
KO the gods in the world’s only 3rd-person platform fighter! Become a small-but-mighty god of myth, brawl in all three dimensions, and knock your friends off the map to reign supreme.
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About
Services for this title will be shutting down on February 17, 2025.
Damage enemies to make them vulnerable, then knock them out of the arena with a mighty blow! Enjoy combat inspired by 2D platform fighters, but brought into a unique third-person perspective.
Each arena features a new mechanic that players must master to win. Some crumble over time, while others feature deadly traps.
Hurl boulders as Hercules, swing Excalibur as King Arthur, or wield Mjolnir as Thor. Unleash each god’s devastating abilities at the push of a button.
In DKO’s core 3v3 mode, each round is a new adventure – and a new mode like Knockout or King of the Hill. Or play intense 2v2 and 1v1 duels, focused entirely on combat.
With full cross-play and cross-progression, you can play anyone, anywhere.
Customize each god to play exactly how you want, and to show your unique style.
New gods, maps, cosmetics, and modes are released regularly.
Genres
Stats
Languages: English*, French, German, Japanese, Spanish - Latin America, Simplified Chinese, Portuguese - Brazil*languages with full audio support
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | — | 6.6Kreviews | 67% | — | not modelled |
| Free | 1.4Kratings | 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.
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Games are chaotic arenas where we ritualistically hurl tiny gods at each other, laughing as they plummet into the abyss while pretending it means something profound about power, ego, and the eternal smackdown of existence. Divine Knock Out (DKO) embraces that absurdity with both fists and a cheeky grin. It’s a 3D platform fighter that takes Smash Bros energy, spins the camera into third-person mayhem, and lets you brawl as mythological heavyweights across floating arenas that feel like divine playgrounds built on the bones of dead titans. You pick your deity—Hercules smashing with raw power, Athena dancing through precise counters, or whichever pantheon troublemaker calls to your inner chaos—and suddenly the screen becomes a whirlwind of light attacks, heavy swings, special abilities, and those glorious knockback moments when you send someone screaming off the edge. The combat is easy to grasp but hides surprising layers: timing your recoveries, mastering aerial combos, learning when to clash or dodge. One match you feel like an untouchable legend chaining flawless juggles; the next, some cheeky opponent punts you into oblivion while you curse the platforming gods for their cruel geometry. The dark humor hits hardest in the slapstick violence and inevitable humility. These are supposed to be immortal beings, yet they ragdoll like cartoon drunks the moment momentum betrays them. You’ll pull off a cinematic ultimate that feels like rewriting fate, only to eat a stray projectile and yeet yourself into the void because you got greedy. It’s pure philosophical commentary on hubris: even gods get bodied when they forget the edge is always closer than it looks. The vibrant, over-the-top arenas and smooth animations make every chaotic 2v2 or 3v3 feel like a drunken Olympian family reunion gone gloriously wrong. Sure, the business side had its mortal flaws—founder packs, population worries, that nagging sense the gods were never quite finished ascending. Matches could sometimes feel like button-mashing poetry when the lobby gods smiled upon you. But none of that erases the pure, irreverent joy of the core loop: jumping, smashing, recovering, and cackling as another divine ego gets humbled. It’s minimalist interactive art that knows exactly what it is—a love letter to couch-brawler chaos and the fleeting rush of being the last one standing on a crumbling platform. Divine Knock Out reminds us why we keep playing these ridiculous digital coliseums: to rehearse power and failure in equal measure, to feel small and unstoppable in the same breath, and to laugh when the universe (or a well-timed uppercut) knocks us flat on our asses. 10/10 would get punted off the map again tomorrow. Just one more round.
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Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
actually was a fun game please bring back at least for some time, loved playing with friends.
Divine Knockout is probably one of the biggest "what could have been" stories I've seen in multiplayer gaming. Imagine taking the accessibility of a platform fighter, throwing it into a third-person arena, and letting mythology-inspired gods beat each other into oblivion. On paper, it sounds weird. In practice, it's surprisingly fun. What immediately stood out to me is how approachable the combat is. You don't need to spend hours memorizing complicated combos or studying frame data to enjoy the game. Every character follows a similar design philosophy, making it easy to switch between gods while still feeling like each one has its own personality and playstyle. It's simple to learn but offers enough room for skillful plays and satisfying outplays. The third-person perspective gives platform fighting a completely different feel. Positioning, timing your abilities, knocking enemies off the map, and making clutch recoveries create some genuinely chaotic and memorable moments. Matches are fast-paced without becoming mindless button-mashing, which makes the gameplay surprisingly addictive. One thing I really appreciate is that the game doesn't take itself too seriously. The chibi art style works well, the animations are expressive, and watching Hercules send someone flying with a massive boulder never gets old. It's a game that's easy to jump into with friends and enjoy even if nobody in your group is particularly good at fighting games. Unfortunately, Divine Knockout also feels like a missed opportunity. The core gameplay is excellent, but it desperately needed more content, more characters, more maps, and consistent developer support. You can clearly see the foundation of something that could have become a major multiplayer title if it had been properly supported over time. The biggest disappointment isn't the gameplay itself—it's knowing how much potential was left unexplored. Few games manage to create a genuinely fresh take on an established genre, and Divine Knockout did exactly that. It deserved a larger player base and a brighter future than the one it ultimately received. If you're looking for a competitive platform fighter with a unique twist, Divine Knockout proves that innovation doesn't always need complexity. Sometimes all you need is a fun combat system, great character designs, and a few friends willing to knock each other off a floating arena for an evening. It's not perfect, but it's one of those games that leaves you wishing someone had given it a little more time and a lot more love.
