Key art for Invincible VS

Game review

Invincible VS

5 / 10

Developer
Quarter Up
Publisher
Skybound Games
Released
30 April 2026
Platforms
Windows
Genre
Action, Adventure
Monetisation
Premium purchase with paid cosmetic skins
Players
Online and local versus, ranked and casual modes

The short version

Invincible VS, released 30 April 2026 by Quarter Up and Skybound Games, is a brutal 3v3 tag fighting game built on the Invincible comic and animated series, letting players battle across iconic locations as a roster of fan-favourite characters. It sits Mostly Positive with a large sample of over 2300 reviews, but reading widely through them reveals a release whose genuinely well-regarded core fighting mechanics sit in direct, repeated tension with a dominant complaint this review treats as central to its overall score: a premium asking price that reviewers across the sample overwhelmingly and specifically describe as badly mismatched to the amount of content actually delivered at launch. Reviewers, including several self-identified veteran fighting-game players citing hundreds of hours in Street Fighter 6, Tekken 8 and Guilty Gear Strive, specifically praise the combo systems, character variety and tag mechanics as genuinely fun and well-designed, with multiple reviewers favourably comparing the experience to Ultimate Marvel vs Capcom 3 and Killer Instinct. Set against that praise, this review found overwhelming, specific and repeated criticism of the game's content-to-price ratio, with reviewers independently and consistently reporting a story mode lasting roughly ninety minutes to two hours, minimal offline content beyond it, and aggressive day-one cosmetic monetization including individual skins priced separately from an already-expensive deluxe edition that several reviewers report doesn't even include the promised day-one cosmetics. This review also found a specific, severe and repeatedly documented mechanical complaint: a rage-quit exploit that lets a losing player deny their opponent both the win and its associated experience gain simply by disconnecting, a problem reviewers describe as actively undermining both ranked and casual play.

Biggest strengths

  • Reviewers, including several self-identified veteran fighting-game players with hundreds of hours across Street Fighter 6, Tekken 8 and Guilty Gear Strive, specifically praise the core combo systems and tag mechanics as genuinely fun and well-designed
  • Multiple reviewers favourably compare the overall feel to Ultimate Marvel vs Capcom 3 and Killer Instinct, specific and demanding comparison points from experienced players rather than casual enthusiasm
  • The character roster draws consistent praise for faithfully representing fan-favourite characters from the Invincible comics and animated series, with reviewers specifically crediting distinct, well-realised movesets for each

Biggest weaknesses

  • This review found overwhelming, specific and repeated criticism of the game's content-to-price ratio, with reviewers independently and consistently reporting a story mode lasting roughly ninety minutes to two hours and minimal offline content beyond it, relative to a launch price near NZ$71.49
  • Multiple reviewers specifically criticise aggressive day-one cosmetic monetization, with individual character skins reportedly priced as high as $45 and several reviewers reporting the expensive deluxe edition doesn't include the promised day-one cosmetics it was marketed alongside
  • This review found a specific, severe and repeatedly documented rage-quit exploit that lets a losing player deny their opponent both the match win and its associated experience gain simply by disconnecting, a problem reviewers describe as actively undermining both ranked and casual play

Who it's for: Fighting game fans and Invincible enthusiasts specifically prepared to treat this as an online-focused multiplayer purchase rather than a substantial single-player or story-driven experience, and only at a meaningful discount from its current asking price.

Our recommendation: Wait for a significant discount; the underlying fighting mechanics are genuinely well-regarded, but the current price relative to content, aggressive day-one monetization and an unresolved rage-quit exploit make this a poor value proposition at launch pricing.

5 / 10

Introduction

Invincible VS, released 30 April 2026 by Quarter Up and Skybound Games, is a brutal 3v3 tag fighting game built on the Invincible comic and animated series, letting players battle across iconic locations as a roster of fan-favourite characters. It sits Mostly Positive with a large sample of over 2300 reviews, but reading widely through them reveals a release whose genuinely well-regarded core fighting mechanics sit in direct, repeated tension with a dominant complaint this review treats as central to its overall score.

Genuinely well-regarded fighting mechanics

The clearest, most credible praise across this sample comes specifically from experienced fighting-game players rather than only casual fans of the license. One detailed reviewer explicitly establishes their credentials, hundreds of hours across Street Fighter 6, Tekken 8, Guilty Gear Strive, Mortal Kombat and others, before crediting the underlying combo and tag systems as genuinely well-designed. A separate reviewer specifically compares the overall feel to Ultimate Marvel vs Capcom 3 combined with Killer Instinct 2013, two demanding, specific reference points that read as real, informed praise rather than casual enthusiasm. This review reads that kind of credentialed, comparative praise as a meaningfully stronger signal of genuine mechanical quality than enthusiasm from players without a comparable fighting game background.

A dominant, overwhelming complaint about price and content

Set against that mechanical praise, this review found the single most consistent, specific and overwhelming complaint across this entire sample concerns price relative to launch content. Reviewers independently and repeatedly report a story mode lasting roughly ninety minutes to two hours, several specifically noting it ends on a cliffhanger with no confirmed timeline for continuation, alongside minimal offline content beyond that short campaign. Multiple reviewers explicitly state a price around half the current asking amount would feel fair for what's actually delivered, with one detailed reviewer framing the current pricing as "a death sentence" for a game with genuine long-term fighting-game community potential, arguing a lower launch price would likely have doubled sales and given the title room to grow.

