Compare Shovel Knight Showdown prices across 50+ stores and find the best deal. Developed by Yacht Club Games. Published by Yacht Club Games. Released on 12/10/2019. Available on PC, Mac, Linux. Genres: Action, Adventure, Indie. Metacritic score: 65/100.

Bring three friends and a couch, or walk away: Showdown is a local-only platform brawler that shines in a crowd and flatlines when you're alone with the CPU.

I want to be straight with you about what kind of game this is, because the pitch can mislead you. Shovel Knight Showdown started as a Kickstarter stretch goal, grew into something Yacht Club themselves compared to a party game, and landed at a 65 on Metacritic with critics mostly agreeing on the same fault line: tremendous with people in the room, noticeably hollow without them. That context matters before you spend anything. The fighting system is deliberately flat in a way that either relaxes or frustrates you depending on your expectations. Every character has four hit points, every attack deals one point of damage, and a universal parry button replaces rolling or shielding. That parry is spammable, which blunts aggression in solo play but keeps chaos readable in four-player matches. There is no online mode. Full stop. If your crew is Discord-only these days, this game has nothing for you. For a local session though, the roster does a lot of work: twenty characters with movesets pulled from their respective campaigns, so Specter Knight brings his wall-jumps and diagonal dash-slash, Plague Knight can bomb-burst out of knockback, Shield Knight throws her shield as a projectile, and Black Knight fires upward. The variety is genuine enough that experimenting with characters is consistently rewarding in short bursts. The stage design earns some respect. Around thirty stages, a mix of static arenas and auto-scrolling maps where the platforming ancestry of the series actually matters. Hazard modifiers, one-hit KO rules, Hyper Brawl (everybody jumps higher and runs faster), and the Chester's Choice randomiser keep individual sessions from feeling identical. Treasure Clash, where kills drop gems that enemies can steal before they hit the floor, is the stronger of the two main formats because it creates a second decision layer beyond just punching people. The Showdown deathmatch mode feels thin by comparison, capped at five lives per player. The single-player Story Mode is where things get inconsistent. It runs each character through a nine-stage arcade ladder with semi-randomised opponents, a Break the Targets detour against Percy, and a two-part boss fight against a giant magic mirror. The AI difficulty swings wildly: at Normal it can read inputs and punish you precisely, then stand next to a lava pit and walk into it. Character balance in solo play is also uneven, with heavier fighters like Polar Knight absorbing punishment that sends smaller characters like Shovel Knight himself pinballing across the screen. Completionists get 33 achievements requiring character-specific tasks, which will keep achievement hunters busy, but the repetition catches up fast after the second or third story run. Bottom line: this is a game that grew beyond its original scope but never fully committed to being a standalone fighting game. If you already own Shovel Knight: Treasure Trove it came free, which is exactly the right price for what it is. As a standalone purchase it asks you to honestly answer one question before clicking buy: do you have people to play it with tonight? Fred, Scout Team

Shovel Knight Showdown
ActionAdventureIndie

Shovel Knight Showdown

Dec 10, 2019Yacht Club Games
GamerScout Says

Bring three friends and a couch, or walk away: Showdown is a local-only platform brawler that shines in a crowd and flatlines when you're alone with the CPU.

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About Shovel Knight Showdown

I want to be straight with you about what kind of game this is, because the pitch can mislead you. Shovel Knight Showdown started as a Kickstarter stretch goal, grew into something Yacht Club themselves compared to a party game, and landed at a 65 on Metacritic with critics mostly agreeing on the same fault line: tremendous with people in the room, noticeably hollow without them. That context matters before you spend anything. The fighting system is deliberately flat in a way that either relaxes or frustrates you depending on your expectations. Every character has four hit points, every attack deals one point of damage, and a universal parry button replaces rolling or shielding. That parry is spammable, which blunts aggression in solo play but keeps chaos readable in four-player matches. There is no online mode. Full stop. If your crew is Discord-only these days, this game has nothing for you. For a local session though, the roster does a lot of work: twenty characters with movesets pulled from their respective campaigns, so Specter Knight brings his wall-jumps and diagonal dash-slash, Plague Knight can bomb-burst out of knockback, Shield Knight throws her shield as a projectile, and Black Knight fires upward. The variety is genuine enough that experimenting with characters is consistently rewarding in short bursts. The stage design earns some respect. Around thirty stages, a mix of static arenas and auto-scrolling maps where the platforming ancestry of the series actually matters. Hazard modifiers, one-hit KO rules, Hyper Brawl (everybody jumps higher and runs faster), and the Chester's Choice randomiser keep individual sessions from feeling identical. Treasure Clash, where kills drop gems that enemies can steal before they hit the floor, is the stronger of the two main formats because it creates a second decision layer beyond just punching people. The Showdown deathmatch mode feels thin by comparison, capped at five lives per player. The single-player Story Mode is where things get inconsistent. It runs each character through a nine-stage arcade ladder with semi-randomised opponents, a Break the Targets detour against Percy, and a two-part boss fight against a giant magic mirror. The AI difficulty swings wildly: at Normal it can read inputs and punish you precisely, then stand next to a lava pit and walk into it. Character balance in solo play is also uneven, with heavier fighters like Polar Knight absorbing punishment that sends smaller characters like Shovel Knight himself pinballing across the screen. Completionists get 33 achievements requiring character-specific tasks, which will keep achievement hunters busy, but the repetition catches up fast after the second or third story run. Bottom line: this is a game that grew beyond its original scope but never fully committed to being a standalone fighting game. If you already own Shovel Knight: Treasure Trove it came free, which is exactly the right price for what it is. As a standalone purchase it asks you to honestly answer one question before clicking buy: do you have people to play it with tonight? Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayercoopachievementscontroller-supportcloud-savestier:indiePlatform FighterCouch Co-opArcade LadderLocal PvPUnlock GrindParty BrawlerNo Online Multiplayer

System Requirements

Minimum

OS
Windows 7 or later
Memory
2 GB RAM
DirectX
Version 9.0
Storage
250 MB available space
Graphics
2nd Generation Intel Core HD Graphics (2000/3000), 512MB
Processor
Intel Core 2 Duo 2.1 ghz or equivalent

Reviews & Ratings

Metacritic
65

Game Info

Developer
Yacht Club Games
Publisher
Yacht Club Games
Release Date
Dec 10, 2019

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