
A fighting game where the action only moves when you do. Plan your next move, then strike, evade and punish! Knock 'em down and press the advantage! Fight colorful hand-drawn characters, and challenge your friends to an epic battle of wits!
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): 0.29/day in the week to Aug 15 → 0/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

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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
You want this game at your local. Mega Knockdown is probably the most fun we have had while running indie games at our local NYC tournaments. Incredibly intuitive, easy to learn, difficult to master- all the hallmarks of fighting games you expect but skipping execution lets everyone play inside baseball a little sooner. This doesn't mean the game is "easier" by any standards, especially important when the regular conversation these days is about old vs modern fighting games. I have been mixed in unholy ways not thought possible and no execution let me cope that I dropped something game winning or not. Bit aside, Mega Knockdown is incredibly fun. It's a fantastic way to get your friends into fighting games as quick as possible without losing the same reasons why you all pull up to the local. Hard reads, matchup experience, playing the player- it's all here and it makes for an amazing spectator show as well!
Months ago, I won a code giveaway hosted by the game's Twitter page. Sometime before that, I tried the now-removed demo, and realized it's more fun than it looks. Rather than the quick decisions you'd normally be making in traditional fighters, Mega Knockdown puts you in a similar mindset to what you'd have while playing chess or a puzzle game. Gameplay is turn-based, and combos are automatic, so the fun is instead about having plenty of time to carefully plan your next move. It's due to this turn-based format that landing attacks has a unique satisfaction to it. In relation, it's easier to realize your errors; I can't help but be like "aw crap" or "oh, I should've considered that" when my opponent is the one getting a hit in. There's even an extra pressure to the match, as you and the other person await for eachother's decisions to be finalized. While it could be said for all fighting games that every decision counts, this one makes that more clear, and places a bigger emphasis on every move thrown. If you're still on the fence, netplay is hardly affected by poor wi-fi connections like mine since the game isn't taking constant inputs, and a demo is still available on Itch.io.
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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, Portuguese - Brazil, Japanese, Spanish - Latin America, Simplified Chinese
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really Fun fighting game that can teach you the basics without being too overwhelming with so much speed. It's a great way to learn how decision making in fighting games work.
It has some quirks and kinks to iron out (like the music) to truly become a really great game, but the formula is there. I think they could do great things to make this a fun casual fighter. PS. nerf the chip on the firepaul
I grew up with OG Mortal Kombat, Double Dragon, Street Fighter.. but it's been a while since I enjoyed a fighting game. What made the difference for me is that Mega Knockdown is turn-based, slowing the pace but introducing an interesting tactical challenge. It's RPS-based but more complex with 3 dimensions & timing. For more niche curation, follow me at: https://store.steampowered.com/curator/27440015-CSH-Picone/
Very fun game for any fighting game fan for any skill level. If you're a casual fighting game fan, this is a fantastic game to goof off with, if you're a beginning player, this game will teach you a lot of core concepts, and even if you're a good player, it'll highlight aspects of fighting game decision making you didn't even know you were making on a subconscious level. What I really love about the game are the characters. Move set properties are largely shared between characters to make it simple to carry over knowledge between them and understand the opponents options without committing lots of options to memory, but with 2-3 move set changes, each character feels extremely unique so you never get bored. That's not even touching on how fun all the designs are. I've also very much enjoyed watching all the updates roll out with art being properly added to the game. It really helps to make the turn based combat read well and you can tell so much love went into each sprite. Highly recommend this game!
I saw the dev talk about their game on Reddit, and I was intrigued - it sounded like a fighting game I could play with my friends who feel like they don't have the reaction time to play normal fighting games. And, having completed the tutorial, and then story mode with one character, I'm having a blast. There's a classic set of options with block, strike, jumping attack, special moves, and throws. It all comes together really well, and I look forward to having fun with others, reading each others likely options and choosing something to beat them... with them having the read on me, so they actually beat my option.
Al ponerme a jugar, pensé que estaba jugando un tutorial, porque aparecían las hitboxes de los personajes y el juego era pausado. Pero no. Era así el juego. Se juega como un juego de peleas normal, pero por turnos (o algo así) Es desesperante querer hacer todo rápido como en cualquier juego de peleas, pero que el personaje no responda porque 1ero debés pulsar y después ejecuta la acción. MALA IDEA DE JUEGO. A nadie que juegue fighting creo que le guste.
As someone who doesn't like fighting games in general, I think this is the perfect solution for a fighting game that could be enjoyed by virtually anyone. I've loved seeing this games progress over the years and I really hope it gets the recognition it deserves. The gameplay is immensely satisfying and the story and characters have such a unique charm to them that I haven't seen in many places before. Also it has many references to Nick Beard: The Fedora of Destiny so it's immediately peak in my eyes
This game should be the tutorial for 'what is a fighting game'? It is an absolutely wonderful tool to show people what makes a fighting game fun by removing the most common reasons people are nervous about trying a fighting game (Quick reactions, complicated controls, learning curve). It has an easy mode where you know that the computer plans to jump and heavy attack you, so you can figure out what beats a jump heavy attack. You can learn everything from what a throw tech is all the way to Oki in a simple to understand way. I know I annoy my friends when I start talking about if you're plus/minus and when they should push a button. You know what's not annoying? A gigantic clock icon with dashes that tell you how screwed you or your opponent are and naturally let you know when to push your advantage or hunker down and block. It isn't perfect (adding timing of actions or 'half beats' if your opponent does a gigantic commit move and you choose to do nothing, like 'Your only move is Hustle') but honestly this is the single best game I can think of to show to your friends that don't like fighting games, that they are super super fun. Unexpected things I enjoyed: There's a fun roguelike mode, difficulty levels include how much information you get about your opponents actions, replay playback.
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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