If you enjoy absolute chaos, blasting enemies to pieces and being surrounded by an overwhelming amount of enemies then this game is for you! How far can you go?
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
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Price history, US store (USD)
Date
Price
Regular
Discount
11 September 2026 22:20 UTC
$0.99
$0.99
DLC
AppID
Release
Price
No DLC known for this app.
Branches
Branch
Build ID
Description
Updated
Password
public
5328646
24 July 2020 15:40 UTC
Depots
Depot
Name
OS
Size
Download
Public manifest
Notes
1195431
windows · 64
479.88 MB
159.36 MB
2927081516074484592
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
Build ID
Branch
Updated
First seen
5328646
public
24 July 2020 15:40 UTC
12 hours ago
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since at least 11 September 2026 22:20 UTC (estimated from the earliest recorded change; the exact first fetch was not stored).
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
24 July 2020 15:40 UTC · Community Announcements · Br00dL0rd
Hey Everyone! Fixed dragging master volume to lowest not actually muting. Fixed the heavy passive for co-op. Fixed a glitch when earning money in co-op. Heal ability aura is now synced for co-op. Damage ability aura is now synced for co-op. Tank ability aura is now synced for co-op. Speed ability aura is now synced for co-op. Nova ability aura and bullets are now synced for co-op. If anyone wants to ask any questions or has any issues/bugs, please feel free to contact me. Discord - https://discord.gg/j8PJvwD Twitter - https://twitter.com/broodlingstudio Keep safe everyone :)
5 July 2020 16:00 UTC · Community Announcements · Br00dL0rd
Hey Everyone! Fixed the Summoners not attacking the player in Single Player. Fixed the Wyverns not attacking the player in Single Player. Fixed issues with leaving lobbies and joining other lobbies where user details weren't displaying correctly. Fixed an issue with the ready up toggles where other players could sometimes toggle yours. If anyone wants to ask any questions or has any issues/bugs, please feel free to contact me. Discord - https://discord.gg/j8PJvwD Twitter - https://twitter.com/broodlingstudio Keep safe everyone :)
28 June 2020 15:43 UTC · Community Announcements · Br00dL0rd
Hey everyone, This is just a small patch for now. Stopped players being able to move if dead. Fixed the issue where some enemies weren't spawning in co-op. On lobby enter, the character in the background resets to the default one. If anyone wants to ask any questions or has any issues/bugs, please feel free to contact me. Discord - https://discord.gg/j8PJvwD Twitter - https://twitter.com/broodlingstudio Keep safe everyone :)
19 June 2020 20:29 UTC · Community Announcements · Br00dL0rd
Hey Everyone! Things have been busy but fret not for there is an update! Co-op Changes All enemies are now co-op ready. The drone now spawns correctly and follows the correct player. A loading screen has been implemented when starting a game. Players no longer collide with one another. The player should now see the lobby UI when accepting an invite through steam. The death screen no longer pops up for everyone if only one player has died. The damage flash no longer appears for all players if another player takes damage. The health bar no longer flashes for all players if another player takes d
7 May 2020 18:16 UTC · Community Announcements · Br00dL0rd
Hey Everyone! Some good progress has been made with co-op. Added knights to co-op. Added archers to co-op. Added mages to co-op. Added summoners to co-op. Enhanced the visuals of the play area. Tweaked the movement to make it easier on the eyes. The next update should hopefully include the wyvern enemy and the players abilities. If anyone wants to ask any questions or has any issues/bugs, please feel free to contact me. Discord - https://discord.gg/j8PJvwD Keep safe everyone :)
27 April 2020 20:10 UTC · Community Announcements · Br00dL0rd
Hey Everyone, Today's a pretty big one. The co-op is finally ready for early alpha testing! I've only included the basics of functionality in it, the rest will be added as soon as they are ready. Whats currently playable in the alpha Any of the 6 playable characters. All weapons. Enemy - Squires. (The rest are almost ready). If anyone wants to ask any questions or has any issues/bugs, please feel free to contact me. Discord - https://discord.gg/j8PJvwD Keep safe everyone :)
5 April 2020 19:46 UTC · Community Announcements · Br00dL0rd
Hey Everyone, I know it's been a while but I've been super busy implementing networking for co-op. I'll soon be making it live as a beta as there's still a bit of work that's required. I'm pretty happy with how it's been progressing so far. Who knew networking would require so much work? Haha. Fixed a bug in the buy menu with the weapons rate of fire not displaying the correct values. Tweaked a lot of the way most things interact, increasing the performance of it all. If anyone wants to ask any questions, please feel free to do so. Discord - https://discord.gg/j8PJvwD Twitter - https://twitter
9 March 2020 19:43 UTC · Community Announcements · Br00dL0rd
Hey Everyone, Fixed a bug with the damage passive and the damage buff - the correct values are now reflecting. I've also added the base framework for the steam lobbies and networking. Once I've got it to a playable state I'll release it as an Alpha. For the next while I'll be working on getting the lobbies and networking to a playable state. If any bugs in the game should arise, I'll fix them first.
