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Watch trailer on Steam ↗The Skeletons Are Fighting
SteamyDev · Published by SteamyDev
Positive — 100% positive (18 reviews) · 22 achievements
Last updated 4 Oct 2026
A traditional, ground-based 2.5D fighting game (with skeletons) that takes a lot of inspiration from anime/hyper fighters. A nice balance between eccentric mechanics and slower, footsies-based neutral.
£8.50
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Price history
Action, Indie · 2025 · More £5 - £15 games
In The Skeletons Are Fighting, engage in thrilling 2.5D battles inspired by anime fighters and traditional fighting games. Navigate the eccentric mechanics and strategic footwork to outmaneuver your skeletal opponents.
About this game

The Skeletons Are Fighting is a traditional 2.5D fighting game about skeletons dueling from across the ages. Fight as a stoic ship captain from the 1800s or as a fitness obsessed workaholic from the 20th century or as one of the other, very deceased, skeletons from the 6 character roster. If you want to mix it up a little bit or none of the default movesets fit your style, choose a different Specialty to completely switch up how the characters play. Accounting for each Specialty, that’s 18 different movesets and archetypes at your disposal!
Characters

Yor - A swashbuckling ship captain from old. He uses his long sword to control the midrange, and has a well-rounded arsenal of specials for any situation.
Fredrick - A sauvé monster hunter from an unknown era. He uses a seemingly infinite amount of knives (both for throwing and stabbing) to keep opponents at bay.
Wreath - A mysterious and shy nature lover who’s forever timeless. They use their long spear-tipped scythe to space out the opponent and tricky movement options to keep them guessing.
Gigante - An imposing, not so gentle giant from the cold era. She uses her long limbs and armored moves to close the gap, and impose threatening offense with powerful throws.
Wes - A wild and eclectic fitness fanatic from the modern era. He excels in all ranges with quick punches and kicks, and a variety of specials to both control space and maintain offense.
Albert - A bad to the bone boxer. They use their quick speed and cheap tricks to rush down and mix up their opponents.
Specialties

A Specialty is the “default” moveset. Not much to say as it’s how your character will play if you just mash through the menus.
B Specialty is the “alternate” moveset. This Specialty will bring a whole new playstyle and archetype to the character. Nothing is off limits. Move properties will change, they might have more or less specials, it’s basically a whole new character!
C Specialty is the “advanced” moveset. This Specialty will come with new mechanics, new animations, and generally add more complexity to the character.
Gameplay

The gameplay is a nice mix of slower neutral with eccentric mechanics and moves that take inspiration from anime/hyper fighters. So while the game is a grounded, footsies-based fighter, there are plenty of exciting options to mix the pace of the match at your disposal.
The game is a 5 button fighter: Light, Medium, Heavy, Universal, Dash (L, M, H, U, D)
Light, Medium, Heavy are your standard set of normals in ascending strength. They can be canceled/chained together in ascending order (L > M > H). Most normals can also be canceled into Specials and Supers.
Universal is for system mechanics and moves, and covers a large set of options. Throws, Dodges, Parries, Guard Cancels, and Supers are all performed with the U button.
Dash is for movement related actions such as Forward Dash, Back Dash, Run, and Super Jump. Most characters can perform a Run from Forward Dashes by holding forward during said dash. All characters can perform a Super Jump by inputting a jump during a Forward Dash.
Modes

Campaign Mode - A singleplayer mode where you fight through Death's trials in order to free the skeletons from Death's control.
Arcade Modes - Select from one of several Arcade style modes. Classic is your standard arcade experience. Fight through the rest of the cast, and face a final boss to reach the end credits. Survival is a never ending series of fights against progressively harder enemies. Time is a race to defeat as many opponents as possible in 5 minutes. Combo Trials provide a series of premade combos to complete for every character and their specialties.
Versus Mode - The standard local 1v1 versus. Fight another person or against a CPU.
Online Mode - Face opponents online with Rollback Netcode. Choose between Quick Match or Player Lobbies.
Training Mode - Practice in a self-paced environment. Feature complete with hitbox viewing, frame data (w/ framemeter), frame advantage, input viewer, record/play, reversal settings, etc.
Mechanics

Universal Overhead - A quick leap attack that must be blocked standing.
High Dodge - An evasive action that avoids high hitting attacks.
Low Dodge - An evasive action that avoids low hitting attacks.
Air Dodge - An evasive air action that avoids incoming attacks.
Parry - Performed when dodging right before an attack connects. Allows you to act immediately and go for a counterattack.
Guard Cancel - Costs 25% meter. An attack that can be performed out of blockstun. Useful for interrupting the opponents offense.
EX Specials - Costs 25% meter. An enhanced special. Some can be canceled into from regular specials. Often offer speed, damage, combo extensions, or unique movement options.
Supers - Costs 50%. A powerful attack that deals high damage and has quick start up. Often used as a combo ender or combo extender.
Quick Features

