
Choose a side, master your moves, and embrace your destiny in an epic beat 'em up adventure inspired by the hit show. Take control of 8 playable characters with deep movesets, combos, progression, real-time character swaps, ultimate attacks, and much more!
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): 0.14/day in the week to Aug 15 → 0.14/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
Genres
Sums Steam only; PlayStation, GOG publish 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 | 622reviews | 81% | — | $195.3K |
| $39.99 | 809ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Cobra Kai: The Karate Kid Saga Continues is a nostalgic, character-driven beat-’em-up that translates the long-running Karate Kid legacy and its modern Cobra Kai revival into a straightforward but surprisingly content-rich action experience. Developed by Flux Games and published by GameMill Entertainment, the game positions itself firmly within the traditions of classic side-scrolling brawlers, prioritizing accessibility, fan service, and replayability over technical ambition or genre reinvention. From the opening moments, it is clear that the title is designed first and foremost as an interactive extension of the show, letting players step directly into the rivalry, philosophy clashes, and over-the-top martial arts drama that define the series. The narrative structure is one of the game’s most notable strengths. Rather than following a single linear storyline, the campaign is split into two parallel paths that reflect the opposing ideologies of Miyagi-Do and Cobra Kai. Players are encouraged to experience both perspectives, each with its own missions, dialogue, and progression, ultimately unlocking a fuller picture of the conflict by completing both campaigns. This dual approach reinforces the franchise’s central theme that there are multiple sides to every rivalry, and it gives the game a stronger sense of identity than a simple retelling of the show’s events would have provided. Combat adheres closely to classic beat-’em-up design, with a focus on crowd control, combos, and positioning. Players can switch between multiple characters during a stage, each offering distinct strengths, special moves, and fighting styles that reflect their personalities from the series. As characters gain experience, they unlock new abilities and enhancements, adding a light RPG layer that rewards continued play. While the core mechanics are easy to grasp, the system allows for more depth than expected, particularly when chaining combos, managing special meters, and deciding when to swap characters mid-fight to maintain momentum. Level design is largely linear, sending players through familiar urban environments, training areas, and tournament-style encounters filled with waves of enemies. Boss fights punctuate the action and serve as highlights, often leaning into spectacle and recognizable characters rather than mechanical complexity. The game supports cooperative play, and it is in this mode that the experience shines brightest, recapturing the feel of arcade brawlers where teamwork, revives, and shared screen chaos add energy and replay value. Presentation is a mixed but serviceable aspect of the game. Visually, character models and environments are stylized and readable but lack polish, with animations that can feel stiff and occasional issues with hit detection or collision. These rough edges can momentarily disrupt the flow of combat, especially during more crowded encounters. However, the inclusion of voice acting from members of the original cast, along with music that echoes the tone of the series, goes a long way toward grounding the experience in its source material and enhancing immersion for fans. The overall pacing of the game is brisk, with a campaign length that feels appropriate for its genre and scope. While it does not offer extensive post-game content beyond replaying levels, unlocking abilities, and completing the alternate campaign, it avoids overstaying its welcome. The difficulty curve remains forgiving, making the game approachable for casual players, though more experienced brawler fans may find the challenge limited once mechanics are mastered. Ultimately, Cobra Kai: The Karate Kid Saga Continues succeeds as a licensed beat-’em-up that understands its audience. It does not aim to compete with modern, mechanically deep action games, but instead delivers a faithful, enjoyable experience built around familiar characters, classic combat, and thematic rivalry. For fans of the Cobra Kai series or players nostalgic for old-school side-scrolling brawlers, it offers a solid, entertaining journey that captures the spirit of the franchise and proves that sometimes, embracing simplicity and fan-focused design is enough to deliver satisfying results. Rating: 8/10
