Welcome to the hub page for Brutal Beatdown, a solo, fighting-themed enemy elimination dice game.

Designed and illustrated by A. R. Curry, BRUTAL BEATDOWN is a thematic, solo only, fighting-themed enemy elimination dice game for ages 12+ that plays in 20-30 minutes.

Once complete, there will be multiple play modes. As of now, those planned modes are Training (Complete), Face Off (Complete), Tag Team (Complete), Endurance (Complete), Onslaught, Beatdown, Brutal, and Story.
Each mode offers a unique experience that will be mix-able with the nearly 100 unique fighters and items that I plan to release!
Because of the amount of content, Brutal Beatdown will launch in phases, starting with Print-n-Play campaigns on Kickstarter, followed by physical versions on The Game Crafter.
The initial PNP campaigns will let players help assist in the development of Brutal Beatdown. Don’t worry. If any PNP files are updated, backers will receive the new versions for free.

Phase 1: Training, Face-Off, Onslaught, Tag Team, Endurance Mode (PNP ONLY)
This phase will be the longest, as since I will be doing the majority of the character and item artwork during this phase. I have a series of fighters planned but am open to ideas!
Training Mode: Improve the stats of your fighter through this puzzly mini-game.
Face Off: Scare off in a 1-to1 fight to see who the victor will be.
Onslaught: Fight off waves of enemies while gaining XP and leveling up.
Tag Team: Grab a second fighter and strategically switch back and forth to get the upper hand on your opponents.
Endurance: See how many fighters you can defeat before you’re ultimately taken down.
Phase 2: Beatdown, Brutal Mode (PNP ONLY)
Once the character and item artwork are completed during Phase 1, this phase will be the quickest.
Beatdown: Pits you against 4 other fighters who have you surrounded as their boss waits to join in!
Brutal: Pits you against a group of fighters, as well as a handful of mini enemies who will complicate things further.
Phase 3: Story Mode (PNP ONLY)
I’m really excited about story mode. It’s going to allow me to jump back into creative writing in a number of neat ways. Because of the relative ease of Phase 2, I’ll be working on Phase 3 simultaneously, so the release window should be rather quick.
Story Mode: A quick story with branching pathways that will incorporate a number of the other modes of play.
Phase 4: Complete Versions (Physical Editions)
Once finished, I plan to release Brutal Beatdown with a required core box (like Final Girl) and then have each of the thematic fighter expansions as optional.
I did consider releasing each as its own standalone game, but for fans of the series, that would lead to a lot of duplicate components and unnecessary expenses. I opted to reward returning players and thought this the most affordable way to do so!



If all goes according to plan, these BRUTAL BEATDOWN games will culminate with ALL HAIL THE KING!


Brutal Beatdown isn’t currently part of my Deadverse, though I plan (if all goes accordingly) to tie it together in the culminating game’s story. I say that right up front just so you don’t go in expecting bonus cards for Dead End, something games in my Deadverse have.
With that said, Brutal Beatdown started as a video game-themed Mortal Kombat wannabe. I had these controller cards (that I reeeally liked!) and a neat idea to chuck miniature dice into the mint tin for randomized fight moves. I think it fell apart somewhere around when I was trying to decide button combinations for combos and whatnot. It just all got too complicated, and I didn’t think I could figure it out in time for the 1lb contest on The Game Crafter, so I scrapped it.

Instead, I decided to simplify things. I liked the color scheme I had going, and I was still in the mood for a fighting-themed game, so I stuck with the name. I was also using caveman art that I created for Dustin Henderson’s Don’t Let It Die as placeholder art. With his permission, I kept the art to speed things up. I was on track to be done FAST. Only, as is often the case, inspiration took hold and Brutal Beatdown blossomed into all that it is today. (And to think, it’s still in development!)

If you have any questions about the game, please ask them in the comments below.