

Introducing the world's first bare-handed battle royale game, a new fighting experience where only skill and technique determine victory.

"『Fighting Nations』 is a fighting battle royale game where 400 of the strongest martial artists from 200 countries compete with only their bare fists and skills. Warriors with different martial arts compete to be the last one standing in the 'Iron Dragon Tournament'!"
An innovative fighting battle royale game that combines the strengths of Tekken + Fortnite + Gang Beasts, Party Animals, focusing on bare-handed combat and various martial arts styles rather than weapons. We are the world's first weaponless martial arts battle royale.
Starting with an initial 2:2 battle, expanding to 6:6, 30:30, and finally a large-scale 50:50 martial arts battle royale. Securing technical stability through phased growth.


The fusion of fighting games and the battle royale genre offers a vast, untapped market opportunity.
Most battle royale games are gun-centric, making the barrier to entry high for users unfamiliar with shooting. There is a growing tendency to rely on luck and items rather than skill.
Fighting games are mainly 1:1, which limits large-scale battles. There have been no fighting battle royale games yet, and there is currently no real-time multiplayer martial arts-based last man standing game.
Fighting games such as Street Fighter 6, Virtua Fighter, and Tekken 8 continue to evolve without disappearing. As existing games become increasingly gambling-oriented and lack a skill-based foundation, fighting game users are always craving martial arts-only games that don't involve guns or swords.
Fighting Nations is an innovative solution that fills this market gap, creating a new genre of pure skill-based martial arts battle royale.

65% of the US population enjoys gaming, with an average age of 18-34, making teenagers and young adults the main target.

Percentage of the US population that enjoys gaming
US market for casual fighting games
Projected market growth size
North America's share of the global fighting game market
The US market for "casual fighting games" is estimated at $1 billion in 2024 and is expected to grow to $1.7 billion by 2033.
North America accounts for approximately 25% of the global fighting game market, which is estimated to be approximately $400 million based on 2024 figures.
If it is focused on traditional fighting, it can be differentiated from gun/knife-centered battle royales, attracting both fighting game users + casual users.

China boasts the largest scale in the global game market, and is showing overwhelming growth, especially in the mobile game sector.
World's Largest Game Market
Percentage of mobile games in total game sales
Number of active game users in China
Expected market growth rate after 2024

The Chinese game market is expected to continue its stable growth with regulatory changes, and is expected to record an average annual growth rate of about 8% even after 2024.
In particular, with the increasing demand for casual and multiplayer-based games, 'Fighting Nations' has the potential to achieve great success in the Chinese market.


Character selection available with 12 different global martial arts styles to choose from


Fortnite has led the game industry with great success in the battle royale genre. However, in recent years, Fortnite has faced the following problems.
Fortnite has continuously added various mini-game modes. This has blurred the game's identity and reduced users' interest in the core battle royale mode.
New weapons, items, maps, and other content are continuously being added, but users are not showing much interest in these changes. It is difficult to attract users' continuous immersion with simple content additions alone.
Fortnite has continuously garnered attention through various media collaborations and events. However, this marketing-focused approach has neglected the inherent fun of the game.
To solve these problems, it seems necessary for Fortnite to focus on the core battle royale mode and update innovative content that reflects users' needs. In addition, it will be necessary to move away from a marketing-focused approach and focus on improving the game's quality.

Tekken is one of the representative IPs of traditional fighting games. However, there are challenges that the Tekken series has faced in accordance with recent changes in the game market.
Tekken games have a high barrier to entry due to difficult controls that require learning numerous combos and techniques. This is a major barrier to entry, especially for younger users.
Tekken games are mainly focused on 1-on-1 battle mode. The lack of diverse play modes and content makes it difficult to generate continuous interest from users.
Due to complex game mechanics and high skill requirements, it is difficult for general users to easily enter Tekken games. This is hindering the acquisition of new users.
To solve these problems, it seems that new innovation is needed in Tekken games. Efforts are needed to simplify complex controls, provide various play modes, and increase accessibility.

Gang Beasts is a new game concept in the weaponless battle royale genre. Players must fight with their bare hands and use various abilities in the game to defeat their opponents.
The battle royale genre is currently considered a blue ocean. Gang Beasts is expected to pioneer a new market with a unique concept that differentiates it from existing games.
Gang Beasts is targeting the US and Chinese markets. The plan is to secure more players through a cross-platform strategy that encompasses both mobile games and PC players.
Participate in matches → Utilize martial arts skills → Acquire combat experience & fame
Tournament ranking determined → Acquire rewards → Unlock new skills & customization elements
Character customization → Improve martial arts style → Develop specialized skills
Rank up → Advance to higher tournaments → Challenge for the championship

Continuous engagement through weekly/monthly tournaments and seasonal operations, and establishment of an e-sports ecosystem

Implement 2:2 combat system based on Unity engine
Implement 6:6 match system and closed alpha test
Expand to 30:30 scale and open beta test

Complete 50:50 scale focusing on PC platform


Aim to release the MVP within 12 months with an efficient development strategy.
Implement basic character using Unity Asset Store
Build and expand server system
Content expansion and optimization
Complete and launch version 1.0

Fighting Nations can secure a strong competitive advantage in the children's market due to its unique characteristic of being a weaponless martial arts battle royale.
No guns/violence → Accessible to all ages (can bypass App Store rating filters)
Unlike existing battle royale games that receive Teen or Mature ratings, it is possible to obtain an Everyone 10+ rating with martial arts-based combat.
Content combining culture + education + e-sports → Potential for partnerships with parents and educational institutions
Opportunities for cooperation with schools and dojos through the educational value of experiencing the traditional martial arts culture of each country through the game and a healthy sportsmanship.
"My National Character" ownership psychology → Maximizes consumer inducement effect
Stimulating pride and belonging to one's country with martial artist characters from 200 countries, increasing the natural desire to purchase and customize characters.
Similar UX to Roblox and Fortnite → Low barrier to entry
Rapid adaptation and spread are possible with battle royale game structure and intuitive controls that are already familiar to children.

Funds for initial development and prototype completion
Estimated time to release the alpha version
Return on investment within 5 years
Invest in Fighting Nations, the world's first weaponless battle royale fighting game, to open a new chapter in the global game market!


Fighting Nations: Confidential Video