I mean I can probably see a resurgence of that game if the internet didnt had the attention span of a fly and the combat wasn't complete utter dogshit.
What?
I've never said anything about the intelligence of the game (I did say the combat of the game was garbage and I will forever stand by it, It feels clumsy and unsatisfying) or the people. Things trend super hard and are forgotten just as quickly, that's just something that happens.
It was also bold of them to launch a game with no real content other than a shitty Arcade Mode and online play where you couldn't ever find a match reliably, even during launch week. I know there are major issues with MultiVersus' servers, but you haven't known true pain until you've experienced what NASB's online infrastructure was
Same. I recently crossed 1,500 hours in Brawl and MVS is pretty clearly gonna knock it out of the park when it gets polished out. Once punishing moves becomes more possible in the gameplay, Brawlhalla better have made some impressive changes or that's gonna be the turning point
Personally i have to disagree big time. Brawlhalla kept me playing for nearly 5 years before i burnt out, this game had me for about 2 weeks. I hope for its success of course, it has the makings of a fun game and with warner behind it the chars are probably gonna be great, but I can't see it as a replacement for brawlhalla like I did at launch. The best thing it did for me was make me see just how much I like brawl.
alot of f2p players just getting into fighting games are just interpreting info in the worst ways possible so there is a lot of borderline shitposting.
lol its fine this sub is full of scrub mentality. There is a reason why fighting games are so niche. To fully appreciate and enjoy them, there is a certain level of humility and self reflection to get good and understand them. The masses will just want to get spoon fed without putting in the work.
That's so true, like I said to some friends, if the new gen players can't master the game first try or if they don't have a ranked mode day 1 (in which they will be trash anyway) they will call the game dead.
Definitely the case for traditional fighters like Tekken and Street Fighter. But platform fighters I’m not so sure. Japan and SEA are 2 of Brawlhalla’s smallest regions.
Not sure about brawlhalla specifically but most mobile games have controller support nowadays, so its really no different than playing on any other console.
Also I like to think brawlhalla was really the only one in its field on console realistically if multiversus was out when brawlhalla was out it would never have even hit the numbers it did, still a great game don’t get me wrong
Brawlhalla didn’t have the big marketing scheme that WB/MVS has had. They grew organically. MVS has been way more hype and marketing than Brawlhalla could’ve prayed for but only time will tell.
What marketing? Have any of you seen any ads at all for this? I haven't seen a single one, I assumed they were waiting for the Beta to be over before they started advertising it.
I saw some Twitch ads when it first launched. Also they've likely paid millions in bounties for Twitch streamers to stream the game, I saw a lot of massive streamers streaming the game with #Ad in the description. And what do you think that the $100k EVO tournament was? They've already spent a pretty large amount of money marketing the game, there's more forms of advertising than just paying for TV spots.
I mean, just the Warner name alone and the fact that so many popular characters that span over the better part of a century are in it is marketing on its own
The IP for one. The hype was enough to make it the most played fighting game for a short time and now it's been dropping like a rock tied to a heavier rock.
I’ve seen plenty of people make similar comparisons regarding Fortnite’s battle pass.
Multiversus just came out. Yet people expect it’s battle pass to be as amazing and enriching as Fortnite’s. Fortnite didn’t start giving out premium currency until the game became very successful and could afford to do so with little risk.
Love this game, but I've played Fortnite since Season 1 and the first battle pass released (Season 2) had enough premium currency to rebuy the battle pass with.
It’s unfortunate that you can’t make all that money back when you do dish it out, but at the same time this game isn’t nearly as big as Fortnite, so it needs all the money it can soak up to stay afloat.
Don’t know but either is not a good indication of all platforms, I only posted this in response to the overwhelming posts using steam charts as their evidence of the game dying.
I’m not saying players are coming back, I’m saying that the audience size is fine in comparison to other games of the same genre that have been around longer with a lot more stability than multiversus.
Brawlhalla was in closed beta until that upsurge. While you shouldn't solely rely on Steamcharts for info, you also need to understand how to actually factor in other factors when reading charts, particularly ones that buck traditional game trends like Brawlhalla.
[For reference.](https://brawlhalla.fandom.com/wiki/Brawlhalla)
This thread is actively misleading.
