PUBLIC DOMAIN BETA 3
CARTOON FIGHTERS
AN ALL-INK AFFAIR • EST. 2026

✦ NOW PLAYING IN GLORIOUS BLACK & WHITE

Old-school charm.
New-school
KNOCKOUTS.

Six cartoon legends. Four ink-stained stages.
Pick your star and settle it the old-fashioned way.

FREE TO PLAY
HARD TO PUT DOWN

Loading animation and stage artwork…

DIFFICULTY

KEYBOARD READY · CONNECT A CONTROLLER & PRESS A BUTTON

THE MAIN EVENT01 / INK HARBOR
ALL INK.
ALL ATTITUDE.
MICKEY MOUSEvs.POPEYE

SET THE SCENE

01 /

PICK YOUR TROUBLE.

THE HEADLINER

A little mouse. A big right hook.

SIGNATURE MOVESteamboat blast

HAND-INKED MISCHIEF. RUBBER-HOSE RIVALRIES.CONTROLLER READY FOUR ORIGINAL SCORES

A QUICK DRESS REHEARSAL

Put ’em up.

Win two rounds to take the match. Knock out your opponent or have the most health when the 60-second clock runs out.

PLAYER ONE

PLAYER TWO

Hold guard to soften hits. Kicks reach farther than punches. Landing and blocking hits builds ink; a signature move costs 35 ink. Popeye’s spinach restores a little health and boosts his punches for six seconds.

NEW TRICKS: Use your assigned Throw and Dash controls, shown above. Configure bindings in Options → Controls. Throws beat guard at close range. Punches and kicks work in the air. Connect a punch, then press kick or special to cancel into a combo. Mickey strikes quickly; Popeye trades speed for heavier blows.

CONTROLLERS: Stick / D-pad directions stay fixed; action buttons can be remapped in Options → Controls. Current bindings appear below the arena. Start always pauses. In menus A confirms and B goes back. Release buttons after changing screens.

ARCADE: Pick your star and difficulty, then clear six best-of-three bouts. The finale is a mirror match. Continue after a loss or resume your checkpoint from the roster. Clear the ladder for a character ending.

TRAINING: Select Training before starting. Choose Learn to fight for eight guided lessons using your saved bindings, or practice freely with combat feedback. Configure the dummy, recover health, refill ink, and inspect your inputs and combo damage. Use P1’s assigned Reset Training key/button to reset practice instantly.

Press Esc to pause. On a touch screen, use the buttons below the arena. Local two-player supports a shared keyboard or two standard controllers.

A LITTLE DRESS REHEARSAL

Practice makes punchy.

Stand, guard, jump, or spar with the CPU. Health recovery prevents knockouts and restores health after a string. Switch it off to practice knockouts; the bout resets automatically. Unlimited ink keeps specials available.

All practice readouts reset with P1’s assigned Reset Training key/button or the Reset button. Attack timings use 60-frame-per-second notation.

A BRIEF INTERMISSION

Hold that punch.

The projector’s still running. Your fight can wait.

THE CONTROL ROOM

Set up your show.

Four original stage scores: harbor swing, theater foxtrot, carousel waltz, and railway jazz. Synthesized period-inspired instruments, composed for this game.

Press Enable audio to let the band play.

Standard Xbox / PlayStation controllers: move with the stick or D-pad. A / ✕ confirms, B / ○ goes back. Use the D-pad to navigate menus and adjust volume. Connect a second controller for local versus.

Picture & motion

Use this button or your browser’s Escape key to leave fullscreen. Leaving a fight pauses it.

THAT’S A WRAP!

A STAR IS CROWNED.

YOUR HANDS. YOUR SHOW.

Make it your own.

Choose P1 or P2, then select a binding and press its replacement. Bindings within a player swap automatically. Keyboard keys cannot be shared between players.

Profiles belong to P1/P2, not a physical device. Detected controllers fill P1, then P2; swap them here if needed. Standard-mapped controllers only.

P1 bindings

ACTIONKEYBOARDCONTROLLER

Stick / D-pad directions stay fixed, including Up to jump and Down to guard. Escape and Start always pause. Menu controls stay A / ✕ confirm, B / ○ or View back, and D-pad navigation. Escape cancels binding capture; Start also cancels controller capture.

Raise a dead zone to ignore stick drift; lower it to respond to smaller movements. Vertical settings affect stick jump/guard and menu navigation. The D-pad is unaffected.

KNOW YOUR NEXT MOVE.

The fighter’s playbill.

MOVE / INPUTDAMAGESTARTUP / RECOVERY

Base damage before guarding or spinach boosts. Timing uses 60-fps frame notation; recovery follows the last active moment (release for projectiles/spinach) and includes the shared attack cooldown. Projectile startup is release time, with travel time added before impact.

Guard softens strikes; throws beat guard. Jump to clear grounded attacks. Land a punch, then press Kick or Special during its recovery to cancel into a combo. Specials cost 35 ink.