Fighting

Poly Fighter

A single-player roguelike fighter where every opponent you defeat teaches your fighter a new move. Build zoners, grapplers, or rushdown menaces across three leagues.

FightingRoguelikeActionIndie
Poly Fighter duel in progress with hit sparks and a health bar draining mid-combo
Developer
HeartLoop Games
Platforms
Windows
Price
Price to be announced; launches into Early Access on October 13, 2026
Release date
October 13, 2026
Players
Single-player
Game type
Fighting, Roguelike, Action, Indie
Publisher
HeartLoop Games
Updated
September 28, 2026

Editorial check

Reviewed game information

Editor
Game How To Editorial Team
Last checked
September 28, 2026

Update history

  1. Initial game page published with a deep dive guide covering the roguelike moveset system, league structure, inputs, and demo strategies ahead of the October 13 Early Access launch.

Official game

Play Poly Fighter

This game is hosted by Steam. Continue to the official page to play or download it.

Wishlist on Steam

Overview

Most fighting games punish you for losing. Poly Fighter pays you. Every opponent you beat teaches your fighter one of their moves, and a run that ends in the second league still leaves your moveset smarter than the one you started with. HeartLoop Games, a two-person-strong studio out of Montréal, describes it as a single-player roguelike fighting game, and the label holds up on both ends: the combat is real 1v1 fighting with blocking, spacing, and punish windows, while the structure is a run-based map with leagues, node choices, and rewards that snowball.

There is no ranked ladder and no online matchmaking. The whole game is you, a growing moveset, and an arcade that keeps throwing harder versions of the people you already beat. It launches into Steam Early Access on October 13, 2026, and a free demo with four playable characters and all three acts is already live.

FactDetail
Developer / PublisherHeartLoop Games (Montréal, Québec)
GenreSingle-player roguelike fighting game
PlatformWindows (Steam)
Release dateEarly Access on October 13, 2026; demo available now
Run structure3 leagues (acts), branching map nodes, ascension runs, secret bosses
Move systemLearn moves from defeated opponents, swap and upgrade mid-run
ArchetypesZoner, grappler, rushdown, and hybrid builds
Rivals3 per character, one per act, with pre-fight dialog
InputsSimple inputs and classic motion inputs, both supported
ControllersFull controller support, gamepad recommended, DualSense/DualShock native
Min specsi5 12th gen, 8 GB RAM, GTX 2060 / RX 5700, 10 GB storage

Who it is for: fighting game fans who froze during ranked sets and want to practice under pressure without the FGC watching, roguelike players curious about execution-based combat, and anyone who bounced off modern fighters' 40-character rosters but loves building one weird toolkit.

Who it is not for: players who need human opponents. There is no multiplayer, period. If your favorite part of fighting games is reading another person, this is not that game.


Getting Started

Wishlist the game on Steam and download the demo first. The Next Fest build is the team's biggest update yet: the roguelike map flow got completely reworked with new node types and a new reward structure, so older impressions you read online no longer match what the demo plays like.

Your first session plan

  1. Play your first run with simple inputs on. The settings separate simple and motion inputs per move. Simple mode lets specials come out from a button plus a direction, which keeps your brain on spacing instead of quarter-circles while you learn what your moves do.
  2. Pick moves that cover range gaps, not moves that look cool. Your starting character has a predictable toolkit. When the post-fight reward screen offers a move from the opponent you just beat, ask what range or situation your current moveset lacks. A long poke solves more problems than a flashy super.
  3. Take the Grudge when you are confident, skip it when you are not. Grudge nodes spawn a stronger version of someone you already defeated. The extra rewards are real, but a mid-run loss costs everything after it.
  4. Save perks for build direction, moves for coverage. The Next Fest demo ties perks to elite and boss wins alongside moves. Perks change rules (projectile invulnerability windows, charge-to-crit traits), so pick the perk that reinforces the archetype you are drifting toward.
  5. Expect to lose league two. The difficulty curve bends upward hard after act one. A failed run still progresses your account, and the demo keeps all four characters playable across every act.

Beginner mistakes to avoid

  • Hoarding one archetype. A pure zoner build dies the first time a rushdown rival corners you. Keep at least one reversal or pushback option in every moveset.
  • Ignoring the Gym nodes. Gyms carry traits like Projectile Invulnerability or Charge to Crit. They look like side content. They are where you practice the exact condition your next elite fight will punish.
  • Treating jobbers as free wins. Jobber fights now grant a random move instead of a deterministic one. That randomness is free build experimentation. Read what you got and think about which reward nodes still ahead would pair with it.
  • Mashing during rival dialog. The pre-fight conversations with rivals telegraph their gimmick. Rivals are character-specific and cannot appear unless you brought the right character, so the dialog is情报, not filler. Learn it once and you will recognize the threat next run.
  • Sleeping on the Mirror. Mirror nodes remain available for a reason. Fighting your own moveset is the cleanest way to spot which of your moves has no answer.