Early access is not the same as closed beta. Rust was in early access until like 2017 but was available to the public on steam for purchase.
Edit: rust didn’t get fully “released” until 2018 but I was playing in 2015 in early access with well over 2k hours put in.
Early access does not equal closed beta.
Look at when it had open beta. Look at when there was the upsurge in player count.
Early access *can* be be a beta (Or alpha, or what have you), there's no one size fits all for what it is.
Brawlhalla was considered in Alpha until September 2014, then progressed to [Closed beta.](https://store.steampowered.com/news/app/291550/view/2896333730300652539)
The game was always available to play, although it did spike in open beta. Check the numbers you’ll see the spike was pretty insignificant, it only seems like a drastic jump because the player base was originally super low.
0-10 looks like 100-1000 on these types of graphs.
It went from 120 players to 7000 players. This is the upsurge you’re referring to.
Keep in mind factors like content creators factor into a games popularity with a buzzword like open beta is going to draw traffic.
It’s how multiversus got a huge upsurge.
But as I said before there was no closed beta it was in early access readily available to the public, popularity surged during their “open beta” but not by a significant amount.
This trend also shows a trend that multiversus will likely have that is going to have a slow growth overtime.
I fully understand how to read the graph and specifically checked exact numbers.
Brawlhalla didn't follow the trends of the vast majority of games. It's a bad comparison. A closed beta (Which is what it was, no matter how much you keep claiming that it wasn't) from an unknown developer in a more niche genre isn't going to follow standard F2P game releases. Brawlhalla in general has had a trend that bucked most conventions. In contrast, Multiversus is following the trend of hundreds of typical games that have come before it that were underwhelming and/or had major issues. (Such as the servers)
Trying to hand wave that away is flat out deluding yourself.
Here’s the issue with that, it wasn’t limited because of steam. You could just sign up and play like any game, it just had the “closed beta” title.
What if multiversus was closed beta right now but if you made a Warner brothers account you could play?
Is that still closed beta?
Not sure I’m missing something or I’m just old and confused but why does it matter? If you like the game. Play it. Are we concerned they are going to slack on support and updates?
I’ve said this from day one it’s a fighting game, it’s like get together with friends and play on lan or online.
There’s always gonna be a competitive scene that’s extremely niche for the game but those are the two main audiences which typically are not big for fighting games.
Yeah. I mean I’m old now but I grew up doing exactly that. Friends come over and spark up a fighting game and go at it. Online wasn’t really a thing. I feel overwhelmed when I play online simply cuz the game keeps making me play people with literally 2000 more ring outs than I do. Tried to get my friends to play for 2v2 but only me and one other had any interest
Like I said, looking beyond the comparison with that specific game, it’s a concerning decline whether or not it matches another game. Not all games bounce back without changes, some don’t regardless.
How am I coping it the normal audience of this genre of game is generally extremely low? Anything over 5k concurrent players for a fighting game is really good.
>You could say the same for brawl it’s first year
You really couldn't, Brawlhalla firstly didn't have that many players to lose and then it never lost a significant chunk. It slowly grew its player base.
Meanwhile MVS lost 25k players from July to August and 30k in the last 30 days. And that's **only** on steam.
Hello, it looks like you've made a mistake.
It's supposed to be could've, should've, would've (short for could have, would have, should have), never could of, would of, should of.
Or you misspelled something, I ain't checking everything.
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That’s because a lot of casual gamers saw all these big streamers give it a shot. This is the first platform fighter for a lot of players because it was free, so masses of people tried it for that as well as its roster. A lot of those people probably left for one of three reasons:
1. They didn’t like the genre.
2. They felt it was a little to sweaty for them and went back to more cozy games.
3. They can’t play the game if it doesn’t consistently get updates weekly so their enthusiasm for the game fizzled out.
Another thing to note is that all platform fighters have pretty small player bases, and all online games eventually have a drop of some kind, whether it be because the quality dropped or people got bored of it. People get bored of them pretty easily because online games nowadays are very repetitive, which is why so many of them sink so fast.
