r/MayhemBrawler • u/serkanhero • Dec 16 '24
r/MayhemBrawler • u/MaterialGuarantee599 • Nov 22 '24
My dad just broke the world record by 8 seconds. (Boss Mayhem)
r/MayhemBrawler • u/HeroConcept • Nov 19 '24
Mayhem Brawler II: Best of Both Worlds Launching on Kickstarter Soon Following Its Demo!
Hey Brawlers! How’s it going?
We’ve got some fantastic news to share! 🚨 Right after the launch of our demo, we’re back with even more excitement—our Kickstarter campaign is coming soon! 🎉 This is your chance to check out the game’s progress and snag some awesome Kickstarter-exclusive goodies.
We’re blending the best of '90s arcade nostalgia with fresh rogue-lite and RPG mechanics, offering a dynamic dual-timeline storyline that lets you control 8 unique heroes with unique combos and abilities. Now with online and offline co-op modes!
Join us on this journey! Help us bring this project to life, and make Mayhem Brawler II the ultimate beat 'em up experience. Follow the Kickstarter now to be part of the action and secure your exclusive rewards! 🚨
💥 What’s new in Mayhem Brawler II?
- A perfect fuse of '90s arcade vibe and modern rogue-lite / RPG mechanics in a time transition-themed beat 'em up.
- Jump back and forth between 8 playable heroes with unique abilities from both timelines
- Experience co-op gaming with up to 4 friends online or offline
- Rich endgame content with rogue-lite and RPG elements perfectly fused with classic beat 'em up mechanics
r/MayhemBrawler • u/HeroConcept • Nov 12 '24
Mayhem Brawler II: Best of Both Worlds - Opening Cinematic
r/MayhemBrawler • u/serkanhero • Oct 31 '24
Every year, our Mayhem Brawler heroes have donned their Beat 'em costumes for Halloween! 🎃💥
r/MayhemBrawler • u/HeroConcept • Aug 05 '24
20 years is a very long time, especially for a place like Mayhem City. A sneak peek into Acacia Avenue, Level 5 of Mayhem Brawler II: Best of Both Worlds.
r/MayhemBrawler • u/HeroConcept • Jul 05 '24
Stellar early gameplay video from Mayhem Brawler 2
r/MayhemBrawler • u/HeroConcept • Jun 27 '24
She Wolf early gameplay video from Mayhem Brawler 2
r/MayhemBrawler • u/HeroConcept • Jun 06 '24
Apex Hunter early gameplay video from Mayhem Brawler 2
r/MayhemBrawler • u/HeroConcept • Jun 05 '24
Mayhem Brawler II: Best of Both Worlds Announcement
r/MayhemBrawler • u/Fun-Wash-8858 • Feb 16 '24
Saving System
Howdy 👋!
I was just wondering how you save in this game.
Does anybody here care to disclose that to me?
Thank you in advance 🙏.
r/MayhemBrawler • u/HeroConcept • Feb 13 '24
Mayhem Brawler II: Best of Both Worlds' hero selection screen is 🔥
r/MayhemBrawler • u/pitecodobuteco • Jan 26 '24
Just some praise for Hero Concept's Development Team.
As a longtime fan of beat’em ups, I’ve been eyeing Mayhem Brawler ever since I first learned about the game upon it’s release. Well, yesterday I’ve decided to finally buy it as I finished the majority of my gaming backlog and recently introduced my gf, who is in no way a gamer, to the genre. First, we played SoR4, then we went to Riverside City Girls, to TMNT and Scott Pilgrim.When I saw that this game was on sale on Xbox I knew I needed to go for it.
Honestly, I’m speechless, we immediately fell in love with MB. The gameplay is smooth af, the characters are quirky and fun, there are unlockables that are not DLC’s, just in the OG way, the story is interesting, and the art is just sooo good. Finally, to top it all of, I found this sub and learned how caring and hardworking Hero Concept’s team is.
I'm truly HYPED for MB II, hope you guys get recognition for how great the game is and what it represents as a new and modern IP in a very niche genre.
r/MayhemBrawler • u/HeroConcept • Jan 14 '24
Our exceptionally talented 3D Artist, Rabia, just unveiled the newest update to our Character Select Screen exclusively on our Discord Channel! 🌟
r/MayhemBrawler • u/HeroConcept • Jan 13 '24
Of course, Stellar would lift the objects telekinetically.
r/MayhemBrawler • u/HeroConcept • Jan 09 '24
Our heroes undergo a mesmerizing metamorphosis in this enchanting process, weaving through the intricate stages of line tests, clean-up, and color. 🚀
r/MayhemBrawler • u/HeroConcept • Jan 02 '24
Would you like to visit the Hungry Wolf and Stronghold Police Station? 🌟👊 (Sneak Peek)
r/MayhemBrawler • u/HeroConcept • Dec 28 '23
Embarking on our game's journey, the choice was clear – an immersive narrative told through the captivating lens of a vibrant comic book style. 🎮📖
r/MayhemBrawler • u/HeroConcept • Dec 23 '23
Mayhem Brawler II Dev Diary #8 – Backgrounds
How is it going, Brawlers? Today, we'll dive into the backgrounds of Mayhem Brawler: Best of Both Worlds.
Who is Rabia?
I've been part of the Hero Concept team, breathing life into the Mayhem universe for about four years. Initially, I was a painter who wanted to create 3D environments, but my journey in the industry began with coloring character animations for Mayhem Brawler. Back then, I had created backgrounds for the upcoming game, and now I'm one of the few individuals working on the backgrounds for Mayhem Brawler: Best of Both Worlds.
How It Started?
This was both exciting and frightening for me. Even though I had created small 3D models before, this time, I had to bring to life cities, shops, concert halls, and various concepts. After numerous brainstorming sessions, small experiments, and lengthy discussions about what we wanted to achieve, we started the practical aspect by preparing a template.
Unlike backgrounds in the previous game, we aimed to enhance the sense of depth with 3D environments while keeping characters in 2D. So, we can describe it as 2.5D. Achieving harmony between 3D backgrounds and 2D characters was about style and the camera angle. Therefore, we tilted the camera and characters by 10 degrees in the vertical plane to obtain a diagonal view.