6 Playable Skeletons (w/ 3 Specialties per Character, 18 Total Movesets)
6 Stages
Campaign
Arcade Modes
Online Multiplayer (Rollback Netcode)
Local Versus
Training Mode
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: i7-4700MQ
- Memory: 4 GB RAM
- Graphics: NVIDIA GTX 750 M
- DirectX: Version 12
- Network: Broadband Internet connection
- Storage: 500 MB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
December Update #2 (2/2)
The second half is finally here! Notably there are a lot more buffs in this one, mainly for our boy Albert. BALANCE CHANGES Universal:- All DPs now have Hard Punish recovery.Albert (All):- Increased walk speed (Forward for A/C and both for B).- Increased range on 2L- Changed super animation to move Albert forward before the flash and after it’s connected.Albert A:- Can now feint Screw Hammer with 4X during its start-up.- Will now turn around in the air if Air Screw Hammer crosses up.Albert B:- New Move: Bad Upper (623X)- Animation and hitboxes changed for j.H- Increased travel distance on L Screw Hammer, removed Armor, increased blockstun, and removed launch on grounded hit.- M Screw Hammer is now armored on frame 3.Albert C:- Gold Stocks now grant a stacking defense bonus.- Increased travel distance on M Screw Hammer, as well as decreased pushback and blockstun.Fredrick (All):- 2H has additional scaling on regular hit and counter hit.Gigante (All):- 2M now scales as two hits.Gigante C:- L Cruel Chain now has an extended hurtbox and increased scaling.Wreath C:- EX Puppet Specials now only consume decay and no longer cost meter.- The Puppet now has a particle effect on activation.- Increased decay gain while using Puppet Control while the puppet is un-planted.- M/H Wrath will no longer consume decay on the follow-up attack while control is released.- H Puppet Plant now restores only 50% of decay.- New Super: Super Puppet Rush/Control. Replaces Weeping Tree.BUG FIXES- Fixed an issue would sometimes cause lobbies to become unusable for players joining through invites.- Fixed the foreground camera not adjusted it's outline properly with screen resolution- Fixed a million more issues with Wreath C's Puppet. Enjoy!Read full article on Community Announcements (GalaticBounty)Patch NotesOfficial
December Update #2 (1/2)
PATCH ROUND 1 (split up mostly cause i had to fix a visual bug). Universal: Increased Normal Throw Range. Added Throw Protection. Character Balance Changes:Wreath Changes: Reduced 5L Range. Guard Cancel goes further, but has more recovery. Reduced Weeping Tree damage (Super). Reduced Walk Speed. Wreath C: Increased startup on 5M. Increased startup on j.M. j.M can no longer be cancelled. Reduced range on 5H. H Greed has increased startup. Buffering a puppet attack after control has ended costs additional decay. Reduced meter gain on puppet attacks. Gigante: Receives 10% less damage when hit. Gigante C: Specials build additional meter. Yor A: Increased recovery and decreased blockstun on L and H Lancer. Yor B/C:Increased recovery on M Lancer. Albert A/C:Increased Run Speed. Increased distance travelled during 4H. Albert B: Decreased normal jump height.Read full article on Community Announcements (GalaticBounty)Patch NotesOfficial
December Update #1
DEATH IS NOW VOICED BY SOMEONE NEW!Derek of Stop Skeletons From Fighting now voices the announcer, Death.Balance Changes:Universal- All j.Ls now only incur 10% scaling, down from 20%.- Counter Hit damage has been slightly reduced.Gigante (A/B/C)- Expanded the recovery hurtbox of 2M.Wreath (A/B)- Expanded the recovery hurtbox of all versions of Flourish (214X). Light Flourish also received increased recovery (214L).- A Dash Jump now occurs when jumping out of a run as intended.Wreath (C)- The Puppet now resets it's position when a round ends.- The Puppet now plays proper EX sfx when using EX Specials.- A Dash Jump now occurs when jumping out of a run as intended.Fredrick (C)- The first hit of 5M no longer counts towards damage scaling.QOL and Bug Fixes:Lobbies- Spectating has been fully implemented.- Many display errors have been fixed.Training- RNG Block has been added.- Meter no longer immediately regens after using a move before the combo has started.Misc- Fixed many typos and errors in the command lists.- Achievement progress is saved properly.- Space can no longer be used to pause the game.- EX Moves missing their meter spent or meter requirement have been fixed.Read full article on Community Announcements (GalaticBounty)






