
Screenshots

Watch trailer on Steam ↗Hand2Hand
FlameofChange, Nemerod · Published by Fourthborn Studio
Positive — 82% positive (22 reviews)
Last updated 27 Sept 2026
The Hand2Hand project is a fighting game... OF HANDS ! Use everyday object in everyday places out of boredom in epic battles between... yourself.
Action · 2023 · More free games
Explore the chaos of Hand2Hand, where everyday items become deadly weapons. Engage in intense battles using anything from a frying pan to a fire extinguisher, all set against the backdrop of FlameofChange and Nemerod's gripping 2023 action experience.
About this game
The Hand2Hand project is a fighting game... OF HANDS !
Use everyday object in everyday places out of boredom in epic battles between... yourself.
Each item represents the weapon and the character using it ; we let the imagination go wild so everything is more epic.
☼ 5 classes
☼ 3 levels of AI
☼ 3 maps
☼ Local 1v1
☼ Homemade musics & graphics
☼ Pixel perfect hitboxes
The game is currently in development, and a bunch of features are yet to come.
Nonetheless, we are happy to leave the community a playable version which will evolve during the following years !
Debug
They can be changed in the data file
Toggle debug display - Shift+D
Heal both players - Shift+2
Change player 1 class - Shift+3
Change player 1 stance - Control+3
Toggle player 1 AI - Shift+V
Change player 2 class - Shift+4
Change player 2 stance - Control+4
Toggle player 2 AI - Shift+B
Toggle slowmo - Shift+5
Toggle FPS display - Shift+0
Screenshot - Shift+F
Current status
☼ Hand2Hand still has a long road ahead. Everything before the 1.0 will be free. In other terms the last version before the 1.0 is free but discontinued.
☼ Some sounds are still "borrowed" from other games, they are placeholders so don't ninja me with lawyers yet ; I will replace them soon enough and well before any penny comes to my pocket from Hand2Hand.
☼ Here bellow are the current milestones. Don't take them literally, as the development could change the order in practice.
Demo/prototype =Done=
► 3 total classes
► Basic AI
► Solo map & class selection
► Basic interface
► Class gallery
► Combos
► In game interface
► 2 maps
Pre Alpha =Done=
► Integrated mouse
► Option save
► Resolution settings
► 4 total classes
► Improved AI
► 3rd map
► Debug mode setting
► Control settings & save
► 5th class
► Fixed in-game controllers
► Pause system
► In game timer
► Player vs Player selection screen
► Basic tutorial
► Dodge
Alpha ======
► Reforge & juice all current animations
► Parry
► Round system
► Multichannel sound
== [We are here !] ==
► Combo display in class gallery
► Basic solo mode (1 vs many bots)
► Improved interface with fully integrated mouse & controller
► Training mode
► 6-7 total classes
► Back-end optimization (animation compression and loading)
► Special attacks
► Replace placeholders by homemade sounds
► Multi layer & animated backgrounds
► 4th map
► Zoom levels
► Knocked/falling system
► Editor tool for animations & classes
Beta ======
► Basic online mode
► ~10 classes
► 4 player local
► Advanced solo mode
► Basic story mode
► Advanced AI
► Advanced tutorial
1.0 ======
► Advanced online mode (match-making)
► Ranked
► Advanced story mode
► ~15 total classes
► Colorblind & accessibility support
And then ? ======
► 40+ classes
► Large scale battle mode (100+ hands)
► Epic story mode
► 30+ maps
Starting from here, the game will be extended through new classes, maps and story mode arcs. No DLCs are planned, even in the long run, so you would have a game with constantly new free updates !