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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**languages with full audio support
| $19.99 |
| 13ratings |
| 70% |
| — |
| 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.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
COBRA KAI NEVER DIES!! ❤🔥❤🔥
バグが多すぎるクソゲー。同じセーブスロットで2つの道場をクリアしても、フラグがただずに真エンドがでない。本当にストレスがたまる。
A stellar beat-em-up for fans of the TV show but with many small flaws. I grew up during the Nintendo days where games based on movie/book/TV show IP always sucked (think Back to the Future, Dr. Jekyll and Mr. Hyde, Hudson Hawk, etc.) and figured this was just going to be some cheap cash-grab game. I assumed based on the graphics that it was going to be a basic game, but I learned from the Langrisser I-II remake that “mobile-quality graphics” could be deceiving. I gave it a chance because the Cobra Kai show was amazing, and I didn’t want the feeling of watching Johnny’s to end. It more than met my expectations, though bugs and questionable gameplay decisions did occasionally frustrate me. The Positives -This scratched my Cobra Kai itch after I binged the last few seasons and wanted more. They had a few of the real actors from the show voicing their characters. The other voice actors were mostly passable (only one or two characters didn’t sound much like the actors). -Surprisingly, the game has checkpoints for the longer levels—if they played like the shorter street levels, the game might’ve become too difficult for some players to beat. I was surprised that dying didn’t hurt your score, but I guess this allows players to die and retry parts that they didn't do well on. -The story and gameplay are so well aligned to the TV show. While it does suffer from the “we can't introduce new canon and so have to retread storylines from the TV show” problem, it wasn’t in conflict with the show like NES-era games. The gameplay was awesome, as Hawk has the cool screaming hawk sound and abilities in line with his persona, you get the crane kick, etc. Very fun. -The enemy variations are awesome, and I even liked the fact that there were a lot of mid- and end-bosses of the minor levels that were just souped-up regular enemies because it gave them a new dynamic knowing you’d have to fight one enemy forever while the others kept coming (that used to be a way to be efficient with game cartridge memory, but it works here just to mix it up without requiring ~20 new enemies). -This is both a positive and a negative: they can throw deadly enemy combinations at you. It’s quite a good challenge when you learn that, say, you can’t leave the biker floating around because it’ll hit you from far away while you’re fighting enemies. The only negative of this is that they often put you in a narrow row or column with the worst combination of enemies for that tight space, making it feel a little cheap sometimes without room to dodge. But, otherwise, the mix is very diverse with new combinations coming at you regularly. The Negatives -The game has boss bugs that soft lock you out of the game, unfortunately. One time, it completely froze my game. Another time, it got me stuck with waves of sidekick enemies that I had to die from to respawn. This drove me nuts since you only get credit for achievements when the level ends, so I lost a few that I had to redo. -For a game that requires precision in terms of your attack variations and dodging, the game is buggy. One time, I had a wall just displaying in the middle of my fight with four or five enemies that are all deadly unless you move up and down. Since I couldn’t see above the wall, I had to fight below the wall in a line and lost like two characters in that battle. Stuff like that, the fact that items and health will be scrolled out during normal combat, the fact that you’ll pick up an item instead of ground-attacking, and the boss bugs made me not trust the game to not bug out if I was on an S-level run, making me hold my breath every time I played. This even applied to a few of the counts in the ability level-ups: before a level, I’d have 60 of the ability uses; afterwards, I’d have 31 (and it wasn't an in-one-level achievement). -The game is awesome in terms of having to hold combos and vary your moves for the highest score, but then it makes you go from one scene to another where you lose your combo. The worst part is that they do the frustrating thing beat-em-ups do and have enemies hiding just off screen where they credit you as being able to hit them but you can’t unless you have a long-range attack and a good bit of luck. Your success in the