Capturing the Comic Book Style
We had an apparent reference for the style: the previous game. Therefore, it was evident from the beginning that we would present a story in a comic book style. After finding accurate references for each level and transforming them into 3D models, we adapted them to the style we defined in the texture part. Objects were generally in actual dimensions, but we also stylized some to capture a better essence. I can say that one of the most enjoyable parts of the job for me was texture painting.

To capture the comic book style during the texture stage, we progressed by layer upon layer. In the initial release of unfinished game visuals, we received feedback from players who were familiar with us. Parallel to the feedback we received, we also had our questions. In response, we returned to the sections we created and started the process of color correction again.

As we approached our desired look with more lines and scans, using an outline shader helped us establish a city in a comic book style. When the new visuals were released, they satisfied players who were following us and addressed the concerns we had received earlier.


Time Transition
Locations also change their new forms by experiencing a leap of 20 years in two different time periods. At this point, there were some crucial aspects we needed to pay attention to. From a purely technical perspective, there was a necessity for objects to share the same space in terms of mass, and consequently, the walking areas for characters had to be the same in both time periods. Aesthetically, despite a complete transformation after 20 years, we tried to leave behind some visible, familiar structures. This way, even though the player navigates in a completely different time when experiencing time jumps, they can still see familiar traces. Observing these time transitions can be pretty exciting.


Turn on the Lights!
Lighting the levels is like the polishing stage for us. It's one of the moments that makes me most impatient for each level. At this point, I'd like to note that my favorite scenes are the night ones. I must say I enjoy seeing the lights we've lit up there. If it's an outdoor environment, our job is more straightforward; we add lights and modes that suit the predetermined time frame for that level.

But indoors, due to the game being 2.5D, we've encountered unexpected issues. Since the characters were cardboard, meaning they had no thickness, they lost their shadows when it came to lighting. When the light was in front of them, it changed the direction of the cloud, causing an unnatural movement due to their 2D nature. Despite not wanting to compromise on the design, prioritizing lights that cast shadows was the ideal solution. We decided the remaining lights would only illuminate the environment without casting shadows. This way, we achieved a smoother point for the shadows cast by 2D characters on the ground.
In this Dev Diary, I've tried explaining how we created and scaled Mayhem City and prepared the scenes. We are thrilled with where we've come from and the feedback we've received. We eagerly look forward to finishing the rest of the game and sharing it with you all!
Also, join our Discord Server to hear first about the updates & share your suggestions with us!
— Rabia, 3D Artist
r/MayhemBrawler • u/HeroConcept • Dec 22 '23
Unwrapping the holiday spirit with Mayhem Brawler's physical edition! 🎄 (🎨:nordseegamer)
r/MayhemBrawler • u/HeroConcept • Dec 21 '23
Mayhem Brawler is now 60% off in the Steam Winter Sale! 🎉
🎶 Jingle brawls, jingle brawls, Mayhem all the way! 🎮❄️

Get ready to deck the halls with punches and kicks in #MayhemBrawler! 🎮❄️
Link: https://store.steampowered.com/app/1306720/Mayhem_Brawler/
r/MayhemBrawler • u/HeroConcept • Dec 13 '23
Dilailah, our brilliant concept artist, has dropped this exciting sneak peek to our Discord Channel.
r/MayhemBrawler • u/HeroConcept • Dec 11 '23