Rumbleverse Review: A Promising Newcomer to the Wrestling Scene

The thrill of making significant moves is at the heart of every excellent battle royal, in this article about rumbleverse review if there’s one thing Rumbleverse excels at, it’s putting you in a position for explosive plays. Rumbleverse is a free-to-play, melee-driven battle royal with a very Fortnite-y, but nonetheless, charming cartoony art style, infused with all of the pomp and grandeur of professional wrestling. It is the latest game from Iron Galaxy Studios (the developers of Divekick and seasons 2 and 3 of Killer Instinct).

Rumbleverse Review

You’ll be Irish-Whipping an opponent into a wall for a nasty wall combination one moment, then chokeslamming bodies off buildings and occasionally giant-swinging them into the ocean the next. Rumbleverse is one of the most unusual battle royals in recent memory and a breath of new air in a crowded genre.

Rumbleverse’s fundamentals will be familiar: 40 players parachute onto a massive map, scavenge for treasure, and then battle it out until only one person remains. Rumbleverse, on the other hand, isn’t happy to copy and paste its gameplay, so it modifies almost every aspect of that well-established concept in novel ways.

For starters, there is no standard gear or inventory to handle – no firearms, armor, grenades, or hyper-specific attachments or augments. You battle with your hands, feet, and any street signs you can pull off the ground. (There is still some treasure to be found: instead of looking for items, you acquire stat-boosting protein powders that boost your health, stamina, or damage, as well as skill manuals that teach you a range of special skills.) What I like best about Rumbleverse is that it fully eliminates the sense of powerlessness that practically every battle royale has at the start of a round when you’re trapped without a weapon.

When you drop into a hot beginning region, it makes early confrontations so much more enjoyable because you don’t have to instantly run off and attempt to grab the nearest weapon to protect yourself. Dropping on the giant trophy statue and trying to knock everyone off right away in order to claim all the high-value loot lying on top has been some of the most fun I’ve had. It seems like a small win in and of itself.

There are no firearms, armour, grenades, or hyper-specific attachments or augments to deal with.

The hand-to-hand fighting maneuvers are mostly straight-up taken from a WWE match – your mist spits, chokeslams, and superkicks, to name a few – but there are a few that are inspired by the world of video games. There’s the famous Ninja Gaiden Izuna Drop, a WWF No Mercy-inspired low blow that can be used as a reversal from off the ground, and an aerial flipping kick called the “Wreck’t Shot” that, well, you should brush up on your PS2-era JRPGs if you don’t know where that’s from.

Prepared to Rumble

It’s clear that Rumbleverse’s developer is also responsible for one of the finest fighting games of the previous decade, Killer Instinct, because the fighting game sensibilities are at the heart of Rumbleverse’s action. The fighting follows the same rock, paper, scissors formula as other fighting games: guarding beats attacks, grappling beats guarding, and strikes beat grappling. Of course, the addition of special strikes, weapon attacks, power attacks, and super moves adds intricacy, but overall, Rumbleverse’s combat system is relatively simple to grasp even at a look.

Rumbleverse’s fighting mechanism is simple to grasp even at first sight.

But there’s a lot more to it than that, and mind tricks are at work in almost every connection. Do you rush in with a high-risk dropkick and hope they do something other than block? Do you charge in and then roll to attempt to entice an attack? Rumbleverse, like any excellent fighting game, gets my head going at full speed in every battle, and the sense of outplaying your opponent by reading and effectively responding to their moves is just the greatest.

Outside of the mental component of the battle, the actual mechanics are excellent. You may utilise stamina to dodge-cancel out of some special move animations and pull off some super-slick combos, or you can fool your opponent into believing it’s their turn to strike; you can employ charged assaults to stun adversaries long enough to Irish them. Whip them into a wall to continue into a wall combination, or employ a speedier super move activation to combo into your super move; the possibilities are endless. Every time I played, I felt like I learnt a new technique that I had never heard of before. Every area has clearly received a great deal of consideration.

Every facet of battle design has received a tremendous amount of consideration.

To be sure, Rumbleverse could do a better job of really teaching us this. The only lessons are in Playground mode, which is half training mode, part tutorial and must be queued into like a regular match. The information contained inside it is excellent, but I can’t help but wish it was available offline and that the tutorials contained within it could also be accessible elsewhere.