Thanks to Nemerod for his throughout insight and help provided for backend.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows Vista, 7, 8, 8.1, 10, 11
- Processor: 64bit 2Ghz quad core with SSE4.1 support
- Memory: 2 GB RAM
- Graphics: 1Gb
- Storage: 120 MB available space
- Additional Notes: Do not plug / unplug a sound peripheric during game or it will crash
Recommended
- Requires a 64-bit processor and operating system
- OS *: Windows 7, 10, 11
- Processor: 64bit 3Ghz 8 core with full SSE4.2 support
- Memory: 4 GB RAM
- Graphics: 2Gb
- Storage: 120 MB available space
- Additional Notes: Do not plug / unplug a sound peripheric during game or it will crash
Supported Languages
Latest news
AnnouncementsOfficial
Hand2Hand Alpha 0.1.2.1
Greetings bored mortals. Today I am blessing you with a more standard update consolidating the launcher and some game systems. No much content again. Thanks to Nemerod the game is less prone to be capricious for some bizarre OS and hardware. I am also announcing two things : ☼ Hand2Hand will be presented at the Angoulême Spawn! in October 2026 ☼ Hand2Hand is officially registered for the Fighting Game Steam Fest in May 2027 That means I need to crank up more content at least for the Ruler to be juicy enough. I am happy that technically the game is exiting its medieval era and it makes developing new features much easier (still by hand so at my rhythm). If I kick my ass enough a 7th class could see daylight. Sound ☼ DSP system updated to fix some minor details, thanks to Nemerod ! ☼ If your computer is too old to use the DSP systems, the game will be muted safely instead of just crashing without warning (thanks ZizouDream for bumping into that one)Localization ☼ "partial" and "no supported" like strings can now be localized, they are also now localized for frenchHint ☼ All English hints are shifted by 1 to fix a bug Hint 1 ☼ Was missing, now readded as intended Hint 4 Regeneration only affect the inner HP bar and only regenerates a finite amountchanged to Regeneration only affect the inner HP bar and is limited by the the stamina barHint 8 Parry and dodge is not instant going in and out, speed reduces the delaychanged to Parrying and dodging is not instant, needing time going in and out ; speed reduces the delaysHint 14 Heavy attacks are easy to dodge but hits very hardchanged to Heavy attacks are easy to dodge but hit very hard, they also have a high recovery timeHint 18 Landing effects hint the player weightchanged to The landing effect and screen shake does hint about the player weightHint 19 Some attacks stuns, others dont ! Dealing damage doesn't mean stunning too ! Other attacks are meant to make the combos easier to hitchanged to Some attacks stun, others don'...Read full article on Community Announcements (FlameOfChange)AnnouncementsOfficial
Hand2Hand Alpha 0.1.2
Greetings bored mortals. It's been a long while due to my first year at the JMIN master degree at the ENJMIN, after which I resumed working on Hand2Hand. While it doesn't give much content on the game, some systems gained some love while others have been inaugurated ; notably the launcher ! Well, more like a "launcher" but you get the concept. Modding should be a bit smoother since all classes are now separated in their own folders. I will make sure to add more content next time, as the Angoulême Spawn! of October 2026 is approaching, and the Ruler class is not yet completed. Other nasty crashes were also removed, but please checkout the known issues beforehand. You will also notice the no-AI logo as well as the performance requirements in the store page. After some tests the CPU with too old technologies won't make the sound system work alas ; but it should run on most computers. Launcher {STEAM_CLAN_IMAGE}/43619737/6051a6006a802067420af4d325f5d1d9cf613dcd.png ☼ Is now added ☼ Displayed when the game is executed by default ☼ Can be manually executed with the new launcher.exe file in the main Hand2Hand folder ☼ Has the following official Hand2Hand links : ► Discord ► Reddit ► Wiki ► Itch.io ► Gamejolt ☼ Language and resolution can be selected before launch ☼ Can untick the launch at start ; going back to the previous known behavior of launching the game directly ► This option can be removed by either > Changing the openLauncherOnStart value in the settings.txt file > Opening manually the launcher.exe and then ticking this settings again > Add the -startlauncher option in the executable variables ☼ The content and the tooltip are also localized, dynamically updated when the language is changed in the launcher ☼ The width of elements are also dynamically updated depending on the string length ; this concerns checkboxes, text labels, hypertext links The launcher will be expanded with new features along updates, such as (but not limited to) ☼ Saving settings sets for ea...Read full article on Community Announcements (FlameOfChange)AnnouncementsOfficial
Hand2Hand Alpha 0.1.1.7
