
A pretty simple action game with a twist; the worse you do, the stronger your character becomes. Grab a friend!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Underdog Arena is a fast paced and simple platform fighting game. Every player starts out with a short ranged attack, one hit point and the ability to double jump. Every time a player dies, either by another player's attack or by an environmental hazard, that player gets an upgrade. If the player dies again, they get the next upgrade. All upgrades stack and there are 20 of them in total. They include better weapons, faster movement, higher jumps, more possible jumps without landing, a shield that can be activated to reflect damage and more hit points. This mechanic typically helps to weaker players to get even or manage a comeback. It's also possible to play in Mayhem Mode, which has all upgrades unlocked from the start though. Every map/arena encompasses a single screen. Some of them have exits at the sides or holes in the ground. When you exit a map on one side you enter it from the other side again. When you enter the map through a hole in the ground you fall back into the map from the top. Some maps have spikes in them, that kill players who fall into them. There are also sand bridges that collapse behind the one crossing it and then respawn shortly after. The game can either be played in free for all, team deathmatch or capture the flag. 2 to 4 players can play locally. As of now the game doesn't offer AI opponents, which would be something I'd love to see implemented in the future. The maps are the same across all modes though in capture the flag two flags were added obviously. The player count doesn't have to be even in team games. So one experienced player can take on two or three inexperienced players. Underdog Arena offers fast paced matches, is easy to learn and can be enjoyed by players of all skill levels due to its upgrade system.
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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.
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