- Release Year: 2018
- Platforms: Linux, Macintosh, Nintendo Switch, Windows
- Publisher: Haunted Tie SPRL, Plug In Digital SAS
- Developer: Haunted Tie SPRL
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Beat ’em up, brawler
- Setting: Futuristic, Sci-fi
- Average Score: 65/100
Description
Domiverse is a fast-paced, side-scrolling beat ’em up brawler set in a futuristic sci-fi universe. Designed as a party game for up to four players, it features a roster of unique fighters, each with their own wildly overpowered and unfair abilities, such as shooting through walls, teleporting, or wielding massive lasers. Players engage in super short, intense matches where a single hit means death across three different multiplayer modes: King, Survivor, and Ace Hunter. For solo players, the game offers an arcade mode and a challenge mode to hone skills and unlock hidden characters and hand-drawn comics that expand the bizarre backstories of the fighters competing in the Domiverse tournament.
Gameplay Videos
Where to Buy Domiverse
PC
Crack, Patches & Mods
Guides & Walkthroughs
Reviews & Reception
opencritic.com (50/100): Domiverse proposes a simple path for taking on the brawler formula and while it’s certainly no luxury opus, it’s minimally competent to keep players entertained to a certain level.
gamegrin.com (80/100): The tight presentation and goofy tone contribute to making my time with Domiverse a memorable one, even if the lack of some vital features limited that experience to being on the shorter side.
Domiverse: The Ultimate One-Hit Brawler Review
In the pantheon of local multiplayer brawlers, few games dare to be as brutally chaotic and unapologetically absurd as Domiverse. Released into a market saturated with competitive party games, it carved out a niche for itself not through complexity, but through a distilled, high-octane purity of purpose: to be the ultimate test of friendship and reflexes. This is an in-depth examination of a game that is both a love letter to couch competition and a fascinating case study in indie development constraints and triumphs.
Introduction
From the studios of the relatively obscure Belgian developer Haunted Tie SPRL, Domiverse emerged in March 2018 as a frenetic, pixel-art brawler built for a single, glorious scenario: a room full of friends, controllers in hand, ready for betrayal. Its thesis is simple yet effective: in a universe where every fighter is overpowered, the only fair fight is one where everyone is equally, hilariously unfair. While it may not have shattered sales records, its Very Positive Steam rating and dedicated cult following speak to a title that perfectly understood its own ambitions and executed them with charm and precision, even if it left some potential on the table.
Development History & Context
Haunted Tie SPRL, a small Belgian studio, developed Domiverse using the Unity engine. The credits list a compact but talented team of eight, including Pixel Artist Alexandre de la Serna, Lead Programmer Gillian Sampont, and musicians Fabrice Blin (“Fabot”) and Bastien Gorissen. This small-scale operation is crucial to understanding the game’s DNA; it was built not by a massive corporation aiming for mass market appeal, but by a passionate group focusing on a specific, core experience.
The game’s release in early 2018 placed it in a fascinating period for indie games. The Nintendo Switch, released just a year prior, was becoming the definitive console for local multiplayer indies, a platform Domiverse would eventually grace in 2019. The gaming landscape was dominated by titles like Super Smash Bros. and TowerFall Ascension, which established the blueprint for arena brawlers. Haunted Tie’s vision was to streamline this concept further, reducing matches to instantaneous, one-hit-kill bursts of chaos. The technological constraints of a small team are evident in the game’s scope—the focus is squarely on local multiplayer, with online functionality notably absent, a decision that would define both its strengths and its limitations.
Narrative & Thematic Deep Dive
To call Domiverse’s narrative “thin” would be accurate, but it would also miss the point. The story exists not as a driving force but as a delightful garnish to justify its absurd universe. The premise is that a diverse group of “overpowered gladiators” are competing in the “Domiverse tournament.” The backstories are conveyed through unlockable hand-drawn comics, a clever and cost-effective way to add flavor without needing extensive voice acting or cutscenes.
The characters are where the narrative charm truly shines. Each of the twelve fighters (eight available at the start, four unlockable) is a masterpiece of ridiculous concept art. They include:
* Shluuuuups: A sausage prince who wields massive laser beams.
* Uzal: A karateka starfish.
* Snakity: A beloved half-cat, half-snake hybrid whose motivation is to “find a planet made of wool.”
* The Host: An alien entity that serves as both commentator and unlockable fighter.
The themes are lighthearted and comedic, revolving around the inherent silliness of its concept. The lore, revealed in the comics, adds surprising depth; one comic reveals that Snakity has a Sphinx-style monument built in its honor next to the Pyramids. This commitment to its own bizarre internal logic provides a cohesive, if utterly silly, world that players can buy into. The dialogue is minimal, limited to in-match quips and UI text, keeping the focus squarely on the action. The overarching theme is one of chaotic, unbalanced fun—a celebration of unfair advantages in a controlled environment.
Gameplay Mechanics & Systems
Domiverse’s gameplay is a masterclass in focused design built around one core mechanic: one-hit kills. This single decision dictates every other aspect of the experience.
-
Core Loop: Matches are blisteringly fast. A single mistake, a momentary lapse in positioning, or a perfectly timed special ability from an opponent means instant elimination. This creates incredibly tense and short rounds that encourage immediate “one more match” requests. The primary loop is built for local multiplayer parties, where the brevity of rounds allows for quick player rotation and constant engagement.