Core Mechanics

The learn-from-defeat moveset loop

The core system is simple to state and deep to abuse: beat an opponent, take a move from them. The demo's reward structure splits opponents into three tiers. Jobbers grant one random move. Elites grant a move plus a perk. Bosses grant a move plus a perk, and their moves tend to anchor entire archetypes. Because rewards arrive mid-run, your character at node one and node twenty share a name and almost nothing else.

Swapping is free between fights. Moves can be upgraded and replaced, so an early pick is a rental, not a marriage. The buildcraft question is never "is this move good" but "does this move complete a plan." A grappler build with one command grab and no gap-closers is a worse character than the one who took the anti-air instead.

Archetypes: zoner, grappler, rushdown

The store page names three archetypes and the move pool supports each one properly. Zoners stack projectiles and space control, then layer perks that punish approaches. Grapplers want access, and their build is a collection of answers to the question "how do I get in." Rushdown builds convert plus-frames into offense that never ends. Hybrids happen naturally because every defeated opponent's move pool leaks across archetypes, and some of the strongest demo builds are two-archetype chimera builds held together by one load-bearing perk.

Leagues, nodes, and the map

A run climbs through three leagues. The reworked map gives you choices at nearly every step: take the guaranteed jobber, roll the elite, visit the gym to practice under a trait, or pick a fight with a grudge target. The Next Fest patch notes confirm gym traits include things like Projectile Invulnerability and Charge to Crit, which means node choice is also build choice. A zoner who takes a gym with projectile invulnerability is practicing for the rushdown rival waiting in act two.

Rivals are character-gated

Each playable character has three assigned rivals, one per act. They only appear on paths when you brought a character who can face them, and some rivals are shared between characters. The pre-fight dialog gives backstory and, more importantly, a preview of their gimmick. This is the game's difficulty knob: the base roster fights are honest, rivals are tuned like mini-bosses, and beating all three of your rivals across a run is the real skill check. Mastering one character is not enough to see everything. HeartLoop says you will need to play most of the roster, which turns character unlocks into content.

Ascension runs and secret bosses

Above the three leagues sit ascension runs and secret bosses. The demo teases both and the store page confirms them for Early Access. Treat ascension like fighting game arcade mode for people who got good: same structure, sharper margins, and rewards that justify the pain. Secret bosses are the community-bait layer, and the team has kept their conditions quiet. Expect theorycrafting threads within a week of launch.

Inputs: simple and motion side by side

Every special move accepts two input styles. Motion players keep their muscle memory: quarter-circles, dragon-punch motions, the works. Simple-input players get direction-plus-button versions of the same moves. The trade is execution freedom versus input speed, and because it is per-move, you can mix. Keep your favorite character's bread-and-butter on motions while mapping the awkward command grab to simple input. This design is the reason the game works as a roguelike at all: when your moveset changes every run, execution cannot be the barrier.


Advanced Tips and Strategies

Build around the perk, not the move. Moves are plentiful and perks are scarce. A run that snipes one rule-bending perk (charge-to-crit on a slow launcher, for example) and then picks moves that feed it beats a run that grabs fifteen good moves with no plan. When two reward nodes both offer moves and one offers a perk, the perk usually wins.

Scout opponents for their moves. The move you take is the move your opponent just used on you. Watch what the jobber opened with. If their best tool was the one that beat you up, taking it removes it from the pool of things that can hurt you later and gives it to you. Denial and acquisition in one pick.

Budget your health across the map. Roguelike healing is tight and fighting games punish greed. A league-one grudge fight that costs half your health bar is a loan you pay back in league two at interest. Take the guaranteed route when your build is mid-transition; take risks when your moveset just came online.

Save Grudges for after gym visits. Grudge fights are rematches against strengthened versions of opponents you already beat, which means you know their moves and they got upgrades. A gym stop under a relevant trait first (anti-projectile practice before the zoner grudge, for example) converts a coin-flip into a plan.

Switch characters between runs, not mid-run. Your character locks at run start, and rival appearances depend on who you brought. If league two keeps stonewalling your rushdown main, the answer is often a different character's rival path, not a different moveset on the same character.