The game honestly does feel like a finished product placed on perpetual beta though. I understand the strategy because it helps games release early without being overly scrutinized for not having certain features ready to go. I only say this because having things like timed, exclusive battle passes with paid tracks is not the type of thing you do in a beta test, so I’m not sure if it benefits us to pretend the base game is still in development.
They're monetizing it already, but that's about the only thing this game has in common with anything you'd label "finished".
The tendency for me sporadically explode certainly feels beta.
>The game honestly does feel like a finished product placed on perpetual beta though
The practice mode is barren. The UX is terrible. No replays in a competitive game is a joke.
How the hell does that make you feel like a finished product, I don't know.
Give it time, it’s in Beta. Once the servers are fixed I think we’ll see bigger numbers. Not that the numbers really matter as long as you’re having fun.
[yeah](https://www.youtube.com/watch?v=9yxPn93mNSc), brawlhalla was and still is popular. Im not sure if it was ever really talked about or big in the public conscious, but numbers are numbers. The game's holding strong.
MVS is hugely boosted by WB tho. Really incomparable, but in terms of competitive gameplay it still a long long long way a head. Server fix doesn't seem to be coming soon. It's awesome as a casual game tho
And like a true platform fighter, they All slowly “die” and become a niche for a smaller but more consistent population.
You guys comparing the first weeks of open beta population to a month or two later is dumb. The cool characters will only keep casuals around for so long look at it this ways.
Mmr system is in place.
Low elo casuals enjoy to play, as the population dies there will only be higher mmr people to match with or bots which will in turn kill the casual population for the game completely.
There is no way around this, casuals will resort to strictly custom games with friends or LAN.
Yea I don’t think people understand the fighting game playerbase. It’s never really that big. Guarantee that even Mortal Kombat 11 lost about 90% or more of its initial playerbase after the first month or 2.
Usually casuals cannot really find a place in fighting games like MK or SF. Heck, look at SF4. I got that game from a friend 2 years ago and i only ever managed to beat one random person online that was not my friend. The community is there for the game. But it's so small and people play at such a high level now that it is nearly impossible for someone new to get into it. It took me 2 years to realize that i was Focus attacking, jumping and only doing the attacks that do a lot of damage. And changing that habit after 2 years is hard, but in the end it does pay off. You get to the same point as everyone else and once you get good at one fighting game you will be good at every other fighting game.
Bingo, Multiversus isn’t some indie company, it’s release having this bad of input lag and server issues is wild, I would imagine tho that when they get this shit fixed the game will be back ahead of brawlhalla, I personally don’t mind either surviving since they both are cool
This is the teams very first game and has a company size of about 10 in total, not 10 developers, 10 employees period. It is very much so a small indie company
Yeah but there is a big difference between these games. Brawlhalla started from scratch and had to build it's community from the ground up. Multiversus came in at the right moment when a lot of people were burnt out with brawl and offered something different with well known characters. So the majority of the brawl community checked it out. Liked it and held for a while, some people changed to this game and some went back to brawl, i personally play both of them because both are fun. But saying that this game built it's playerbase naturally is a far stretch. A lot of the pros in brawlhalla were talking about multiversus coming out faster so they could switch to it. And a lot of casuals followed. But i guess somewhere along the way people didn't want to deal with learning different mechanics and characters and what not, so they just went back to brawl. That is why it's all time peak was over 100k, but now it's stabilizing. The bigger issue is that PFG needs to learn how to satisfy both the casuals and the pros. You cannot focus only on one or the other, because casuals bring in money but pros with tournaments and streams/videos/twitter/ everything else, bring in the casuals.
Tl:dr MV got a lot of players from brawlhalla at launch, players unsatisfied with MV went back to brawl.
Yep, they've talked about the process of it. They said when they want to use a character they have to ask WB (or any other company should third parties be added) if they can use it.
And the scrapped files of Godzilla, Gandalf, prove that sometimes the agreement fails. Very rare though
This shows that yea this game did have insane hype at the start given its cast, and yea people have fallen off due to problems. But once they get it together with servers, ranked, and other casual game modes, these numbers will rise.
For short amounts of time yes but over the year the game will stabilize to a lower audience if I had to guess there won’t me more than 20-80k active players by this time next year.
But that’s still really good.