If they actually supported it, this could of been super fun! Its a shame that I spent actual money to enjoy this game for like 2 months lol
Divine Knockout, or DKO, is an ambitious multiplayer brawler that attempts to combine the accessibility of platform fighters with the spectacle of mythological combat. Developed by Red Beard Games and published by Hi-Rez Studios, the game takes familiar gods from various mythologies and throws them into fast-paced arena battles built around knockback mechanics, special abilities, and team coordination. Rather than following the traditional side-scrolling format used by most platform fighters, DKO adopts a fully 3D third-person perspective, giving the gameplay a unique identity that separates it from many competitors in the genre. While the game struggled to maintain a large player base over time, the foundation itself remains surprisingly enjoyable and full of creative ideas. The gameplay focuses on launching opponents out of arenas rather than simply draining health bars. Players build damage percentages through attacks and abilities until enemies become vulnerable enough to be knocked off the map. This structure immediately creates intense and chaotic matches where positioning becomes just as important as offensive skill. The third-person camera changes the pace significantly compared to traditional platform fighters because movement feels more dynamic and less predictable. Dodging attacks, recovering from knockback, and maneuvering around arena hazards all become more immersive when viewed from behind the character rather than from a flat side perspective. One of the game’s strongest features is its use of mythological characters. DKO draws inspiration from the SMITE universe, bringing together gods and legendary figures from multiple cultures including Greek, Norse, Egyptian, Japanese, and more. Characters such as Thor, Hercules, Athena, Susano, and Amaterasu all possess unique movesets that reflect their mythological backgrounds. Each god feels mechanically distinct, encouraging players to experiment with different fighting styles. Some characters excel at aggressive close-range pressure, while others focus on mobility, ranged attacks, or crowd control. This variety helps the roster remain entertaining even though the overall number of playable characters is smaller than many major fighting games. Combat feels accessible without becoming completely shallow. Basic attacks and abilities are simple enough for casual players to understand quickly, allowing newcomers to jump into matches without feeling overwhelmed. However, the game still rewards timing, positioning, and mechanical skill. Advanced players can chain together combos, predict enemy movement, and use abilities strategically to control space or set up knockouts. Team coordination becomes especially important in objective-based modes where communication and ability synergy can completely shift the outcome of a match. The game modes provide a decent amount of variety. Standard elimination battles work well for players who enjoy straightforward competitive action, while objective-focused modes encourage more strategic thinking and teamwork. The smaller arena sizes help maintain fast pacing, ensuring that matches rarely slow down for long periods. Team fights often become chaotic spectacles filled with explosions, knockback effects, and overlapping abilities, creating moments that feel exciting even when the gameplay becomes somewhat messy. Visually, DKO adopts a bright and colorful art style that fits its arcade-inspired design philosophy. Character animations are fluid and expressive, and the exaggerated effects make abilities feel impactful during combat. Arenas are inspired by mythological settings and generally contain enough visual variety to remain interesting over repeated matches. The art direction prioritizes readability and personality over realism, which works well for the game’s energetic tone. Even when multiple players are fighting simultaneously, the visual presentation usually remains clear enough to follow the action. Sound design also plays a major role in making combat feel satisfying. Attacks carry strong audio feedback, abilities sound appropriately powerful, and the soundtrack maintains a high-energy atmosphere during matches. Voice lines help reinforce the personalities of the gods, adding extra charm to the roster. The presentation overall feels polished, reflecting Hi-Rez Studios’ experience with multiplayer-focused games and live-service design. Despite its strengths, Divine Knockout struggled with long-term content support and player retention. One of the biggest issues was repetition. Although the combat system itself was fun, the amount of available content felt somewhat limited after extended play sessions. The map pool was relatively small, and progression systems lacked enough meaningful rewards to keep some players engaged for the long term. Without a steady stream of major updates or new content, matchmaking eventually became inconsistent as the player population declined. Balance issues also created frustration at times. Certain characters occasionally dominated the competitive environment due to overpowered abilities or particularly effective combinations, leading to repetitive matches where the same gods appeared constantly. While balance patches improved some problems, the game never fully escaped complaints about character balance and matchmaking fairness. The third-person perspective, while creative, introduced occasional camera problems during crowded fights. Matches involving multiple players near arena edges could become visually confusing, especially when knockback effects and abilities filled the screen simultaneously. Players familiar with traditional platform fighters may also need time to adjust to the different spatial awareness required by DKO’s camera system. Even with these flaws, Divine Knockout deserves credit for trying something genuinely different within the multiplayer fighting genre. Instead of simply imitating existing platform fighters, it experimented with perspective, movement, and arena design in ways that helped it establish its own personality. The result is a game that feels approachable, energetic, and highly entertaining when played casually with friends or coordinated teammates. What ultimately makes DKO memorable is its combination of mythology and arcade chaos. Watching legendary gods clash across floating arenas while launching each other into the sky creates a spectacle that rarely stops being entertaining. The game succeeds at delivering quick bursts of multiplayer fun while remaining accessible enough for players who may not normally enjoy competitive fighting games. Divine Knockout may not have reached the long-term success originally expected from it, but the core gameplay still offers a creative and enjoyable arena fighting experience packed with personality and fast-paced action. Beneath its missed potential lies a genuinely fun multiplayer brawler that experimented with the genre in ways few other games have attempted. Rating: 8/10
♥♥♥♥ this game
Pleasae bring back it was not given enough love and effort. It was such a good game bring baaaaaaaaaaaaaaaack.
Good character and skill designs but wasted potential, very sad. Had server issues. Very addictive and tilting which is a good thing. Hi-rez loves to abandon their games for some reason.
Todo lo que toca HI-REZ termina arruinando lo todo buen juego pero se fue a la m
I'm not even a fan of the genre, but this game did it for me. Guess we just had too much fun. RIP.
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