The Demo: What Is In, What Changed

The current demo build includes four playable characters (two starters, two unlockable), all three acts, and a working slice of the roguelike progression. The Next Fest update reworked the map flow, added elites, converted jobber rewards to random moves, expanded gym traits, and added grudges. Two things to know before you play:

  • Your demo progress carries character unlocks, so unlocking both hidden characters first is the efficient order.
  • The team rebuilt the reward structure specifically from playtest and event feedback, which means impressions from the first demo (spring 2026) describe a meaningfully different game.

Controls and Accessibility

Full controller support ships from day one, with gamepad recommended on the store page and native DualShock/DualSense mappings listed. Keyboard play is possible but clearly the second-class citizen for a fighter. Menus, move lists, and the map are all navigable without touching the mouse. Family Sharing is enabled, so one purchase covers a household.


System Requirements

TierMinimum
OSWindows 10 64-bit
CPUIntel i5 12th gen or AMD equivalent
RAM8 GB
GPUNVIDIA GTX 2060 or AMD Radeon RX 5700
Storage10 GB

Those GPU numbers sit above the indie average for a stylized 2D fighter, which suggests the 60fps target holds even during heavy hit-spark moments. Nothing here threatens a mid-range desktop.


Developer Background: HeartLoop Games

HeartLoop Games is based in Montréal and Poly Fighter is their flagship. The team spent 2026 doing the indie grind in person: a booth at EVO 2026 in Las Vegas (June 26 to 28), the Montreal Comiccon Indie Zone (July 2 to 5), and Eh! Game Expo in Kingston (July 3 to 5). They also appeared in The MIX Summer Showcase around Summer Game Fest and joined the Québec Game Celebration. That is an unusual amount of offline playtesting for a fighting game, and it shows in the demo's iteration speed: the Next Fest rebuild came directly from booth feedback. Fighting games live or die on feel, and a team that watched hundreds of strangers play theirs before launch has data most solo fighters never collect.

Kelsy, the studio's community manager, runs the Steam news feed, and the posts read like a team that answers its own comment sections. The official site is heartloopgames.com.


How It Compares

Poly Fighter vs. traditional fighters (Street Fighter, Tekken): no online, no roster of forty, no ranked anxiety. The execution ceiling is lower by design but the build variety is higher. Think of it as the single-player analog: same bones, no human across the net.

Poly Fighter vs. roguelike fighters (Pocket Bravery is not one, but рестлers like Windjammers-adjacent runs): the honest comparisons are roguelites with execution, like Dead Cells' commitment to animation, or even Slay the Spire's "your deck is your character" logic applied to frame data. If you enjoyed learning a boss's moveset in a soulslike, here the boss's moveset becomes yours.

Poly Fighter vs. other solo fighting experiences (arcade modes, AI soups): most solo fighting content is a gauntlet with fixed rewards. Poly Fighter's node map and archetype system make each run a build puzzle first and a execution test second, which is exactly the niche that solo fighting fans have been asking studios to fill for years.


FAQ

When does Poly Fighter release? Early Access on October 13, 2026. A price has not been announced yet.

Is there multiplayer? No. It is strictly single-player 1v1 combat against AI opponents.

Is there a demo? Yes, free on Steam. It includes four characters, all three acts, and the reworked roguelike map.

Do I need motion inputs? No. Every special move supports simple inputs, and you can mix simple and motion per move.

How long is a run? The team has not published official numbers. Expect roughly 30 to 60 minutes for a full three-league run based on the demo's pacing, shorter for failed early runs.

Does progress carry between runs? Character unlocks carry. Movesets reset each run, which is the roguelike part.

What platforms? Windows via Steam at launch. Mac and Linux are not listed.

Who is it for if I already own a big fighter? Players who want fighting game feel without matchmaking pressure, and theorycrafters who treat a moveset like a deck to optimize.


Quick Reference

TopicAnswer
ReleaseEarly Access, October 13, 2026
DemoLive now, 4 characters, 3 acts
Reward tiersJobber = random move, Elite = move + perk, Boss = move + perk
Rivals3 per character, one per act, character-gated
Node typesFights, Gym (traits), Grudge (rematches), Mirror
EndgameAscension runs, secret bosses
InputsSimple + motion, mixable per move
Specs floori5 12th gen, 8 GB RAM, GTX 2060, 10 GB
PlayWishlist on Steam, demo free

Screenshots

A 1v1 duel with combo counters and retro-styled hit effectsThe run map showing branching league nodes between fightsMove selection screen after defeating an opponent, offering new moves to learn