Compare MerFight prices across 50+ stores and find the best deal. Developed by Mattrified Games, LLC. Published by Mattrified Games, LLC. Released on 2/12/2024. Available on PC. Genres: Action, Indie.

Rollback netcode, a dual-meter system that rewards aggression, and 12 distinct fighters built around sea creatures. Indie FGC passion project that outclasses its budget on fundamentals.

My first thought sitting down with MerFight was that this has no business being this mechanically complete for what it costs. I came in expecting a gimmick fighter with a fishy coat of paint. I came out actually caring about meter management in a way most mid-tier titles never make me. The core loop is built around two resources: a super meter that fuels big moves, and pop cancel bubbles that accumulate each time a meter bar fills. The catch is that a full meter stops generating bubbles, so you are constantly incentivized to spend, cancel, and spend again. Once both players are deep into it, the pace of a round accelerates into something genuinely exciting. The roster covers the archetypes you would expect from a serious fighter. Octonia plays the grappler role, Gamma is the armored juggernaut, Arctina runs rekka-style mixups, and characters like King Rho and Enjellique create setup pressure that forces opponents to think a full step ahead. The pop cancel system ties them together: double-tapping a direction during almost any action cancels it, letting you extend combos, make punishable moves safer, or redirect pressure mid-sequence. Ground bounces and wall bounces are in too, capped at one per combo, which keeps chains from spiraling into untouchable loops. The game also pulls off a neat trick with inputs by allowing simplified directional shortcuts alongside traditional motion inputs, and rewarding players who commit to the proper motion with a small meter bonus. It removes the gatekeeping without removing the upside. For online play, the developer prioritized rollback netcode from the start, which is not a given in indie fighters at this price range. Sixteen-person lobbies, ranked, and casual quick match are all present. The honest caveat is that the online population is small. That is not a knock on the game, it is just the reality of indie FGC titles, and it means you will likely be leaning on a Discord community or local play to get consistent games. When you do find a match, the connection quality holds up. On the single-player side there is a story mode where each fighter runs through their own branching path, an arcade mode, combo challenges for all twelve characters, and a dedicated block-and-punish challenge mode that is one of the better fundamentals trainers I have seen in a game at this tier. The presentation is the one place where MerFight does not fully close the gap. The 2D character artwork is strong and the roster personalities are well drawn out, but the in-game 3D models are noticeably rougher than the art suggests they should be. It has not stopped the people who stuck around from putting in serious hours, and the developer has kept patching and adding content post-launch, but it is fair to flag for anyone who weighs visual polish heavily. If you can look past the budget visuals, what is underneath is a mechanically earnest fighter with legitimate depth, good netcode, and a solo developer who clearly cares about getting the fundamentals right before anything else. Fred, Scout Team

MerFight
ActionIndie

MerFight

Feb 12, 2024Mattrified Games, LLC
GamerScout Says

Rollback netcode, a dual-meter system that rewards aggression, and 12 distinct fighters built around sea creatures. Indie FGC passion project that outclasses its budget on fundamentals.

PC
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Screenshots & Media

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About MerFight

My first thought sitting down with MerFight was that this has no business being this mechanically complete for what it costs. I came in expecting a gimmick fighter with a fishy coat of paint. I came out actually caring about meter management in a way most mid-tier titles never make me. The core loop is built around two resources: a super meter that fuels big moves, and pop cancel bubbles that accumulate each time a meter bar fills. The catch is that a full meter stops generating bubbles, so you are constantly incentivized to spend, cancel, and spend again. Once both players are deep into it, the pace of a round accelerates into something genuinely exciting. The roster covers the archetypes you would expect from a serious fighter. Octonia plays the grappler role, Gamma is the armored juggernaut, Arctina runs rekka-style mixups, and characters like King Rho and Enjellique create setup pressure that forces opponents to think a full step ahead. The pop cancel system ties them together: double-tapping a direction during almost any action cancels it, letting you extend combos, make punishable moves safer, or redirect pressure mid-sequence. Ground bounces and wall bounces are in too, capped at one per combo, which keeps chains from spiraling into untouchable loops. The game also pulls off a neat trick with inputs by allowing simplified directional shortcuts alongside traditional motion inputs, and rewarding players who commit to the proper motion with a small meter bonus. It removes the gatekeeping without removing the upside. For online play, the developer prioritized rollback netcode from the start, which is not a given in indie fighters at this price range. Sixteen-person lobbies, ranked, and casual quick match are all present. The honest caveat is that the online population is small. That is not a knock on the game, it is just the reality of indie FGC titles, and it means you will likely be leaning on a Discord community or local play to get consistent games. When you do find a match, the connection quality holds up. On the single-player side there is a story mode where each fighter runs through their own branching path, an arcade mode, combo challenges for all twelve characters, and a dedicated block-and-punish challenge mode that is one of the better fundamentals trainers I have seen in a game at this tier. The presentation is the one place where MerFight does not fully close the gap. The 2D character artwork is strong and the roster personalities are well drawn out, but the in-game 3D models are noticeably rougher than the art suggests they should be. It has not stopped the people who stuck around from putting in serious hours, and the developer has kept patching and adding content post-launch, but it is fair to flag for anyone who weighs visual polish heavily. If you can look past the budget visuals, what is underneath is a mechanically earnest fighter with legitimate depth, good netcode, and a solo developer who clearly cares about getting the fundamentals right before anything else. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopachievementscontroller-supportcloud-savestier:indieRollback NetcodeMeter ManagementAir-DasherPop CancelCombo ExpressionIndie FighterFGCArchetype Roster

System Requirements

Minimum

OS
Windows 8/10 (64-bit OS required)
Memory
4 GB RAM
Network
Broadband Internet connection
Storage
4 GB available space
Graphics
GeForce GTX 980 Ti or better
Processor
Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz or better

Recommended

Network
Broadband Internet connection
Storage
6 GB available space

Reviews & Ratings

No ratings available

Game Info

Developer
Mattrified Games, LLC
Publisher
Mattrified Games, LLC
Release Date
Feb 12, 2024

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