Compare Speed Brawl prices across 50+ stores and find the best deal. Developed by Double Stallion. Published by Double Stallion. Released on 9/18/2018. Available on PC, Xbox. Genres: Action, Adventure, Indie.

If your standard brawler bores you before the first screen clears, Speed Brawl fixes that by making momentum the actual damage stat, stop moving and you stop mattering.

I came into Speed Brawl expecting the usual left-to-right cleanup loop and got something that actually punishes coasting. The core mechanic here is that your movement speed directly feeds your attack power, the faster you are moving when a hit lands, the harder it hits. That single design decision changes everything. You are not waiting for enemies to cluster so you can trade blows; you are sprinting into them, bouncing off poles, using wrecking balls and explosive barrels mid-dash, and tagging your second character the moment your stamina dips. It turns a genre that usually rewards patience into something that rewards aggression and route optimisation, which is a genuinely interesting pivot. The roster gives you six brawlers split into speed and power archetypes, and you always pick two to bring into a stage. The tag system is not just a health buffer, switching mid-combo with a character that has different specials and focus attacks opens up genuine team synergy. Each brawler has three gear slots (gloves, boots, trinket), a fame-based levelling system across power, defense, and technique skill branches, and an elemental equipment layer that reviewers and players consistently flag as the weakest part of the package. Honest answer: the elemental system barely registers in practice. You can largely ignore it and still clear events. The RPG wrapper around the combat is light enough to be welcoming but thin enough that dedicated build-crafters will feel underfed by the end. The event variety is the other thing worth flagging. Not every stage is a straight race to the finish. Some require you to hit every checkpoint in sequence inside a brutal time window; others drop an invulnerable enemy that you have to wail on to reach a damage threshold before the clock zeros out. There are 50-plus events spread across four leagues, and going back to beat your gold time on stages you already cleared is where the real replayability lives. The online leaderboards give that loop a competitive backbone, though finding open lobbies at launch was already dicey and the player count has not grown since 2018, so your mileage on async competition versus your friends list will vary. Co-op works both locally and online, and the couch version in particular is where the game shines brightest. Controlling your own two-person team while a friend controls theirs turns the already-hectic screen into something genuinely chaotic in the best way. The story mode runs roughly 10 to 11 hours to complete, and the narrative framing, a steampunk Victorian London where alien insectoids called Selenites serve as gladiatorial fodder for a spectator sport, is fun world-building largely wasted on forgettable villain dialogue. Do not come for the writing. Come for the sensation of swinging off a pole at full sprint and watching the hit connect for double the damage it would have at a standstill. The real friction is that the momentum loop can be interrupted in ways that feel cheap rather than challenging. Certain combo-count events throw so many enemies at you simultaneously that sustaining a streak becomes arbitrary rather than skilful, and some stage layouts grind your run to a halt right when you had built a clean rhythm. Loading screens between short stages also break the flow more than they should. These are not dealbreakers but they are noticeable enough that casual brawler fans who do not care about pushing for gold times may bounce off before the game clicks. For anyone who does care about leaderboard positions and optimising character pairings, the ceiling is high enough to keep you busy. Fred, Scout Team

Speed Brawl
ActionAdventureIndie

Speed Brawl

Sep 18, 2018Double Stallion
GamerScout Says

If your standard brawler bores you before the first screen clears, Speed Brawl fixes that by making momentum the actual damage stat, stop moving and you stop mattering.

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Screenshots & Media

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About Speed Brawl

I came into Speed Brawl expecting the usual left-to-right cleanup loop and got something that actually punishes coasting. The core mechanic here is that your movement speed directly feeds your attack power, the faster you are moving when a hit lands, the harder it hits. That single design decision changes everything. You are not waiting for enemies to cluster so you can trade blows; you are sprinting into them, bouncing off poles, using wrecking balls and explosive barrels mid-dash, and tagging your second character the moment your stamina dips. It turns a genre that usually rewards patience into something that rewards aggression and route optimisation, which is a genuinely interesting pivot. The roster gives you six brawlers split into speed and power archetypes, and you always pick two to bring into a stage. The tag system is not just a health buffer, switching mid-combo with a character that has different specials and focus attacks opens up genuine team synergy. Each brawler has three gear slots (gloves, boots, trinket), a fame-based levelling system across power, defense, and technique skill branches, and an elemental equipment layer that reviewers and players consistently flag as the weakest part of the package. Honest answer: the elemental system barely registers in practice. You can largely ignore it and still clear events. The RPG wrapper around the combat is light enough to be welcoming but thin enough that dedicated build-crafters will feel underfed by the end. The event variety is the other thing worth flagging. Not every stage is a straight race to the finish. Some require you to hit every checkpoint in sequence inside a brutal time window; others drop an invulnerable enemy that you have to wail on to reach a damage threshold before the clock zeros out. There are 50-plus events spread across four leagues, and going back to beat your gold time on stages you already cleared is where the real replayability lives. The online leaderboards give that loop a competitive backbone, though finding open lobbies at launch was already dicey and the player count has not grown since 2018, so your mileage on async competition versus your friends list will vary. Co-op works both locally and online, and the couch version in particular is where the game shines brightest. Controlling your own two-person team while a friend controls theirs turns the already-hectic screen into something genuinely chaotic in the best way. The story mode runs roughly 10 to 11 hours to complete, and the narrative framing, a steampunk Victorian London where alien insectoids called Selenites serve as gladiatorial fodder for a spectator sport, is fun world-building largely wasted on forgettable villain dialogue. Do not come for the writing. Come for the sensation of swinging off a pole at full sprint and watching the hit connect for double the damage it would have at a standstill. The real friction is that the momentum loop can be interrupted in ways that feel cheap rather than challenging. Certain combo-count events throw so many enemies at you simultaneously that sustaining a streak becomes arbitrary rather than skilful, and some stage layouts grind your run to a halt right when you had built a clean rhythm. Loading screens between short stages also break the flow more than they should. These are not dealbreakers but they are noticeable enough that casual brawler fans who do not care about pushing for gold times may bounce off before the game clicks. For anyone who does care about leaderboard positions and optimising character pairings, the ceiling is high enough to keep you busy. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayercooponline-cooplocal-coopachievementscontroller-supporttrading-cardstier:indieMomentum-Based CombatTag-Team BrawlerTime-Trial EventsBeat-em-upGear ProgressionSteampunk SettingLeaderboard ChaseCouch Co-op FocusedSpeed-Archetype CharactersCombo Meter Challenges

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
Network
Broadband Internet connection
Storage
5420 MB available space
Graphics
NVIDIA GeForce GTX 650 or equivalent
Processor
Intel Core i3 or equivalent

Recommended

OS
Windows 10
Memory
4 GB RAM
Network
Broadband Internet connection
Storage
5420 MB available space
Graphics
NVIDIA GeForce GTX 960 or equivalent
Processor
Intel Core i5 or equivalent

Reviews & Ratings

No ratings available

Game Info

Developer
Double Stallion
Publisher
Double Stallion
Release Date
Sep 18, 2018

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