Greetings bored mortals. Here's an extensive update with a newcomer ! I wanted to finish it first but it's been so long before an update so I insisted to show it now. The ENJMIN (the school I'm currently in) takes quite some time and energy, but I managed to polish features and UI. Main menu Links to socials added. They are keyboard accessible past the exit button. {STEAM_CLAN_IMAGE}/43619737/7b1e2181485b850db7be7c2430ff458fc57ccb75.png Class gallery ☼ The shown value of each stat with shift pressed is moved on top of the icon and gaining a border to be better distinguishable {STEAM_CLAN_IMAGE}/43619737/d8abc657e7c866375d3d016f9eb57cc9af4298a8.png Tutorial {STEAM_CLAN_IMAGE}/43619737/ae508d1d4729037c00145777d5c788b1794566a6.png☼ Statistic descriptions are more compact and their vertical spacing is more automatic ☼ Statistic text color takes the stat color instead of a hard coded color ☼ Large icons removed, and thus moving the text body closer to the left border ☼ Updated stat desc to reflect recent changes Animation ☼ Each frame can now have alternate sound IDs depending on the stance index of the class, for example the metal ruler can have metallic swings without having to create separate classes ☼ Recursive sound and sound volume is for now set for all the sounds of the frame, specific values for each stance is planned ☼ Hurt boxes now benefit from the negative X/Y flag in combat and display ► Right now no animation benefit from it, so there's no consequences on the game in practice ☼ Each image can now have a specific opacity value ► By default 255 ► If 0, will be counted as 255 ► Intended to be applied on fading wind effects, may need some versions to be fully integrated on all concerned animations ► New animations will systematically have their wind opacity properly set Animation Gadget They can now take the stance in account when playing sounds, making modding also more flexible. For a reminder animation gadgets are mostly used to display wind effects and han...Read full article on Community Announcements (FlameOfChange)AnnouncementsOfficial
Hand2Hand Alpha 0.1.1.6
Greetings bored mortals. A consequent patch is arriving, not much in term of content, but it brings most necessary stability and juice. Of course much is left to rework, as the core game loop is yet to be touched. I bring most dire news for Hand2Hand, as well as auspicious ones for myself. I got accepted into a very selective game design school, and thus my activity on Hand2Hand might be halved starting from September 2025 ; for about two years. Of course the project is not benched, it is just that a day is composed of no more than 24 hours from which I cannot do all at 100%. On the other hand, I hereby announce the creation of the official wiki !SettingsThe settings.txt file contains a version field, if different than the current version the game will reset to default. This makes settings safer to update in case of refactorized data. It is now in version 1. If you want to import a settings file, be sure to add/change this field accordingly, but do this at your own perils in case of incompatible data.UI☼ UI & HUD in battle can be toggled with ctrl+shift+h, enabled by default ; can be configured in the data file ☼ Changing screen size takes effect when saving settingsController menu☼ Cancel a button change with escape instead of backspace ☼ The keys to define/cancel a button change is now displayed in a tooltip ☼ Joystick movement definition removed (it wasn't used anyway, I'll make it work someday)Versus☼ Reworked how the animations switches between selection and selected : when the selection animation arrives in its loop, it will skip to the selected animation directly ☼ In small screens the class animations are shifted a bit to the side of the screen to avoid superposition ☼ In larger screens the class animations are shifted toward the center of the screen to occupy more space ☼ Increased the margin between stats ☼ Each stat has now their name displayed ☼ KO is displayed on a KO player icon☼ Dodge is now added as a separate command. The difference with special is ...Read full article on Community Announcements (FlameOfChange)AnnouncementsOfficial
Hand2Hand Alpha 0.1.1.5
Greetings bored mortals. We continue the patches with some Hex Key glowup and fixes concerning previous additions. The store page has been also updated with a modernized logo and recent screenshots. Two events are expected the first week end of April and May respectively ; that is why the dev is getting more intense. For the most baguette members of our community I'm doing coding and drawing lives on twitch where I advance all the stuff. I should also remember y'all that joysticks are functional but a bit depreciated due to how Purebasic handle them. Of course it is planed to rework them in the very near future. If you have doubts play on keyboard. Combat ☼ Screen shake is reset when starting a new round as intended Hexkey Heavy ☼ Image 4 and 5 push increased from 0 0 / 0 0 to -10 0 / -10 / 0 Heavy - {STEAM_CLAN_IMAGE}/43619737/fb221f3e04a979169dd6b89dcc4c97627c732414.gif ☼ Added Side - Back - {STEAM_CLAN_IMAGE}/43619737/48bc3fc7ee0966d5d92efb1bdcefe0563dc09211.gif ☼ Added Back - {STEAM_CLAN_IMAGE}/43619737/9af989237c1a1be853af1b71d725d7320c6fe95c.gif ☼ Added Behind the scenes ☼ Tutorial and credit menu has been optimized to display a single processed image per page instead of displaying all text and images one by one. The gain is very negligible but that's one step done ☼ Fixed a memory leak concerning damage data coordinates (push, pulls, movements, etc) ☼ Created additional safeties concerning dynamically created elements (wind effects, damage data, etc) so when we need more than allocated the game creates new ones ► In theory it no longer makes the game stop with an error, but we loose a tiny bit of performance if we need to create new elements ► In practice the loss is negligible for non potato PC ☼ Added security to prevent cases where exiting an AI fight might make the controls stuck ☼ Added security to joystick controls in menus to avoid cases where keeping pressing a command is taken in account Bug fix ☼ Combo hit sound plays in demo fights fixed ☼ Combo ic...Read full article on Community Announcements (FlameOfChange)






