Compare Cave Brawlers prices across 50+ stores and find the best deal. Developed by Samuel Arminana. Published by Samuel Arminana. Released on 1/15/2018. Available on PC, Mac, Linux. Genres: Violent, Gore, Action, Adventure, Indie, RPG.

A solo dev's scrappy Ludum Dare experiment grown into a full release - pick this up if you want uncomplicated cave-clearing combat and don't mind rough edges.

I have a soft spot for games that started life in a 48-hour jam and somehow made it to Steam anyway, and Cave Brawlers is exactly that kind of stubborn little project. Samuel Arminana built the original prototype for Ludum Dare in 2014, spent years iterating on it, and shipped a full 2D side-scrolling brawler with a story, NPC dialogue, in-game shops, and nine Steam achievements attached. That journey matters when you're calibrating expectations, because Cave Brawlers is unmistakably a one-person passion project that outgrew its origins - for better and for worse. The core loop is deliberately straightforward. You play a medieval knight whose village has been raided by Cave Dwellers, your co-worker and fellow soldiers kidnapped. Levels send you into caves where you chain together attack combinations - hitting downward to tag shorter enemies, upward to clip ones perched above you, using a bow for ranged options when melee gets crowded. The combat design philosophy comes straight from the developer: fewer buttons, less memorisation, just readable moment-to-moment brawling. If you bounced off Castle Crashers because of its multiplayer chaos or found Wonder Boy in Monster World too slow for modern tastes, Cave Brawlers sits somewhere between them, quieter and more solitary. NPCs back at the village - a grieving mother, a guard near the cave entrance, a priest - fill in story beats as you rescue captives and bring them home, which gives the rescue loop a small but genuine emotional weight. Honesty demands noting what the game is not. It carries virtually no public review footprint after years on sale, which is a real signal about its reach. The production values are modest even by solo-dev standards - particle effects and cloud movement in the backgrounds show genuine care, but the overall visual and audio polish sits closer to an extended game-jam build than a finished commercial title. There is no multiplayer, no procedural content, no replayability hook beyond achievement hunting across nine unlockables. If you come in expecting the depth of Shovel Knight, the game it name-checks as an inspiration, you will be disappointed within the first hour. What Cave Brawlers actually offers is a compact, low-friction action-adventure that knows its lane. The intentional simplicity of the controls means you can pick it up, put it down, and return without relearning anything. The story - soldier, kidnapped wife, cave-dwelling monsters, a king who sends you alone - is thin but functional, and the dialogue system Arminana built gives the village hub just enough life to feel like a place worth defending. For anyone curious about the craft of a self-taught developer finding their footing, or for players who simply want a short, gentle brawler with no online requirements and no complicated systems to manage, there is something honest and worth an hour or two here. Go in with the right frame and Cave Brawlers does not embarrass itself. Kai, Scout Team

Cave Brawlers
ViolentGoreActionAdventureIndieRPG

Cave Brawlers

Jan 15, 2018Samuel Arminana
GamerScout Says

A solo dev's scrappy Ludum Dare experiment grown into a full release - pick this up if you want uncomplicated cave-clearing combat and don't mind rough edges.

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About Cave Brawlers

I have a soft spot for games that started life in a 48-hour jam and somehow made it to Steam anyway, and Cave Brawlers is exactly that kind of stubborn little project. Samuel Arminana built the original prototype for Ludum Dare in 2014, spent years iterating on it, and shipped a full 2D side-scrolling brawler with a story, NPC dialogue, in-game shops, and nine Steam achievements attached. That journey matters when you're calibrating expectations, because Cave Brawlers is unmistakably a one-person passion project that outgrew its origins - for better and for worse. The core loop is deliberately straightforward. You play a medieval knight whose village has been raided by Cave Dwellers, your co-worker and fellow soldiers kidnapped. Levels send you into caves where you chain together attack combinations - hitting downward to tag shorter enemies, upward to clip ones perched above you, using a bow for ranged options when melee gets crowded. The combat design philosophy comes straight from the developer: fewer buttons, less memorisation, just readable moment-to-moment brawling. If you bounced off Castle Crashers because of its multiplayer chaos or found Wonder Boy in Monster World too slow for modern tastes, Cave Brawlers sits somewhere between them, quieter and more solitary. NPCs back at the village - a grieving mother, a guard near the cave entrance, a priest - fill in story beats as you rescue captives and bring them home, which gives the rescue loop a small but genuine emotional weight. Honesty demands noting what the game is not. It carries virtually no public review footprint after years on sale, which is a real signal about its reach. The production values are modest even by solo-dev standards - particle effects and cloud movement in the backgrounds show genuine care, but the overall visual and audio polish sits closer to an extended game-jam build than a finished commercial title. There is no multiplayer, no procedural content, no replayability hook beyond achievement hunting across nine unlockables. If you come in expecting the depth of Shovel Knight, the game it name-checks as an inspiration, you will be disappointed within the first hour. What Cave Brawlers actually offers is a compact, low-friction action-adventure that knows its lane. The intentional simplicity of the controls means you can pick it up, put it down, and return without relearning anything. The story - soldier, kidnapped wife, cave-dwelling monsters, a king who sends you alone - is thin but functional, and the dialogue system Arminana built gives the village hub just enough life to feel like a place worth defending. For anyone curious about the craft of a self-taught developer finding their footing, or for players who simply want a short, gentle brawler with no online requirements and no complicated systems to manage, there is something honest and worth an hour or two here. Go in with the right frame and Cave Brawlers does not embarrass itself. Kai, Scout Team

Tags

singleplayerachievementscloud-savestier:sub-5Ludum Dare OriginSolo DevDirectional CombatCave SettingRescue MissionLow Complexity ControlsShort PlaythroughPartial Controller Support

System Requirements

Minimum

OS
Windows 7, Window 8, Windows 8.1, Windows 10
Memory
4 GB RAM
Storage
150 MB available space
Graphics
Intel HD 4000
Processor
Intel i3

Recommended

OS
Windows 7, Window 8, Windows 8.1, Windows 10
Memory
4 GB RAM
Storage
150 MB available space
Graphics
NVidia GTX 760
Processor
Intel i5

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Game Info

Developer
Samuel Arminana
Publisher
Samuel Arminana
Release Date
Jan 15, 2018

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What platforms is Cave Brawlers available on?

Cave Brawlers is available on PC, Mac, Linux.

When was Cave Brawlers released?

Cave Brawlers was released on 15 January 2018.

Who developed Cave Brawlers?

Cave Brawlers was developed by Samuel Arminana.