или вот есть ещё Fights in Tight Spaces... Но в TiBC как-то всё совсем печально и однообразно. Просто последовательность практических одинаковых боёв. Да, персонажей три, а противники разные, но от этого геймплей и даже тактика почти не меняются. Просто скучно становится… Местный сюжет – отдельная песня. Это какой-то набор кринжовых постметаироничных повесточных диалогов. Не скажу что это плохо, многие из них довольно забавные. Опять же, много отсылок и пародий. Но это всё явно на любителя. В общем, не особо я понял эту игру. Первый акт прошёл, но дальше играть никакого желания нет. Просто нет понимания, что в этой игре именно должно цеплять) Хотя кому-то мб зайдёт…
Treachery in Beatdown City takes the familiar concept of a retro street brawler and transforms it into something far more tactical than its pixel-art appearance initially suggests. Instead of relying on rapid button presses and straightforward combos, the game blends beat ’em up movement with menu-driven RPG combat, creating battles where planning is often more important than reflexes. Developed by NuChallenger and HurakanWorks and published by NuChallenger, it stands apart from conventional genre throwbacks by using nostalgia as its visual foundation while introducing a combat system with its own distinctive personality. The story begins with an intentionally outrageous political crisis. President Blake Orama has been kidnapped by ninja terrorists, while Mayor Mike Moneybags responds to the situation in a manner that only makes Beatdown City more chaotic. Suspended police chief Antonio Santiago eventually turns to his daughter Lisa and her allies Bruce and Brad to investigate the increasingly bizarre situation. What follows is a journey through neighborhoods filled with criminals, aggressive citizens, corrupt personalities, ninjas, and other eccentric opponents. The kidnapping provides the central motivation, but much of the game's character comes from its smaller confrontations and satirical portrayal of urban society. Combat represents its most unusual feature. Players can move their fighter around the battlefield much like they would in an old-fashioned brawler, but attacking involves opening a tactical menu and choosing individual techniques. This temporarily changes the pace from active movement to deliberate decision-making. Each action consumes resources, meaning that repeatedly choosing powerful attacks is not necessarily the smartest approach. Positioning, timing, resource management, enemy vulnerabilities, and the properties of individual techniques all influence the outcome. The three protagonists also provide meaningful variety. Lisa is an MMA-oriented fighter whose repertoire incorporates boxing and versatile close-range techniques. Bruce combines Jeet Kune Do and Capoeira, giving him a distinctive martial arts approach, while Brad relies heavily on professional wrestling techniques and powerful grappling. Their differences encourage experimentation because some encounters naturally favor particular fighting styles. Switching characters and learning how their moves function is therefore an important part of mastering the game rather than merely a cosmetic choice. A substantial collection of techniques gradually expands the tactical possibilities. Strikes and grapples can be arranged into combinations, allowing players to build sequences appropriate for different situations. Status conditions further complicate combat, with effects such as bleeding, burning, and stunning providing alternatives to straightforward damage. Buffs and other beneficial conditions can similarly improve a fighter's effectiveness. These mechanics make seemingly modest attacks valuable when they establish opportunities for stronger follow-ups. Enemy encounters reinforce the puzzle-like nature of the combat. Beatdown City is populated by numerous enemy types with different abilities and behavioral patterns. Some encounters reward aggression, while others require careful management of positioning and resources. The roster of adversaries also contributes significantly to the comedy, presenting an intentionally exaggerated collection of street-level troublemakers, authority figures, social stereotypes, and increasingly absurd threats. Recurring rivals and more demanding confrontations add challenge, although familiarity with the systems can eventually make certain battles easier to predict. The writing is unusually prominent for this type of game. Conversations regularly precede fights, providing context for confrontations and giving enemies recognizable personalities rather than reducing them to interchangeable targets. The humor frequently uses social and political satire, addressing subjects such as privilege, prejudice, corruption, online culture, and obnoxious public behavior. Its comedy can be deliberately confrontational, so its effectiveness will depend considerably on the player's taste. Nevertheless, the strong authorial voice helps prevent the experience from feeling like another generic recreation of an arcade-era brawler. Its visual presentation embraces pixel art while giving characters enough expressive animation to complement the comedic writing. Streets, interiors, fighters, and enemies maintain a colorful retro atmosphere without overwhelming the screen with unnecessary detail. Wrestling maneuvers and martial arts techniques are particularly entertaining when translated into this deliberately old-fashioned graphical style. The energetic soundtrack by Inverse Phase fits naturally alongside the visuals and contributes substantially to the feeling of playing an unusual game inspired by an earlier era. The biggest potential obstacle is pacing. Anyone expecting nonstop real-time fighting may find the constant transition between movement and tactical menus initially awkward. Combat becomes much more enjoyable after understanding how resources, status effects, positioning, and combinations interact, but it never becomes a traditional