Aggressive day-one monetization, reported in specific detail

This review found a separate, tightly related and equally well-corroborated complaint concerning cosmetic monetization. Multiple reviewers specifically report individual character skins priced as high as $45, and at least two independent reviewers report the expensive deluxe edition doesn't actually include the day-one cosmetics it was marketed alongside, a specific, checkable discrepancy between purchase-tier expectations and delivered content. One reviewer specifically notes discovering, after purchase, that buying the standard edition and separately upgrading to deluxe would have been cheaper than purchasing the deluxe edition directly in their region, describing a real, concrete financial loss as a result.

A rage-quit exploit reviewers say breaks competitive play

This review found a specific, severe and repeatedly documented mechanical complaint distinct from the pricing issues above: multiple reviewers independently report a rage-quit exploit that lets a losing player deny their opponent both the match win and its associated experience gain simply by disconnecting before the match concludes. Reviewers describe this as happening in both ranked and casual modes, with at least one detailed reviewer explicitly stating the game isn't worth purchasing until the issue is resolved. That's a specific, structural competitive-integrity problem distinct from ordinary netcode complaints, since it actively incentivises bad-faith behaviour from losing players rather than simply reflecting a technical shortcoming.

Online performance complaints, separate from the exploit

Beyond the rage-quit exploit itself, this review found separate, specific reports of poor online netcode performance. Multiple reviewers describe matches feeling unplayable even on strong wired connections, with performance over WiFi described by at least one detailed reviewer as "absolutely unplayable." Given how central online multiplayer is to this game's core value proposition given its thin offline content, this review reads netcode quality as a particularly consequential technical concern rather than a secondary complaint.

A skill ceiling some veterans find too low

A separate, more specific critique comes from experienced fighting-game reviewers regarding difficulty and depth. At least one detailed veteran player specifically criticises the game's skill ceiling as too low, describing combos as requiring minimal execution skill in a way that makes matches feel unrewarding for players with genre experience, even while acknowledging this same accessibility likely serves newcomers drawn in primarily by the Invincible license rather than prior fighting-game familiarity. This review reads that tension as a legitimate design trade-off rather than a flaw with a single correct resolution, though it's worth reporting directly given how specifically experienced reviewers raise it.

Why this review weighs the value complaint above the mechanical praise

It's worth being direct about why this review's score sits well below what the mechanical praise alone might suggest. The distinction that matters is that strong fighting mechanics are necessary but not sufficient for a fair value proposition at a premium price point; reviewers throughout this sample consistently frame their disappointment not as dislike for the fighting itself, but as a mismatch between what's being charged and what's currently included. Combined with a rage-quit exploit actively undermining the game's primary online value proposition and cosmetic pricing several reviewers describe as predatory, this review reads the overall picture as a genuinely well-built fighting system wrapped in launch decisions that actively work against its own long-term success.

Final Verdict

Invincible VS delivers fighting mechanics that credentialed, experienced genre veterans specifically and favourably compare to Ultimate Marvel vs Capcom 3 and Killer Instinct, a genuine technical achievement for a licensed fighting game. What holds this score down significantly is an overwhelming, specific and consistently corroborated complaint about price relative to a roughly two-hour story mode and minimal offline content, compounded by aggressive day-one cosmetic monetization and a rage-quit exploit reviewers say actively undermines competitive integrity. Wait for a significant discount before buying in.

Pros and cons

Pros

  • Reviewers, including several self-identified veteran fighting-game players with hundreds of hours across Street Fighter 6, Tekken 8 and Guilty Gear Strive, specifically praise the core combo systems and tag mechanics as genuinely fun and well-designed
  • Multiple reviewers favourably compare the overall feel to Ultimate Marvel vs Capcom 3 and Killer Instinct, specific and demanding comparison points from experienced players rather than casual enthusiasm
  • The character roster draws consistent praise for faithfully representing fan-favourite characters from the Invincible comics and animated series, with reviewers specifically crediting distinct, well-realised movesets for each
  • Technical performance draws some specific praise, with at least one detailed reviewer reporting consistent 40 to 60fps performance on Steam Deck outside of one specific map with technical issues
  • At least one detailed reviewer specifically praises strong voice acting and graphical presentation within the roughly two-hour story mode, describing genuine production value despite its short length

Cons

  • This review found overwhelming, specific and repeated criticism of the game's content-to-price ratio, with reviewers independently and consistently reporting a story mode lasting roughly ninety minutes to two hours and minimal offline content beyond it, relative to a launch price near NZ$71.49
  • Multiple reviewers specifically criticise aggressive day-one cosmetic monetization, with individual character skins reportedly priced as high as $45 and several reviewers reporting the expensive deluxe edition doesn't include the promised day-one cosmetics it was marketed alongside
  • This review found a specific, severe and repeatedly documented rage-quit exploit that lets a losing player deny their opponent both the match win and its associated experience gain simply by disconnecting, a problem reviewers describe as actively undermining both ranked and casual play
  • Multiple reviewers specifically report poor online netcode performance, describing unplayable experiences even on strong wired connections and near-unusable performance over WiFi
  • At least one detailed veteran fighting-game reviewer specifically criticises the combat's skill ceiling as too low, describing combos as requiring minimal execution skill in a way that alienates experienced players even as it lowers the barrier for newcomers drawn in by the license

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Progression 3.5 / 10
  • Value 3 / 10
  • Multiplayer 4.5 / 10
  • Monetisation 2 / 10