During a panel at EVO 2025, the team behind Invincible VS provided an in-depth look at the upcoming tag-based fighting game, offering attendees a detailed breakdown of gameplay systems, character design philosophy, and the studio’s development process. The panel was hosted by Skybound and Quarter Up Games, featuring several veterans of Killer Instinct 2013, now reunited under the new Quarter Up banner.
Executive Producer Mike Wlette opened the session by recalling the studio’s formation. After the team’s work on Killer Instinct and subsequent dispersal due to Double Helix’s acquisition by Amazon, a renewed desire to return to fighting games sparked the creation of Quarter Up. “A lot of us still carried that torch,” Wlette said, adding that the opportunity to develop a fighting game based on Invincible was an ideal way to reignite their passion for the genre.
The team described Invincible VS as a fast-paced, 3v3 tag fighter designed with both accessibility and competitive depth in mind. Lead Combat Designer Bao emphasized the goal of letting players feel like a superhero immediately upon picking up a controller. “You could just pick it up, have fun, move the character, run around all over the place, launch characters and just have a blast,” he explained.
One of the notable design choices includes the return of motion inputs, a response to player demand. “We always wanted to touch on motion inputs, but seeing the reaction and the importance of it, we pushed it ahead,” said Bao. The game is also built with rollback netcode from the ground up, a key infrastructure component developed early in production. Tech Director Bill noted, “It was one of the biggest pieces of tech that was invested in from the very beginning. It wasn’t something we tacked on later.”
Character development was another major focus. Art Director Dan Eder and Animation Director Don Waters explained their commitment to translating Invincible’s source material into an interactive format that remains visually striking and faithful to the comic and show. The team aims for expressive movesets that embody each character’s personality and energy.
Senior Combat Designer Rip, who transitioned from commentator and strategy guide author to developer, led the design for Rex Splode. “He’s an asshole, but he’s our asshole,” Rip joked, describing Rex’s mobility and projectile-based style. Rip’s firsthand experience with the fanbase influenced his approach, ensuring the character would be both fun and true to the original portrayal.
Another standout character is Battle Beast, the team’s first non-human fighter. “He’s so massive and intimidating that I think for a lot of people, he’s going to be your go-to,” said Eder. The development team worked closely with the Invincible creators to adapt his design and gameplay, maintaining a careful balance between creative interpretation and authenticity.
Invincible VS features mechanics intended to encourage dynamic play and player expression. Systems like assist breakers, heroic strikes, push blocks, and active tagging allow for strategic decisions during both offensive and defensive scenarios. The team also implemented a combo meter system inspired by their work on Killer Instinct, which helps limit infinite combos while rewarding creative extensions.
A strong emphasis was placed on community involvement throughout development. Feedback from early playtests led to the inclusion of features like motion controls and a content creator mode, which disables excessive gore for video-friendly recordings. “We don’t want anyone to get demonetized,” Wlette noted, stressing the mode’s importance for streamers and influencers.
As the panel wrapped up, the team encouraged players to explore the game at the EVO booth G11. Bao offered a simple strategy for newcomers: “When in doubt, mash light and tag often.”
Invincible VS is slated for release in 2026 for PlayStation 5, Xbox Series X and S, and PC. Developed by Quarter Up and published by Skybound Games, the title will feature the voice cast from the animated series, with more gameplay showcases expected in the months ahead.