-
Controls & Combat: The controls are deliberately simplistic, typically mapping to movement, a jump, a basic attack, and a unique character-specific special ability. This accessibility is its greatest strength, allowing anyone to pick up a controller and immediately participate. The strategic depth comes from mastering these simple tools. For example, one character can teleport, another can set proximity mines, and Shluuuuups can fire lasers that penetrate walls. Learning to use these overpowered abilities against each other is where the true skill lies.
-
Game Modes: The game offers three multiplayer modes, all playable in free-for-all or teams:
- King: A king-of-the-hill mode where players fight for control of a crown.
- Survivor: A last-man-standing deathmatch.
- Ace Hunter: A target-based mode where players must hunt specific objectives.
For solo players, there is an Arcade Mode (a gauntlet of challenges culminating in a boss fight) and a Challenge Mode (ability-specific puzzle-like courses). Critics noted that while Arcade Mode can feel repetitive across different characters, Challenge Mode is a creative highlight, thoughtfully designed around each fighter’s unique mechanics.
-
Progression & Unlocks: Progression is centered on unlocking the four secret characters, comics, and other extras. This provides a tangible reward for investing time in both single-player and multiplayer modes, giving players a reason to explore the entire roster and master their abilities.
-
The Flaw: The most significant and frequently cited flaw is the complete lack of online multiplayer. In an era where online play is often expected, this decision confines Domiverse strictly to local couch play. While this was clearly a conscious design choice rooted in its party-game ethos, it severely limited its longevity and accessibility for players without a regular local group.
World-Building, Art & Sound
Haunted Tie leveraged its small team’s talents to create a world that feels cohesive and full of personality despite its minimalist approach.
-
Visuals & Art Direction: The game employs a compact, clean pixel art style. The characters are small on screen but are designed with distinct silhouettes and animations, making it easy to track the chaos amidst the frantic action. The arenas are single-screen affairs with interactive elements like bounce pads and damaging lasers, adding a layer of environmental strategy. The hand-drawn comics used for backstory are a particular visual treat, offering a different art style that expands the world beyond the pixels.
-
Sound Design: The soundtrack, composed by Fabrice Blin and Bastien Gorissen, is energetic and arcade-like, perfectly matching the game’s fast-paced tone. The sound effects are crunchy and impactful, satisfyingly emphasizing the moment a character is eliminated. The audio work is functional and effective, designed to enhance the gameplay without overwhelming it.
-
Atmosphere: The overall atmosphere is one of lighthearted sci-fi absurdity. From the animated intro to the ridiculous character concepts, the game never takes itself seriously. This commitment to its tone is what makes it so endearing; it’s a game that knows exactly what it is and leans into its strengths with confidence.
Reception & Legacy
Upon its release, Domiverse was met with a positive reception from those who played it. It holds a “Very Positive” rating on Steam based on 78 reviews (96% positive). Critically, it was reviewed most upon its Nintendo Switch port in 2019.
-
Critical Reception: Reviews were generally favorable, praising its chaotic fun and charm while critiquing its lack of content depth and online features.
- GameGrin (8/10): “The local multiplayer of Domiverse achieves everything it should… The lack of online multiplayer is disappointing, but the charming tone and engaging fights… will keep it installed on my Switch.”
- FNintendo (5/10): “Fun and engaging, for a while… less outstanding when it comes to its simplistic arcade mode, lacklustre soundtrack and lack of online capacities.”
- Switch Player (6/10): “Doesn’t do enough to be a memorable or worthwhile experience solo, but with some friends in a party environment it makes for good, frantic fun.”
-
Commercial Reception: As a free-to-play title on Steam (with paid DLC like a soundtrack), it found a dedicated audience. Its collection by only 20 players on MobyGames suggests it remained a niche title, but its high user rating indicates it deeply resonated with its target audience.
-
Legacy & Influence: Domiverse’s legacy is that of a quintessential “hidden gem.” It did not revolutionize the genre but instead serves as a perfect example of a small studio executing a specific vision with remarkable efficiency. It stands as a love letter to a bygone era of couch competition, a game designed explicitly for the laughter and shouts of a shared physical space. Its influence is subtle, a reminder to indie developers that a tight, focused mechanic executed well can often be more impactful than a bloated, feature-complete product.
Conclusion
Domiverse is not a perfect game. Its lack of online multiplayer is a significant omission, and its single-player content, while creative, is limited. However, to judge it solely on these absences is to miss its entire purpose. This is a game engineered for a specific, glorious moment: the couch-based party. Within that context, it is an unmitigated success.
It is a game that understands the essence of competitive fun—accessibility leading to depth, unbalanced powers creating chaotic balance, and instant consequences fueling endless rematches. Its charming pixel art, absurdist humor, and razor-sharp gameplay loop make it a standout title in the local multiplayer space. While it may not have the budget or scope of its inspirations, Domiverse earns its place in video game history as a passionately crafted, intensely focused, and brilliantly fun tribute to the simple joy of playing games together in the same room. It is, as its subtitle proclaims, The Ultimate One Hit Brawler for a very specific, and wonderful, type of player.