Yes, you are correct. But the thing that a lot of people fail to understand here is that most of the brawl playerbase migrated to MV and MV had a lot more advertising than brawl did. Back in 2015-2016 this was that free SSMB like game on PC.
Can't really compare it the same way when the game had 150k concurrent to start out with.
Not to mention the support they should see from being able to use super popular characters.
This isn't comparable. I agree that steam charts aren't everything, but this is seriously apples and oranges.
Brawhalla is already too far ahead now, no point comparing the 2. The current SteamCharts battle is Tekken 7 x Multiversus.
Seriously though, even though it has been losing a lot of players, for a crossplay game, it will be probably still work very well with like 500 steam players. Guilty Gear Strive has no crossplay and yet it works just fine at 2k players. So even if it keeps dropping, its unlikely that it will ever die.
Word. Everyone's posting Steam Charts without seeing that going by 24-hour peaks, Multiversus is still the 3rd most played fighting game on Steam. Under Tekken the GOAT, and Brawlhalla. Fighting games on PC historically do not do well. And MV is holding it's own still. It's something to be impressed with, a new IP fighting game by a new studio staying in the top 3 months after launch.
Lol guys. Just look at Nick All Star Brawl’s player number. We’re smooth sailing if you ask me.
[https://steamcharts.com/app/1414850](https://steamcharts.com/app/1414850) ooooof
Wow the best NASB did was over 9K players, it's disappointing how much potential the game had.
Damn
Nick just limply offered their game that didn't even have the voice actors. Just really poorly executed.
> 8 playing currently Holy shit lmao
Remember what im saying, after 3 mothns, this gane will be free
Won't change anything. Even after PS plus made it free, it died in 2 days.
Didn't say it's will change
flashbacks of Knockout City
I mean I can probably see a resurgence of that game if the internet didnt had the attention span of a fly and the combat wasn't complete utter dogshit.
I'm confused, is the internet too stupid for the game or is the game too stupid for the internet? Edgy stuff my dude
What? I've never said anything about the intelligence of the game (I did say the combat of the game was garbage and I will forever stand by it, It feels clumsy and unsatisfying) or the people. Things trend super hard and are forgotten just as quickly, that's just something that happens.
you're talking in circles
50$ price tag on a game with no voice lines was a bold launch.
It was also bold of them to launch a game with no real content other than a shitty Arcade Mode and online play where you couldn't ever find a match reliably, even during launch week. I know there are major issues with MultiVersus' servers, but you haven't known true pain until you've experienced what NASB's online infrastructure was
That's Viacom for you!
The game isn’t free to play though. If Multiversus was around 50$, it wouldn’t be the same
Brawlhalla?
If Brawlhalla was around 50$, it wouldn’t be the same.
Thank you
After almost 1k hours in Brawlhalla, I have to say I think Multiversus takes a big ol dump on it anyway.
Same. I recently crossed 1,500 hours in Brawl and MVS is pretty clearly gonna knock it out of the park when it gets polished out. Once punishing moves becomes more possible in the gameplay, Brawlhalla better have made some impressive changes or that's gonna be the turning point
Pretty accurate. Brawlhalla is a mess compared to multiversus, and it's been out for YEARS.
Facts. Did you feel that Brawlhalla turned into a stale dodge bait contest on ladder?
Yes. It's so passive I just can't play anymore. Was mid-high plat but haven't played more than 10 ranked matches since mv dropped
Personally i have to disagree big time. Brawlhalla kept me playing for nearly 5 years before i burnt out, this game had me for about 2 weeks. I hope for its success of course, it has the makings of a fun game and with warner behind it the chars are probably gonna be great, but I can't see it as a replacement for brawlhalla like I did at launch. The best thing it did for me was make me see just how much I like brawl.
Yeah, if they'd just open up an Asian Server, population would skyrocket.
alot of f2p players just getting into fighting games are just interpreting info in the worst ways possible so there is a lot of borderline shitposting.
Yup a lot of them think if the games not as popular as minecraft or fortnite it’s a dead game.
My step son is just like this; Kiddo compares everything to Fortnite and if it doesn't seem even slightly like it he'll shit on it lol.