button-mashing brawler. Repeated enemy types can also make later encounters feel somewhat routine once effective strategies have been discovered. The deliberate structure gives the game strategic depth, but it inevitably sacrifices some of the immediate momentum associated with classic arcade fighting. Steam Deck compatibility is a notable advantage. The game is officially Steam Deck Verified, with its core functionality working through the handheld's controls and its interface remaining usable on the smaller display. Controller prompts and general navigation are appropriately supported, while the game can run using settings suitable for the device. Its viewpoint and methodical pacing also translate naturally to portable play, although demanding visual settings can still make sensible performance adjustments worthwhile for players prioritizing battery life or consistent performance. Ultimately, Treachery in Beatdown City succeeds by refusing to imitate classic beat ’em ups too closely. Its mixture of tactical RPG mechanics, street fighting, character-specific abilities, resource management, status effects, satire, and retro presentation gives it an identity that is difficult to confuse with anything else. The slower combat rhythm and occasional repetition will not appeal to everyone, but players who enjoy analyzing encounters and constructing effective attack combinations will find considerable depth beneath the intentionally simple exterior. It is a creative genre experiment with enough humor and mechanical personality to remain memorable long after its novelty has worn off. Rating: 7/10
Раз никто не пишет обзор на Русском , напишу я ) Очень интересные механики , ты либо копишь баллы для интересных комбо которые далее развиваются , либо можешь драться в реальном времени , противник соответственно делает то же самое . Понравился юмор в диалогах , все тонко и с подъеб...ми , рекомендую брать по скидке .
A mecânica de luta de jogo é bem interessante e divertida, queria que o ritmo fosse um pouco mais frenético, mas até onde cheguei no jogo eu curti bastante. O único porém agora é esperar pelos próximos episódios do jogo, só tem o prólogo e o primeiro episódio, e eu não tava sabendo que era um jogo por episódios, então foi meio broxante chegar no final do primeiro capítulo pra receber uma mensagem de "continua no próximo episódio"... Especialmente pq parece que esse jogo saiu tem quase uns 3 anos, então eu não sei quando o próximo episódio vai aparecer :P
I've played enough to form a solid opinion and have a good idea on the trajectory of this game. Originally found out about this game through Limited Run and then picked it up sale here for $2. On the surface, this seems like the type of game I would glance at for a second or buy at part of a bundle, but then never play. What caught my attention was the design for Lisa Santiago. Had it not been for her or had her design been toned down as usually is the case for these games, I probably would not have given it a chance. For the game itself... it is good enough. You move across an over world similar to a game board or Super Mario Bros 3. Each square you move usually contains an NPC to talk to, automatic save/restore point, a dumpster to search for items or an enemy. There doesn't appear to be much in the way of branching paths beyond a few optional enemies that give you items. The battles often open up with a conversation cut scene between you and the enemy. The humor here is a bit on the urban side and can personally say some of the events are true to life. When the battle starts, the game shifts to a one screen side scroll arena where you fight the enemy. Game uses an ATB type system, something you would see in games like Vagrant Story. When an enemy is in range you pull up a menu, then you pick which moves you want, then you walk away while you regain stamina. I don't mind, but it isn't for everyone, more so if you are expecting a traditional beat'em up. Enemies aren't too specific. Some respond to different types of moves than others. There are a few enemies that just run or ride a bike and you have to knock them off. Those enemies have the typical problem where you end up getting hurt by being in front of it while trying to attack. Some other elements are introduced such as the occasional weapon which don't alter the game play much. So while I don't mind the ATB system, what this game really could have benefited from is a growth system. Despite the RPG elements, you don't actually level up your character or moves. Instead, after every area, all your characters get preset bonus to their stats. You do get items, but rarely needed to use them. I've heard the game gets a lot harder, so maybe that will change. There are also no shops to buy items or weapons, you just find them. Graphics and music are great! This easily could have been an NES game back in the day with some minor alterations. Probably not saying anything the other reviews are saying whether they are good or bad. What I would say is that this is an enjoyable game in short bursts because the gameplay gets a little repetitive. I typically play for 10-30 minute sessions, then exit out once I hit a save point. It does hold my interest enough to continue to the end, but maybe not the type of game to spend all day on. Edit: Played using the DLC
Funny, engaging, deeply strategic, everything River City Ransom promised as an RPG brawler, here you have a brawler RPG, wish they made more games like this
good game. possibly the best retro brawler ever.
I do have one issue with this game. Games can have political commentary. Games can even have long winded cutscenes of political commentary. Games can be satirical. My issue is that I played the tutorial and spent more time listening to political preaching instead of getting to play the game, and I don't have the patience for that.
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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