We've been hard at work for two years now, trying to secure funding through publishers and potential investors. They all have shown interest in the game, however all of the offers we were given didn't coincide with our desires, and after much deliberation, we decided we'd take what we have and present it to the community once more, in an effort to produce the game ourselves without having a publisher to go through.
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Story Mode: Play the Story Campaign through the whole character cast, additional cut scenes, boss fights, and an ending sequence.
Arcade Mode: Play a team of characters through regular matches, boss fights, and an ending sequence.
Versus Mode: Test your skills in one-on-one combat mode against computer AI.
Local Mode: Challenge a friend to versus mode on one console.
Online Mode: Versus mode using rollback netcode like GGPO
Training Mode: Practice combos and set ups.
Replay Feature: Watch your online matches.
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We are a team of 14 members here are there roles
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Ryhan Stevens - Project Leader
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Andrew Fein - Design Lead
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Marco Arsenault - Lead Programmer
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Carlos Enrique - Lead Artist
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Fox Amoore - Lead Composer
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Zach Striefel - Sound Designer
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Gareth Wong - Clean up Artist
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Rafael Llerena - Clean up Assistant/Colorist
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Phillip Joseph - Shading/Colorist
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Ricky Bryant - Clean up Assistant/Colorist
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Rukiya Hassan - Shading/Colorist
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David Rioveros - UI Designer/Programmer
- Josh Broks - Clean up Artist
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Danielle McRae - Voice Director
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So what does Beast's Fury bring to the table? Beast's Fury introduces 'Fury' as a gameplay booster that both acts as a way to temporarily bolster your character's signature moves as well as add variety to how a character plays, taking something from their toolset and amplifying it's uses astronomically. What makes this fun is mechanics you may have seen in other games are carried over and refitted to each individual character, making their playstyles, and Fury variants, all a unique experience, with some familiarity to those who've playing fighting games before.
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- Combo Links and Attack Strings: this allows for players to put different attacks together to form devastating combos and counter-attacks, allowing players maximize damage against their opponents. This is a staple of Fighting Games however, so its nothing a seasoned fighting game veteran won't be unfamiliar with.
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Dynamic Wall and Ceiling Combos: Beast's Fury uses a different approach to combos in the corner and at midscreen, in making it so that characters can use dynamic elements of the wall (Where they hit the wall and how hard) as well as if they're launched against the ceiling of a stage, and changing where/how they hit the ground. This changes the typical juggling system in that it makes players reconsider their combo choices depending on the stage.
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Unique Mechanics Per Character: All of the characters in the game have unique abilities and game mechanics that set them apart. Though they follow the simple scheme of 'get the opponent to 0 life', all of them carry unique abilities that allow them to turn the tide of battle. Some prime examples being Vincent's ability to spend Meter in order to cancel his special moves into other special moves, or Don's ability to combo into EX Command Throws.
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Adrenaline and Fury: Characters in Beast's Fury have the ability to store up energy for a Final Round push, giving them a game-ending boost where their natural abilities and unique game mechanics get boosts that make characters' much more powerful for a limited time. The stored energy is Adrenaline, and once per game, characters spend their adrenaline to go into Fury. However, they run out of Adrenaline to fuel their Fury gauge, their character powers down, losing their game changing mechanics and occasionally losing other skills as well.
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Ultimate Finisher: Similar to Instant Kill Attacks in other games, the Ultimate Finisher is a move that is only available in the final round of any normal game. When a player activates their Fury, they have a limited amount of time to land a certain amount of hits on their opponent. If they succeed in landing the required amount, a cinematic finisher plays, and the opponent is instantly defeated, regardless of their remaining health.
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Want to support the game but don't have a means of donating? Refer someone to the indiegogo page and let us know they're donating for you. Doing so will get a copy of the game for both of you! So tell your friends to check out the game and get a reward for spreading the word (Note: The patron still has to donate at least 15$ in order to get the game. Keep this in mind when you refer someone to donate for the game.)
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$185,000 USD: PC\MAC\LINUX Digital Launch 8 character and stages Arcade Mode,Training Mode, Local Versus and Online Versus
$275,000 USD: PS4\Xbox One Launch 4 new characters and stages + Trial Mode
$360,000 USD: 4 new characters and stages + Survival Mode
$455,000 USD: 4 new characters and stages + Story Mode Non Animated Cut scenes.
$550,000 USD: 4 new characters and stages + Tournament Mode
$645,000 USD: Story Mode Animated Cut scenes + Animated Short Movie
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