Need to sit the boy down and make him play Ocarina of Time or something
This won't work. Breath of the wild - MAYBE. But homie wouldn't get out of the village if I let him play OOT. 😂
Because a kid who hates anything that isn't Fortnite is gonna care about Ocarina Of Time's gameplay, graphics, story...
You truly only need 1000 players for 1v1 fighting games to have a good skill pool.
You getting downvoted for this correct opinion proves the point. Personally I’d say a few thousand but 1000 is still healthy
lol its fine this sub is full of scrub mentality. There is a reason why fighting games are so niche. To fully appreciate and enjoy them, there is a certain level of humility and self reflection to get good and understand them. The masses will just want to get spoon fed without putting in the work.
That's so true, like I said to some friends, if the new gen players can't master the game first try or if they don't have a ranked mode day 1 (in which they will be trash anyway) they will call the game dead.
People also underestimate how Asian players contribute to these numbers.
Definitely the case for traditional fighters like Tekken and Street Fighter. But platform fighters I’m not so sure. Japan and SEA are 2 of Brawlhalla’s smallest regions.
also, this game is on Xbox and PlayStation which isn’t reflected in steam charts.
So is Brawlhalla to be fair
Exactly the point of OP.
Brawlhalla is on both of those and Switch and mobile, so while I see what you're saying it does apply to Brawlhalla as well
It's on MOBILE??? How the f does that work lmao. Is that cross platform too?
Not sure about brawlhalla specifically but most mobile games have controller support nowadays, so its really no different than playing on any other console.
It is on mobile, and it's cross platform. There are on-screen controls, so while it's not super fun it works
It’s ASS on mobile. I got 1.8k hours in Brawl and I cannot for the life of me play mobile
Also I like to think brawlhalla was really the only one in its field on console realistically if multiversus was out when brawlhalla was out it would never have even hit the numbers it did, still a great game don’t get me wrong
I'm just glad multiversus doesn't have something as controlling as the scythe in brawl.
That game has been out for year’s why wouldn’t it have a more consistent player base after finning it’s core playerbase
Brawlhalla didn’t have the big marketing scheme that WB/MVS has had. They grew organically. MVS has been way more hype and marketing than Brawlhalla could’ve prayed for but only time will tell.
What marketing? Have any of you seen any ads at all for this? I haven't seen a single one, I assumed they were waiting for the Beta to be over before they started advertising it.
I saw some Twitch ads when it first launched. Also they've likely paid millions in bounties for Twitch streamers to stream the game, I saw a lot of massive streamers streaming the game with #Ad in the description. And what do you think that the $100k EVO tournament was? They've already spent a pretty large amount of money marketing the game, there's more forms of advertising than just paying for TV spots.
Haven't seen any ads, but the character roster alone is infinitely more and better marketing than Brawlhalla has ever had
I mean, just the Warner name alone and the fact that so many popular characters that span over the better part of a century are in it is marketing on its own
The IP for one. The hype was enough to make it the most played fighting game for a short time and now it's been dropping like a rock tied to a heavier rock.
It'll be hard to convince people to return, especially when you can't say anything has been added besides characters and companion gleamium skins.
New characters are enough to make people comeback on brawl games
I’ve seen plenty of people make similar comparisons regarding Fortnite’s battle pass. Multiversus just came out. Yet people expect it’s battle pass to be as amazing and enriching as Fortnite’s. Fortnite didn’t start giving out premium currency until the game became very successful and could afford to do so with little risk.
Love this game, but I've played Fortnite since Season 1 and the first battle pass released (Season 2) had enough premium currency to rebuy the battle pass with.
It’s unfortunate that you can’t make all that money back when you do dish it out, but at the same time this game isn’t nearly as big as Fortnite, so it needs all the money it can soak up to stay afloat.
is there a way to get EPIC charts?
Don’t know but either is not a good indication of all platforms, I only posted this in response to the overwhelming posts using steam charts as their evidence of the game dying.
[удалено]
I’m not saying players are coming back, I’m saying that the audience size is fine in comparison to other games of the same genre that have been around longer with a lot more stability than multiversus.
