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Watch trailer on Steam ↗52Beatup
Last updated 27 Sept 2026
52Beatup is a Deck-Building, Fast-Paced (Like Really Fast-Paced), Fighting Game! Enjoy Chaotic and Quick matches with friend or foe!
Action, Indie, Strategy · More free games
Dive into chaotic and quick fighting games where every card you play shapes your strategy. Created by Roeb, 52Beatup challenges players to outmaneuver opponents in intense, fast-paced battles.
About this game
52Beatup is a Deck-Building, Fast-Paced (Like Really Fast-Paced), Fighting Game!
Why "52Beatup"
the Name '"52Beatup" is based on the Joke card game "52 Pickup", where you'd throw all of your cards into the air and force people to pick them up.In thematic symbolism, I am throwing away all forms of the traditional fighting game "Honesty" for this game. This is not an "Honest Grounded-Based Footsies" game. You can, under the right circumstances, get one shot on round start. Chip Damage is pretty heavy. Counter hits do insane damage. And with the right cards, you can make the grappler move fullscreen in a blink of an eye.
Cards?
After every round, 3 cards will appear with certain buffs that each player can pick (The loser of the round, of course, goes first). These cards have varying effects, here's an example of some!-400% Damage if you land the first strike (If the opponent blocks, this card is nullified)
-Level up both of your Special moves, up to a maximum of 3 times!
-More Speed (Specifically Movement speed. Frame data will not change.)
-Lifesteal
-Faster, and Longer Dashes
Want to be a zoner with next to no speed, but as a tradeoff, you have more HP than a grappler? How about giving the Grappler a half-screen, unreactable mixup with incredibly high speed? With the right luck, any build is possible!
52Beatup is a first to 5 or Best of 9 game. This is also why the game is incredibly fast-paced. Combos are high damage, very freeform, but very fast. Chip damage is very high. There's a Guard Meter that depletes VERY fast.
52Beatup does not have highs or lows, just Mids. To compensate, every character has an instant 8-way airdash, and grabs can be used out of dashes.
You start with ALL resources round start. To balance this, both of your special moves cost 1 bar of meter. You can do a LOT with meter, and have a lot of it, but its up to you to conserve it, because you will run out fast if you go willy nilly.
This Game Relies on a good deal of RNG! The game has a built-in luck system to stop a player from obtaining an incredibly strong card early on and proceeding to steamroll. Additionally, cards that completely change matchups or data of characters aren't in place.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
52Beatup v0.5.4 Update [CACTI UPDATE]
GENERAL CHANGESBattle UI now shows namesMusic has been overhauledChanged controller settings for controller in the menu to use Right and Bottom face buttons instead of "Light" and "Heavy.Both Ability bars have been made the same color/bkgCARD CHANGESNoneCHARACTER CHANGESSpecial 1 (Lv.1) no longer loses active time while pausedSpecial 1 (Lv.2) no longer loses active time while pausedSpecial 1 (Lv.3) no longer loses active time while pausedSuper no longer loses active time while pausedLaunch Air hitbox increased horizontallySuper Damage Reduced \Base Super Damage Increased \Additional Static Super Damage Decreased \ Additional Static Super Block Damage Decreased \Additional Static Super Shield Damage Decreased \Launch hitbox increased horizontallyLaunch now has more forward momentumForlaunch now has more forward momentumLightair now correctly comes out on frame 4Super can now be dashcancelledSuper can now be dashcancelledForHeavy Hitstun increased \Heavy Hitstun increased \Lightair Hitstun increased \ForHeavy Hitbox Adjusted to more accurately reflect attack animationLight Hitbox increased horizontallySuper no longer loses active time while pausedSpecial 1 (Lv.1) no longer loses active time while pausedSpecial 1 (Lv.2) no longer loses active time while pausedDownLaunch no longer moves/keeps active traits while pausedSuper now has an effect when the duration ends.Added!BUG FIXESP2 side on character select now has the correct animations.BGM stops playing when you goto character select from a gameFixed bug with card transition in character selectFixed bug where the game could crash while loading into the battle roomFixed bug where you could move very slightly before the battle startedRead full article on Community Announcements (Roeb)Patch NotesOfficial
52Beatup v0.5.3 Update
GENERAL CHANGESAdjusted Character Select Screen positioning for certain charactersCounter text and other flavoured text has been readjustedRemoved the "Punishable By" indicator in Frame data mode CARD CHANGESUpdated "Super Up!" Card artUpdated "Soul Siphon" Card ArtCHARACTER CHANGESForHeavy Damage Reduced (14 -> 12)Special1 (Level 3) Damage reduced (14/14/14 -> 11/11/11)Special 2 (Level 2) Damage Reduced (25 -> 21)Special 2 (Level 2) Verticality Increased (16 -> 17)Special 2 (Level 3) Damage Reduced (15/10/12 -> 13/8/10)Special2 now stops all vertical momentum at the very start. This should help with rare situations where you would use it close to the ground, and consume an ability point but get put back into the idle state from hitting the ground.Increased Endlag of Grave Digger \ by 12 FramesFixed bug where Grave Digger could cancel into itselfSpecial 1 (Level 1) Base Damage Decreased (20 -> 15)Special 1 (Level 1) Static Damage Multiplier Increased (6x -> 9x)Special 1 (Level 2) Base Damage Decreased (25-> 21)Special 1 (Level 2) Static Damage Multiplier Increased (9x -> 11x)Special 1 (Level 3) Base Damage Decreased (28-> 24)Special 1 (Level 3) Static Damage Multiplier Increased (9x -> 14x)Special 2 (Level 1) Damage Reduced (20 -> 12)Special 2 (Level 2) Damage Increased (8/8 -> 8/10)Special 2 (Level 2) Damage Increased (7/7/7 -> 7/7/10)Spec2 (Level 3 (AIR)) Impact hit Damage Reduced (30 -> 24)Added whiff SFX for Special 1 (Level 3) and SuperThrow no longer flips side normallySuper Damage Decreased (40/15 -> 35/15)Increased Endlag of Lightair by 8 FramesIncreased Endlag of Heavyair by 4 Frames Changed Skin #2 to be green. (Too much blue hues)BUG FIXESP2 side on character select now has the correct animations.Read full article on Community Announcements (Roebby)AnnouncementsOfficial
DEMO/GAME OVERHAUL
Its been a bit! The entire game has been pretty heavily adjusted/overhauled and polished. New VFX/Animations/UI/etc. With this, the demo has undergone a full transformation. Check it out! An updated trailer will be out soon.Read full article on Community Announcements (Roebby)Patch NotesOfficial
DEMO PATCH NOTES V0.2
Demo Build V0.2 Patch Notes {STEAM_CLAN_IMAGE}/44459042/778356e5b6b9515e7716f525617896e2d6b8394a.pngRead full article on Community Announcements (Roebby)Patch NotesOfficial
DEMO PATCH NOTES V0.1
Demo Build V0.1 Patch Notes Bug Fixes -Socials now appear on main screen Stage changes -BackStreet Brawl NPCs given lighter outline colour Character Changes UNIVERSAL ALAN SPECIAL 1 All levels are now Air OK SPECIAL 2 Fixed bug where it couldnt be used after airdashing HALEY VANESSA SPECIAL 2 All levels are now Air OK MAGNUS CAT SPECIAL 1 All levels are now air OK SPECIAL 2 Fixed bug where it couldnt be used after airdashing I will slowly be adding in more air specials over time, enjoy these for now!Read full article on Community Announcements (Roebby)






