Last 7 days
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
Loading from Steam…
Steam prices for United States (change the country in the top bar), and Steam keys from authorized stores.
Checking other stores…
Loading from Steam…
40% positive of 54 · Mixed · Live from Steam
Loading reviews from Steam…
From the folk who brought you classic Kaiju titles like "Godzilla: Save the Earth" comes the next generation of monster-on-monster fighting action! In this first release, play as any of four Kaijuland characters. 1-4 players, online or off! Future releases will feature original characters designed by our fans.
Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 40% on 2026-11-01 → 40% today (54 reviews)
No authorized Steam key store lists this game right now.
Not tested by Valve yet. Results from Valve's own testing.
Valve hasn't published test details for this game.
Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Attack Priority Update Patch! Our last official build was #373 - this is #451. That means we've made nearly 80 significant updates to the game - it's been a long while! This is going to be an active development month on KLB - look for 3 more updates during Sep…
Attack Priority Update Patch! Our last official build was #373 - this is #451. That means we've made nearly 80 significant updates to the game - it's been a long while! This is going to be an active development month on KLB - look for 3 more updates during Sep…
Combat Update Patch! We've been really focused on getting feedback from all of you after each game, and we've rolled a ton of that feedback into our latest combat patch. We've started to slow the pace of combat down a bit - let us know how it feels! Gigashark …
Defense Cell Patch! At long last, they're not just for show! There are a few small changes in this build which will have very big gameplay rammifications. Plus, a whole ton of minor improvements. Please keep submitting your thoughts, suggestions, feedback, and…
Jump Patch! Patch #311 is now live on Steam - and it brings big changes to jumps! We've been carefully looking at jump timings - we've actually been using very different jump timings for each of our three characters, to see how that changes player behavior. An…
Gameplay Fixes Tail Issues Fixed! Tails now animate when they should, and stop when they should not. This impacts MANY issues - prone states, getup attacks, and tail-using attacks most of all. Charge and Weapons set to different reaction classes. Weapon knockb…
Combat changes continue! This week we've tuned a bunch of Komododon (and some Robo) attack anims, as well as enhanced our Chain attack combat flow system. Now that Quick attacks can interrupt & dominate Chain attacks so easily, Chain attacks can finally "combo…
Combat changes continue! This week we've tuned a bunch of Komododon (and some Robo) attack anims, as well as enhanced our Chain attack combat flow system. Now that Quick attacks can interrupt & dominate Chain attacks so easily, Chain attacks can finally "combo…
Combat Update Patch! We've been really focused on getting feedback from all of you after each game, and we've rolled a ton of that feedback into our latest combat patch. We've started to slow the pace of combat down a bit - let us know how it feels! Gigashark …
Defense Cell Patch! At long last, they're not just for show! There are a few small changes in this build which will have very big gameplay rammifications. Plus, a whole ton of minor improvements. Please keep submitting your thoughts, suggestions, feedback, and…
Jump Patch! Patch #311 is now live on Steam - and it brings big changes to jumps! We've been carefully looking at jump timings - we've actually been using very different jump timings for each of our three characters, to see how that changes player behavior. An…
Gameplay Fixes Tail Issues Fixed! Tails now animate when they should, and stop when they should not. This impacts MANY issues - prone states, getup attacks, and tail-using attacks most of all. Charge and Weapons set to different reaction classes. Weapon knockb…
Big balance pass today! Gameplay fixes: Ducking now reduces weapon damage by 50%. Victory & Knockdown animations should ALWAYS play when you are KO'd. Getup attacks now cancel charges. Increased L/R head firing arc. Prone monsters can now only be hit by overhe…
Back from the holidays! Back at last from the holidays! As you can see from our build number, we've been working hard all through December, but never had the time to carefully review for a build. Now we're back, so expect frequent builds all through January! G…
Our Tuesday & Thursday play sessions were VERY successful - we hope to continue seeing such great turnouts! The data & ensuing discussion led to a number of specific fixes - particularly the jump tweak & Charge input change. Note that the previous Charge input…
Big update for combat! Gameplay Fixes: Bracing has been REMOVED from the game! L-Trigger now causes characters to DUCK. R-bumper (R2) now initiates a GRAB animation! (No effect - you can't actually grapple yet.) Many attacks now flagged as HIGH - meaning chara…