Tilted
Slammers

A 2v2 arena brawler where the walls keep score.

  • In development
  • PC & Consoles
  • 1v1 & 2v2
  • Online & couch
  • Rollback netcode

How it plays

No ring-outs, no platforms. Just four walls and a lot of momentum.

A fighter smashed through a cracked, glowing wall in a burst of shards

01

Your walls are your weapon

Launch rivals into your own team's walls. Every hard slam cracks the wall a little more, and when it finally breaks, whoever is slammed through it is knocked out.

Four fighters brawl mid-arena between blue and red walls, with a tower's range ring on the floor

02

Angle is the skill

The same slam into their wall heals it. Every hit is a choice about where the body goes, and the fighter who controls the angles controls the match.

A thief stands in the vault dome at an enemy wall while the steal bar fills and defenders close in

03

Raid the vault

Each team guards a gem that keeps hopping between its walls. Stand in the dome at an enemy wall long enough and you steal it. A knockout only buys seconds; gems decide the round.

Two modes

One wall rule underneath both.

Main mode

Vault Raid

Knock out, push in, steal. Most gems at the horn takes the round, best of three. Break their defence, steal their gem, keep yours.

Classic

Wall Smash

No gems, no distractions. Pure wall economy: crack their defence, protect your own, and send them through.

In the current build

Playable today, growing every week.

Fighters
Chew Lee · Echo
Weapons
Axe · Dual Daggers
Arena
Tokyo Night rooftop
Players
1v1 or 2v2, online or couch
Empty seats
Filled by bots
Input
Gamepad first, keyboard & mouse too

Built for online

Competitive games live or die on their netcode, so Tilted Slammers was built around rollback from the start.

The whole fight runs as a deterministic simulation at a fixed 60 frames a second. Your inputs land instantly; when a remote player's input arrives late, the game rewinds, replays and catches up, so you feel your own hits on time.

  • Fixed 60 Hz simulationGameplay is counted in frames, never wall-clock time, so every machine computes the same match.
  • Rollback and resimulationLate inputs are corrected by rewinding and replaying, not by making everyone wait.
  • Record, replay, verifyMatches can be recorded and replayed bit-for-bit, and every change is checked against them.

Captured in-game, no paint-overs.

Press & contact

Developer
Firetail Studios, Delhi, India
Genre
Competitive arena brawler
Players
1–4 · 1v1 and 2v2 · online and local
Platforms
PC and consoles
Engine
Unreal Engine 5
Status
In development · release date to be announced

Screenshots, logo and key art in one download. For footage, interviews or a preview build, write to us.

Download press kit (12 MB) [email protected]