28 February 2020 20:20 UTC · Community Announcements · Br00dL0rd
Hey Everyone! Feb 28, 2020 Buffed the turrets a bit - bullets travel faster. Buffed the summoner - time between shots is now shorter. Fixed the cursor being able to move off the game screen. Fixed a minor bug with the score when it reaches 10 000+. Fixed the flame-thrower not receiving a damage buff. Fixed the cross-hair disappearing in the fog. Fixed a minor bug with the leaderboards positioning.
27 February 2020 20:50 UTC · Community Announcements · Br00dL0rd
Hey Everyone! Feb 27, 2020 It's been a week since launch, thank you everyone for the support! :) Implemented steam leaderboards. Added a golden border around the items in the buy menu once they're maxed. Removed the price of items once they're maxed as well. Upgraded Unity to a newer version. More QoL tweaks and balancing are coming. I'm currently working on a road-map for the future of Fight High. There's tons more exciting things to come!
20 February 2020 19:52 UTC · Community Announcements · Br00dL0rd
Yeup that's right! Fight High is finally available to play! A real dream come true. I still have so much planned for this game! Thank you to everyone who has given input and helped test along the way.
19 February 2020 20:09 UTC · Community Announcements · Br00dL0rd
Hey Everyone! Feb 19, 2020 World height has been adjusted, making it more pleasant to play on. Adjusted island sizes and positioning as well. Health pickups have been added across the map. Steam achievement are now complete.
17 February 2020 19:25 UTC · Community Announcements · Br00dL0rd
Hey Everyone! Feb 17, 2020 Tweaked the enemy spawn times a bit more. Fixed the invulnerability bug. Fixed passives carrying over sometimes. Added text to the buy menu indicating that the snipers shot pierces enemies when fully upgraded. Halved the archers arrow travel speed.
15 February 2020 17:21 UTC · Community Announcements · Br00dL0rd
Hey Everyone! Feb 15, 2020 Tweaked enemy spawn times some more. Scaled the mages damage as well. Added AR explosive damage upgrades. Lowered the shotguns base damage from 7 to 6. Fixed a small bug with the buy menu when purchasing the final upgrade.
12 February 2020 22:48 UTC · Community Announcements · Br00dL0rd
Hey Everyone! Feb 13, 2020 Done some major tweaking to enemy balancing. As time goes on, stronger versions of the enemies will spawn. Certain difficulties of enemies have been spaced out more, to not feel too overwhelming. I've extended the time it takes for enemy types to be of their strongest variant. Fixed a minor bug on the buy menu with the cost of the last weapon upgrades. Fixed loading bar percentage starting at 20%, it now starts at 0%. Increased the size of the summoners locking on warning, it should now be more noticeable. I will keep tweaking the balancing of all enemies along with
Full appinfo as delivered by Steam PICS, changenumber 34351876. Also at /api/app/1195430/raw.