
A new Gear arises, its name Leopaldon. As they threaten to lay waste to the world, you prepare to mount your offense. The good news? You won't have to face them alone. Guilty Gear Isuka introduces the brand new mechanic of cooperative gameplay to the tried and true fighting madness of the Guilty Gear XX series.
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
don't, unless funy.
Guilty Gear Isuka is an experimental spin-off in the Guilty Gear series by Arc System Works. Released after Guilty Gear XX #Reload, it attempted to add cooperative and four-player competitive gameplay to the traditional 2D fighter format. The result is ambitious but flawed—an intriguing idea that sacrifices precision and balance for chaotic multiplayer. The core gameplay builds on the classic Guilty Gear foundation: fast, technical combat with complex systems like Roman Cancels and Tension management. However, Isuka introduces a manual turn button that players must press to face opponents, breaking the natural flow of combat. This single change disrupts the rhythm that defines the series, leading to frustration and awkward inputs. Multiplayer was the main selling point. Up to four players can fight simultaneously, turning matches into frantic brawls. While chaotic fun with friends, it lacks the structure and clarity of traditional duels. The camera struggles to track action, and visual clutter makes it difficult to read attacks or spacing—key elements in competitive fighting. The roster is generous, including fan favorites like Sol, Ky, Millia, and new additions such as A.B.A. and Robo-Ky II. The characters retain their distinct move sets and personality, but the game’s mechanics often prevent them from being used effectively. Balancing multiple players on-screen comes at the cost of fine-tuned design. Presentation remains strong. The 2D sprite art and animation are top-notch for their era—vibrant, expressive, and fluid. The soundtrack, composed by Daisuke Ishiwatari, delivers the same high-energy metal sound that defines the series. Despite its gameplay missteps, Isuka still looks and sounds like a Guilty Gear game. The game includes a side-scrolling beat ‘em up mode called GG Boost, where players fight waves of enemies instead of dueling opponents. It’s a creative bonus but quickly becomes repetitive and shallow. Customization elements, such as the character color editor, add minor replay value but don’t fix the core design issues. Overall, Guilty Gear Isuka is a bold but unsuccessful experiment. Its multiplayer focus and directional control system clash with the precise mechanics that made the series great. While visually and musically impressive, it remains a curiosity for collectors and die-hard fans rather than a must-play entry. For serious fighters, it’s an interesting detour—not the real road.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English**languages with full audio support
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The black sheep of the series and only now do I understand why. Not only does it not want to run well out of a fresh install… but it plays terribly too. Trying to change window sizes, resolutions, and trying to get a controller or leverless to work were all battles each on their own. Even when I got my leverless to work… I found I could not switch directions without throwing or being thrown. Of course once I got everything mostly functioning I felt that the game was more of a beat ‘em up than a fighting game… Imagine my surprise when there is a mode just like that and plays wayyyyyy better than the story/arcade. The arcade mode is absurdity incarnate. You don’t go up a bracket but instead get to the next fighter by leveling up during your fights. After so many levels you start to fight increasingly difficult opponents and even multiple at a time. It gets chaotic to say the least and whatever was meant to be the health bar… well it was lost to me. If you manage to get through the onslaught of chaotic battle all the way to level 100… you face the boss. Dear lord does this boss suck as it’s only damagable part is at jumping attack height and it has many attacks to push you back and/or ignore yours. I’ll give the boss credit, it’s definitely a unique design. Frankly, after the arcade mode I was only willing to give the beat ‘em up mode a bit of my time before shelving the game for good. The experience was just that awful. It was only during the beat ‘em up mode that I realize there was a button specifically for switching direction… though I don’t think it ever worked on my actual arcade run anyways. Fighter of Choice: Bridget Pros: ??? (Beat 'em up mode was kinda alright) Cons: Arcade and gameplay in general.
Есть бриджет. Порвали жопу геймплеем на четверых.
IT HAS ROBERT KYLE 2 IN THE GAME! Anyways, I had a lot of fun playing the game IF I treat it as a party game. By fighting game standards, it has a lot of cheap/silly moves that may as well be removed. With that, of course, Robo-Ky MK-II's arcade mode is why I played the game. If you want to experience the only time Robo-Ky MK-II is in a game, and why Japanese fans love him enough to be in MUGEN, go play it. We robos love every single Robo-Ky(s).
It's fun
Bom, depois de jogar o primeiro e o X2 #Reload, agora entendo porque existem tantas críticas negativas neste jogo. Bom, o port é parecido com o do X2, então tem que ficar configurando controle, me fazendo de novo voltar aos guias do Steam. O jogo é parecido com o X2 até você ficar de costas para seu oponente e, acredite, é preciso apertar uma p**** de um botão para seu personagem se virar, o pior é a movimentação te jogar mais pra frente e avançar o oponente e ter que ficar apertando o botão de novo, tudo bem que é um spin-off, mas dava pra ter testando o quão desastroso ficou esse sistema. As lutas de quatro (lá ele) não têm nenhum brilho, você nunca se movimenta de forma fluída como a IA. Aí você vai caçando os modos novos e encontra um beat em up dentro do jogo (um dos meus gêneros favoritos), os inimigos são aqueles sprites mais genéricos do mundo, mas até aí beleza, eis que você descobre que precisa apertar o mesmo botão pra virar para o outro lado (mano do céu, que tranqueira) enquanto a IA dos inimigos sempre ficam te acertando pelas costas e que vão ficando cada vez mais frenéticos. Sabendo que existem outros Guilty Gear extremamente superiores, esse aqui é aquele jogo que só joguei por estar conhecendo a série, e confesso que nunca mais irei revisitar.
Might be the worst guilty gear in the franchise
👍
Bought it on sale a while ago when I thought it'd be funny to buy. Tried it with a friend after showing him GGXXAC+R for first time. First thing we noticed is that two of the standard controller buttons just didn't work in button config, meaning we couldn't map it like a normal Guilty Gear game. R2 and L2 were not available, and it drove us mad. The turn button was a necessary but super clunky new feature. You'd think 4 player Guilty Gear XX would be interesting it just doesn't cut the mustard. I'm aware it has a unique final boss but I don't really care enough. At least it has unique music and stages. If you want Guilty Gear save your money for things like +R, Xrd Rev2, Strive DLC, XX Reload and maybe even Xrd Sign... but mostly +R and Rev2.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $767K | 3.2K | 86% | $9.99 | |
| $216K | 910 | 87% | $9.99 | |
| $10.9K | 53 | 68% | $9.99 | |
| $4.6K | 17 | 53% | $12.99 | |
| $0 | 567 | 90% | Free | |
| $45.4M | 66.9K | 88% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $132.2K | 350 | 99% | $9.99 | |
| $132.2K | 212 | 90% | $34.99 | |
| $132.1K | 490 | 96% | $6.99 | |
| $132.2K | 236 | 83% | $11.99 | |
| $132.2K | 295 | 93% | $19.99 | |
| $132.3K | 444 | 91% | $15.99 |