game should not be based on the RNG of whether an enemy feels like appearing from off screen in a timely fashion or not. -The biggest mistake I made in the game was walking into an enemy and getting into a grab I couldn’t get out of, resulting in me getting hit by another enemy. Similarly, the leg throw is infinitely better than the ground-and-pound because you’re a sitting duck for other enemies sitting on top of a ground enemy. -I personally had problems with the cooldown lengths. I know that they go down when you punch and kick and you shouldn’t spam the same button, but what happened was that I would do great until I accidentally hit the wrong button where the cooldown wasn’t done yet, and it would ruin a great combo I had going. The game's grade system rewards you for not spamming by preventing you from getting No Mercy combos that way, so 15-second cooldowns after hitting the wrong button is brutal. I think adjusting things like the cooldown length, whether the move is consumed when it misses, the retries, or other settings in the menu would’ve been great for players of different skill levels while still requiring the same move diversity to get an S rank. -I loved the RPG mechanics, but there are two mastery abilities that required 1,000 hits. I would play entire levels and only get ~25 hits total. That means I’d have to play 40 levels to earn it, which is insane since I’d have to play every level twice—not even counting if there was a count but (which I did encounter a few times). I mastered every ability except for those two (Miguel’s and Hawk’s), which I got to 500 each through achievement-hunting gameplay. No way that you should have to hit at least 334 enemies (@ 3 hits each) to master when others just require using them to kill 3 mini-bosses, taking about ~25 minutes. -The Power-Up mechanic plays like random luck. Why? Because, to keep your combo, you have to keep fighting. So, when you pick up the gi and belt, you have no idea what they do. So, you keep fighting. I rarely stopped between sections when I did have down time to actually hit the select button and see what they did. So, I just treated it as random bonuses that triggered whenever I accidentally got them. They need a better system for telling you what they do—give them short names, have them pop up, or give them a letter or something like in the old Contra games. I never knew what the power-up I had did, so I never changed my play style based on it. -Some of the levels are long. They seem to take 30-45 minutes to get through, especially if you had a bug or died and had to restart from a checkpoint. And some of the enemies feel like they take forever to kill when you level up your character (a guide on the internet told me that they get more health as you get more abilities). Not a problem; it only bothered me because of the bugs mostly, but hitting the same enemies 20+ times only to move to another area and hit the same enemies 20+ times can feel like a lot after a while. Overall, I surprisingly loved the game. It is reminiscent of some of the best in history like the Streets of Rage and Final Fight series, but it has the Cobra Kai characters and many moves, abilities, power-ups, and skill trees to keep it interesting and engaging. I had enough fun where I played to get as many achievements as I could for fun, which is a sign of a good game. I did have quite a few issues that dragged it down from being an all-time classic, but it was a fun game reminiscent of some of the best in the genre plus the fun of playing as Cobra Kai characters, and that’s enough for me to recommend it.
thought this was gonna be a fun fighting game but its slop. ♥♥♥♥♥♥♥ game.
This game is much better than the second game. its a classic beatem up style compared to the second game. Theres also alot more to do in this game. you can probably rush the whole game in a couple days but if you get 100% everything theres quite a bit to do.
ruim à beça
Its good, pretty repetitive though. Nostalgic for me since i played this when season 3 was being made. Good times. Its fun though. Just dont play all at once cause its likely to get old.
이 게임을 좋아하는 이들도 꽤 있는 것 같다. 근데 그게 빗엠업으로 좋아하는건지, Karate Kid의 세계관을 이어 만든 넷플릭스 시리즈 Cobra Kid 드라마의 게임으로써 좋아하는지는 각자 다를거 같다. 드라마를 1부 10분 정도 봤는데 더 이상은 못 버텼다. 시즌 6까지 나온걸 보면 나름 매력있는 것 같지만 내 취향은 아니다. 빗엡엄 게임으로 보자면... 심심하다. 그닥 하고 싶지가 않은 그런 정도다. 2번째 판까지 했는데 패기도 귀찮고 돌아다니가도 귀찮고 걍 그렇다. 흥미로운건 유튜브 영어권에서 빗엠업 게임들 묶어 다룬 비디오를 여러개 봤는데, 별 희안한 생판 처음 보는 전혀 모르는 것들까지 소개함에도 이 코브라 키드는 빠져있더라는 거다. 어쩌면 딱 그 정도가 이 게임의 위상일 것 같다.
awesome
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Players by region
Where this game's players are, estimated from review languages.
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