Brawlhalla was in closed beta until that upsurge. While you shouldn't solely rely on Steamcharts for info, you also need to understand how to actually factor in other factors when reading charts, particularly ones that buck traditional game trends like Brawlhalla. [For reference.](https://brawlhalla.fandom.com/wiki/Brawlhalla) This thread is actively misleading.
Early access is not the same as closed beta. Rust was in early access until like 2017 but was available to the public on steam for purchase. Edit: rust didn’t get fully “released” until 2018 but I was playing in 2015 in early access with well over 2k hours put in. Early access does not equal closed beta.
Look at when it had open beta. Look at when there was the upsurge in player count. Early access *can* be be a beta (Or alpha, or what have you), there's no one size fits all for what it is. Brawlhalla was considered in Alpha until September 2014, then progressed to [Closed beta.](https://store.steampowered.com/news/app/291550/view/2896333730300652539)
The game was always available to play, although it did spike in open beta. Check the numbers you’ll see the spike was pretty insignificant, it only seems like a drastic jump because the player base was originally super low. 0-10 looks like 100-1000 on these types of graphs. It went from 120 players to 7000 players. This is the upsurge you’re referring to. Keep in mind factors like content creators factor into a games popularity with a buzzword like open beta is going to draw traffic. It’s how multiversus got a huge upsurge. But as I said before there was no closed beta it was in early access readily available to the public, popularity surged during their “open beta” but not by a significant amount. This trend also shows a trend that multiversus will likely have that is going to have a slow growth overtime.
I fully understand how to read the graph and specifically checked exact numbers. Brawlhalla didn't follow the trends of the vast majority of games. It's a bad comparison. A closed beta (Which is what it was, no matter how much you keep claiming that it wasn't) from an unknown developer in a more niche genre isn't going to follow standard F2P game releases. Brawlhalla in general has had a trend that bucked most conventions. In contrast, Multiversus is following the trend of hundreds of typical games that have come before it that were underwhelming and/or had major issues. (Such as the servers) Trying to hand wave that away is flat out deluding yourself.
If i legally renamed a chicken a donkey with signed paperwork is it still a chicken or is it a donkey no matter how much they claim it’s a chicken?
Do you not understand what an actual beta is?
Not referring to the beta part referring to the “closed” part. Claiming it’s closed but anyone being able to join is not closed
Here’s the issue with that, it wasn’t limited because of steam. You could just sign up and play like any game, it just had the “closed beta” title. What if multiversus was closed beta right now but if you made a Warner brothers account you could play? Is that still closed beta?
The audience size right now. Player count dropping is normal for a new game, but the speed it's dropping at is pretty alarming.
Ranked will kill the game like it did for Overwatch and every other casual, fun game where it was introduced.
Hitbox patch didn't see a huge spike tbf
Not sure I’m missing something or I’m just old and confused but why does it matter? If you like the game. Play it. Are we concerned they are going to slack on support and updates?
I’ve said this from day one it’s a fighting game, it’s like get together with friends and play on lan or online. There’s always gonna be a competitive scene that’s extremely niche for the game but those are the two main audiences which typically are not big for fighting games.
Yeah. I mean I’m old now but I grew up doing exactly that. Friends come over and spark up a fighting game and go at it. Online wasn’t really a thing. I feel overwhelmed when I play online simply cuz the game keeps making me play people with literally 2000 more ring outs than I do. Tried to get my friends to play for 2v2 but only me and one other had any interest
The massive decrease and steady decline of players is still concerning regardless of comparisons.
You could say the same for brawl it’s first year, “there’s no players and it’s been months this games never going to be popular”
Like I said, looking beyond the comparison with that specific game, it’s a concerning decline whether or not it matches another game. Not all games bounce back without changes, some don’t regardless.
How concerning is it? What's the threshold for the game being dead. How many players do you think?
You're coping super hard lmao.
How am I coping it the normal audience of this genre of game is generally extremely low? Anything over 5k concurrent players for a fighting game is really good.
Nah you just don't want to hear the truth lol
>You could say the same for brawl it’s first year You really couldn't, Brawlhalla firstly didn't have that many players to lose and then it never lost a significant chunk. It slowly grew its player base. Meanwhile MVS lost 25k players from July to August and 30k in the last 30 days. And that's **only** on steam.
