Compare Final Vendetta prices across 50+ stores and find the best deal. Developed by Bitmap Bureau. Published by Numskull Games. Released on 6/16/2022. Available on PC, Mac, Linux. Genres: Action, Indie.

Bitmap Bureau's love letter to coin-munching 90s brawlers hits hard and sounds even harder - but it will genuinely punish anyone who expects a casual stroll through six stages of London grime.

I went into Final Vendetta knowing Bitmap Bureau's track record with Xeno Crisis, so my expectations were calibrated: pixel craft would be immaculate, difficulty would be unforgiving, and there would be a certain proud stubbornness about the whole thing. What I did not expect was how much the soundtrack would set the tone before a single punch was thrown. Featurecast, Krafty Kuts, and a handful of tracks from Utah Saints have produced something that sounds like Streets of Rage reimagined for a late-90s UK rave flyer. It is genuinely one of the better bespoke brawler soundtracks in recent memory, and it earns that description without relying purely on nostalgia. The game itself is a six-stage belt-scroller set against the mean streets, subway tunnels, nightclubs, and palatial homes of a convincingly grimy London. You pick one of three characters - Claire Sparks, the fast and technical martial artist; Duke Sancho, the bare-knuckle street brawler; or Miller T. Williams, the hulking ex-pro wrestler built for grabs and throws. Each has a distinct feel and character-specific advanced combos beyond the shared basics of dash attacks, jump attacks, downed-enemy strikes, and juggle strings. The special meter system is one of the smarter touches here: land hits to fill a gauge, and your crowd-control super costs nothing; let the gauge run dry and that same move carves into your health bar. It keeps the pacing aggressive and discourages turtling, which the genre often needs. Here is where the honesty comes in. Final Vendetta launched with essentially no continues and no stage select, which created a wall that genuinely locked out a chunk of its potential audience. Post-launch updates addressed this - a Casual difficulty with continues and a stage select were added, and the broader suite of modes (Survival, Boss Rush, Training) was already present, even if gated behind completion. That gating remains a strange design choice: locking Training mode until after you have beaten Arcade means beginners absorb the hardest lessons the hardest way. The block button is largely cosmetic in practice, since most bosses carry unblockable attacks, and the hit-stun on enemies can occasionally feel like it is reading your inputs rather than reacting to your animations. Minor structural gripes, mostly, but worth flagging for anyone who spent any time with Streets of Rage 4 and expects similar accessibility. What the game gets right, it gets right with genuine craft. The pixel art carries unmistakable Neo Geo energy - big, fluid sprites with animation weight that actually sells impact, backdrops that shift convincingly from street-level grime to chandelier-lit excess. Enemy patterns are distinct enough that mashing through everything is a reliable path to a game-over screen, while learning those patterns and countering them creates the satisfying rhythm that defines the best examples of the form. Local co-op sheds some of the pressure and adds to the arcade atmosphere in a way that online play simply would not replicate. The game knows exactly what it is aiming for, and within those chosen boundaries, the handcraft is evident. It got a raw deal at launch, releasing within a day of a certain turtle-themed behemoth that absorbed most of the genre's oxygen in June 2022. That timing is not Final Vendetta's fault, and the game that exists after its post-launch updates is a more complete package than the one that launched into that noise. Kai, Scout Team

Final Vendetta
ActionIndie

Final Vendetta

Jun 16, 2022Bitmap BureauNumskull Games
GamerScout Says

Bitmap Bureau's love letter to coin-munching 90s brawlers hits hard and sounds even harder - but it will genuinely punish anyone who expects a casual stroll through six stages of London grime.

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Screenshots & Media

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About Final Vendetta

I went into Final Vendetta knowing Bitmap Bureau's track record with Xeno Crisis, so my expectations were calibrated: pixel craft would be immaculate, difficulty would be unforgiving, and there would be a certain proud stubbornness about the whole thing. What I did not expect was how much the soundtrack would set the tone before a single punch was thrown. Featurecast, Krafty Kuts, and a handful of tracks from Utah Saints have produced something that sounds like Streets of Rage reimagined for a late-90s UK rave flyer. It is genuinely one of the better bespoke brawler soundtracks in recent memory, and it earns that description without relying purely on nostalgia. The game itself is a six-stage belt-scroller set against the mean streets, subway tunnels, nightclubs, and palatial homes of a convincingly grimy London. You pick one of three characters - Claire Sparks, the fast and technical martial artist; Duke Sancho, the bare-knuckle street brawler; or Miller T. Williams, the hulking ex-pro wrestler built for grabs and throws. Each has a distinct feel and character-specific advanced combos beyond the shared basics of dash attacks, jump attacks, downed-enemy strikes, and juggle strings. The special meter system is one of the smarter touches here: land hits to fill a gauge, and your crowd-control super costs nothing; let the gauge run dry and that same move carves into your health bar. It keeps the pacing aggressive and discourages turtling, which the genre often needs. Here is where the honesty comes in. Final Vendetta launched with essentially no continues and no stage select, which created a wall that genuinely locked out a chunk of its potential audience. Post-launch updates addressed this - a Casual difficulty with continues and a stage select were added, and the broader suite of modes (Survival, Boss Rush, Training) was already present, even if gated behind completion. That gating remains a strange design choice: locking Training mode until after you have beaten Arcade means beginners absorb the hardest lessons the hardest way. The block button is largely cosmetic in practice, since most bosses carry unblockable attacks, and the hit-stun on enemies can occasionally feel like it is reading your inputs rather than reacting to your animations. Minor structural gripes, mostly, but worth flagging for anyone who spent any time with Streets of Rage 4 and expects similar accessibility. What the game gets right, it gets right with genuine craft. The pixel art carries unmistakable Neo Geo energy - big, fluid sprites with animation weight that actually sells impact, backdrops that shift convincingly from street-level grime to chandelier-lit excess. Enemy patterns are distinct enough that mashing through everything is a reliable path to a game-over screen, while learning those patterns and countering them creates the satisfying rhythm that defines the best examples of the form. Local co-op sheds some of the pressure and adds to the arcade atmosphere in a way that online play simply would not replicate. The game knows exactly what it is aiming for, and within those chosen boundaries, the handcraft is evident. It got a raw deal at launch, releasing within a day of a certain turtle-themed behemoth that absorbed most of the genre's oxygen in June 2022. That timing is not Final Vendetta's fault, and the game that exists after its post-launch updates is a more complete package than the one that launched into that noise. Kai, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementscontroller-supportcloud-savestier:sub-5Neo Geo AestheticHigh DifficultySpecial Meter SystemBoss Rush ModeSurvival ModeJuggle CombosUK SettingPost-Launch UpdatedShort Completion Time

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 8 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7/8.x/10
Memory
1 GB RAM
DirectX
Version 10
Storage
500 MB available space
Graphics
1GB VRAM
Processor
Intel Core i5
Sound Card
Any compatible soundcard
Additional Notes
2 player requires at least one controller

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Game Info

Developer
Bitmap Bureau
Publisher
Numskull Games
Release Date
Jun 16, 2022

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Price History

2026-06-061.62(lowest)

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What platforms is Final Vendetta available on?

Final Vendetta is available on PC, Mac, Linux.

When was Final Vendetta released?

Final Vendetta was released on 16 June 2022.

Who developed Final Vendetta?

Final Vendetta was developed by Bitmap Bureau and published by Numskull Games.