There is presently only one map, but it is adequately massive and features a wide range of battlegrounds, each of which favours a specific sort of conflict. Fighting along the coast makes you especially wary of throws, as a single giant swing or Irish Whip can send you flying off to an instant watery grave; fighting in the suburbs allows you to hide in the bushes to either recover or lie in wait for an ambush; and fighting in downtown Grapital City forces you to keep an eye to the sky in fear of explosive flying elbow drops.

Extreme Regulations

Rumbleverse has a few more tweaks on the standard battle royale idea-packed away in its tights. For one thing, it incentivizes everyone to get into skirmishes and put themselves in danger by awarding them with random bonuses after they reach certain damage infliction milestones. These benefits may not seem like much at first, and to be honest, I didn’t notice them at all in my first couple of games, but they truly are game changers if you have the resources and knowledge to use them.

One will replenish your health if you stay motionless for a short length of time; another will add an explosive effect to your usual three-hit combination, allowing it to wall bounce; and still, another will add a follow-up dive-bomb strike to your dropkick, increasing its damage output significantly. They strike a wonderful balance by being just powerful enough to offer anyone employing them an advantage without making it feel like those without them have no chance. They’re also a fun randomized aspect that makes each game of Rumbleverse seem unique.

Another significant distinction is that the ring that gradually closes in at periodic intervals, limiting the available play space, does not really do any damage. Instead, lingering outside the ring will start a countdown from 10, and if you’re found outside when the clock hits zero, you’ll be disqualified. I like this update, especially when it comes down to the final few players and the playfield is so small that you can’t help but rush out of the ring every now and again. It also provides some stressful moments where you just make it back in before the 10 count, or try to prevent someone else from making it back in before they get DQ’d.

It also creates some tense moments where you barely make it back in before the 10 count.

Unfortunately, while Rumbleverse is impressive mechanically, it has struggled technically in its first few days of release. Aside from the lengthy queue periods at startup, occasional server disconnections, and difficulty logging in, it also takes an unusually long time to drop into a match, and many of the matches I’ve played have been plagued by latency to the point where it’s simply not entertaining to play.

Having said that, progress has already been made as I continued to play during the launch weekend. The servers shifted from practically unusable the first Saturday following launch to mostly playable the next day. The wait and matchmaking times are still longer than I’d wanted, but it’s a good indicator for Rumbleverse’s long-term viability that the developers’ adjustments are making a difference.

Is Rumbleverse free-to-play?

Rumbleverse is the outcome, a free-to-play 40-player battle royale wrestling game in which bizarrely dressed opponents bash each other in Grapital City, a combat venue disguised as a chaotic metropolis. It also includes cross-platform multiplayer for PlayStation, Xbox, and PC.

When can we play Rumbleverse?

Rumbleverse will not be accessible for download prior to its release. On August 11 at 10 a.m. CST/5 p.m. CET, the game will be available for free download on all platforms. Read the articles below for further information on how to get Rumbleverse on each platform: The Epic Games Launcher.

Does Rumbleverse have duos?

The game additionally has a multiplayer option. So if you are looking to enjoy the game with a friend, then you can play the duos mode. This guide will show you how to play duos mode in Rumbleverse.

Does Rumbleverse have trios?

That’s all it takes to start playing Rumbleverse with your pals. As of now, you can only play up to Duos, thus parties will be limited to two participants. That might change in the future, especially if trios grow increasingly prevalent in North American pro wrestling.

How do you add friends on Rumbleverse?

So, if I go to Rocket League Fortnight or Fall Guys, I can really add individuals in-game. There. Then they’ll appear as one of my buddies in Rumbleverse.


Rumbleverse’s excellent wrestling-flavored gameplay has everything going for it to become the next big thing in the battle royal genre if it can swiftly get its technical concerns under control (and work is already being made on that front). When I was in a match slamming bodies, slapping chests, and RKO’ing random people, it rapidly became some of the best fun I’d had playing video games in 2022.

it’s more than simply a show-Its battle design incorporates some highly deep and well-thought-out elements, allowing you to outplay and out-think your opponent exactly like in a well-designed fighting game. I’m hoping it fills up the shop with more valuable and outrageous products, but if Rumbleverse is this wonderful right away, I can’t wait to see where it goes in the coming years.

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