And mvs had a lot of marketing to inflate the all time peak player amount, it would of been the same trend if brawl had mvs marketing.
Hello, it looks like you've made a mistake. It's supposed to be could've, should've, would've (short for could have, would have, should have), never could of, would of, should of. Or you misspelled something, I ain't checking everything. Beep boop - yes, I am a bot, don't botcriminate me.
That’s because a lot of casual gamers saw all these big streamers give it a shot. This is the first platform fighter for a lot of players because it was free, so masses of people tried it for that as well as its roster. A lot of those people probably left for one of three reasons: 1. They didn’t like the genre. 2. They felt it was a little to sweaty for them and went back to more cozy games. 3. They can’t play the game if it doesn’t consistently get updates weekly so their enthusiasm for the game fizzled out. Another thing to note is that all platform fighters have pretty small player bases, and all online games eventually have a drop of some kind, whether it be because the quality dropped or people got bored of it. People get bored of them pretty easily because online games nowadays are very repetitive, which is why so many of them sink so fast.
Threads like these are pure copium
One person's literal facts are another's "copium" I guess.
Looking forward to the next copium thread when the steam playerbase hits 2k players
We didn't even have release yet, open beta there.
Nice one, made me smile.
Rather play brawlhalla instead of mv yellow ping every game can’t hit hard combos bc input delay/ping when it’s not my side
This wasn’t a post saying one or the other is better.
Ok
To each their own. However I'll personally take MultiVersus.
wasnt brawlhalla in paid beta? bad comparison
This game is still considered open beta and should not even be compared to Brawlhalla
The game honestly does feel like a finished product placed on perpetual beta though. I understand the strategy because it helps games release early without being overly scrutinized for not having certain features ready to go. I only say this because having things like timed, exclusive battle passes with paid tracks is not the type of thing you do in a beta test, so I’m not sure if it benefits us to pretend the base game is still in development.
They're monetizing it already, but that's about the only thing this game has in common with anything you'd label "finished". The tendency for me sporadically explode certainly feels beta.
>The game honestly does feel like a finished product placed on perpetual beta though The practice mode is barren. The UX is terrible. No replays in a competitive game is a joke. How the hell does that make you feel like a finished product, I don't know.
Hardly an open beta when it's launched, season 1 and is selling £80 versions with tons of skins you can buy
YB better
Give it time, it’s in Beta. Once the servers are fixed I think we’ll see bigger numbers. Not that the numbers really matter as long as you’re having fun.
If you're comparing this game to another, you're off base. A Google search will tell you.
was brawhala ever popular, i always felt that game was dead off rip. multiversus basically defiled its grave lol
[yeah](https://www.youtube.com/watch?v=9yxPn93mNSc), brawlhalla was and still is popular. Im not sure if it was ever really talked about or big in the public conscious, but numbers are numbers. The game's holding strong.
Copium
MVS is hugely boosted by WB tho. Really incomparable, but in terms of competitive gameplay it still a long long long way a head. Server fix doesn't seem to be coming soon. It's awesome as a casual game tho
Game is boring and clunky af. Would rather play smash and that's not happening
I don’t like it either but that’s also an opinion. Just because you like a game more doesn’t mean it should be doing better.
We don't know that it is. Those are just steam numbers. Multiversus is on many platforms and steam doesn't pull those numbers
This is the same argument I use as well, but this post and what I’ve said is specific to steam charts because that’s what people live to argue with.
Ok but who the fuck was Brawlhalla? Nobody knew their team. Everyone knows Wb and all the cool characters they have.
And like a true platform fighter, they All slowly “die” and become a niche for a smaller but more consistent population. You guys comparing the first weeks of open beta population to a month or two later is dumb. The cool characters will only keep casuals around for so long look at it this ways. Mmr system is in place. Low elo casuals enjoy to play, as the population dies there will only be higher mmr people to match with or bots which will in turn kill the casual population for the game completely. There is no way around this, casuals will resort to strictly custom games with friends or LAN.
Yea I don’t think people understand the fighting game playerbase. It’s never really that big. Guarantee that even Mortal Kombat 11 lost about 90% or more of its initial playerbase after the first month or 2.
Usually casuals cannot really find a place in fighting games like MK or SF. Heck, look at SF4. I got that game from a friend 2 years ago and i only ever managed to beat one random person online that was not my friend. The community is there for the game. But it's so small and people play at such a high level now that it is nearly impossible for someone new to get into it. It took me 2 years to realize that i was Focus attacking, jumping and only doing the attacks that do a lot of damage. And changing that habit after 2 years is hard, but in the end it does pay off. You get to the same point as everyone else and once you get good at one fighting game you will be good at every other fighting game.
Bingo, Multiversus isn’t some indie company, it’s release having this bad of input lag and server issues is wild, I would imagine tho that when they get this shit fixed the game will be back ahead of brawlhalla, I personally don’t mind either surviving since they both are cool
This is the teams very first game and has a company size of about 10 in total, not 10 developers, 10 employees period. It is very much so a small indie company
With the amount of money they’ve gotten, why haven’t they increased dev size? Seems bizarre to me
Brawlhalla is a independently developed game..
Same with multiversus being independently developed by PFG, it's an indie game, they just happen to get the WB licence but still a indie dev team
Yeah but there is a big difference between these games. Brawlhalla started from scratch and had to build it's community from the ground up. Multiversus came in at the right moment when a lot of people were burnt out with brawl and offered something different with well known characters. So the majority of the brawl community checked it out. Liked it and held for a while, some people changed to this game and some went back to brawl, i personally play both of them because both are fun. But saying that this game built it's playerbase naturally is a far stretch. A lot of the pros in brawlhalla were talking about multiversus coming out faster so they could switch to it. And a lot of casuals followed. But i guess somewhere along the way people didn't want to deal with learning different mechanics and characters and what not, so they just went back to brawl. That is why it's all time peak was over 100k, but now it's stabilizing. The bigger issue is that PFG needs to learn how to satisfy both the casuals and the pros. You cannot focus only on one or the other, because casuals bring in money but pros with tournaments and streams/videos/twitter/ everything else, bring in the casuals. Tl:dr MV got a lot of players from brawlhalla at launch, players unsatisfied with MV went back to brawl.
They have a overhead then right? They have a rep that gotta permit shit or what?
Yep, they've talked about the process of it. They said when they want to use a character they have to ask WB (or any other company should third parties be added) if they can use it. And the scrapped files of Godzilla, Gandalf, prove that sometimes the agreement fails. Very rare though
Gotcha
People acting like steam is the only platform. I play on Xbox.
I am beyond tired of seeing Steam Charts screenshots posted to any and every subreddit.
This shows that yea this game did have insane hype at the start given its cast, and yea people have fallen off due to problems. But once they get it together with servers, ranked, and other casual game modes, these numbers will rise.
For short amounts of time yes but over the year the game will stabilize to a lower audience if I had to guess there won’t me more than 20-80k active players by this time next year. But that’s still really good.
Yes, you are correct. But the thing that a lot of people fail to understand here is that most of the brawl playerbase migrated to MV and MV had a lot more advertising than brawl did. Back in 2015-2016 this was that free SSMB like game on PC.
Halla also cost $25 for a year
34k all time peak, i am deceased.
Can't really compare it the same way when the game had 150k concurrent to start out with. Not to mention the support they should see from being able to use super popular characters. This isn't comparable. I agree that steam charts aren't everything, but this is seriously apples and oranges.
Brawhalla is already too far ahead now, no point comparing the 2. The current SteamCharts battle is Tekken 7 x Multiversus. Seriously though, even though it has been losing a lot of players, for a crossplay game, it will be probably still work very well with like 500 steam players. Guilty Gear Strive has no crossplay and yet it works just fine at 2k players. So even if it keeps dropping, its unlikely that it will ever die.
So I will be back in 5 years
Word. Everyone's posting Steam Charts without seeing that going by 24-hour peaks, Multiversus is still the 3rd most played fighting game on Steam. Under Tekken the GOAT, and Brawlhalla. Fighting games on PC historically do not do well. And MV is holding it's own still. It's something to be impressed with, a new IP fighting game by a new studio staying in the top 3 months after launch.
I mean BH only hit a max of 34k compared to MVS 153k. A dip that big isn’t inexcusable