Fighting Nations: The Iron Dragon Tournament screenshot 1
Gameplay Trailer
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Release date TBA·Deother

Bare-handed 3D fighting. No weapons, no guns. 160 fighters from 160 nations - one per nation - share a 499-move attack set drawn from 13 martial arts, with 60 throws. 11 stages run from day to sunset to night across a single match.

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About Fighting Nations: The Iron Dragon Tournament

No weapons. No guns. Hands only.

Fighting games put two people in a box. Battle royales hand everyone a rifle. Fighting Nations does neither: 160 fighters, one for each of 160 nations, and nothing in their hands.

499 attacks. Every fighter knows all of them.

One move table, shared by the entire roster. Not a short list each, but a deep one everybody owns.

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255 on the base layer — seventeen directional inputs across fifteen button combinations. A complete grid: not one slot empty, no two names alike.
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244 more while L1 is held — a second attack layer on the same inputs.
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65 movement options on R2 — jumps, rolls and dodges. 564 slots in all.
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60 throws, from hip tosses to power bombs, each locking attacker and victim into a single continuous animation.
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Quarter-circles, half-circles and full 360 rotations.
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A four-stage rage charge. Charged attacks cannot be interrupted.

The whole table is public. Don't take our word for it — count it:

Thirteen martial arts

Taekwondo, karate, muay thai, kickboxing, boxing, wrestling, capoeira, kung fu, pencak silat, jeet kune do and more. Judo and drunken-style kung fu are next.

160 nations. One fighter each.

No two fighters share a flag — Korea, Japan, China, Thailand, Sweden, Ukraine, Egypt, Brazil, Mexico, Nigeria, Turkey, Indonesia and a hundred and forty-eight more. Most of the roster is still a placeholder built from licensed assets, and every one of them is meant to be replaced by a character made by a 3D artist from that country. The goal is all 194 nations — a man and a woman for each, 388 seats. That call is open now:

Eleven stages, and things break

Six halls of Korea's Gyeongbokgung Palace, a Tokyo back alley, a Japanese dojo, a battle arena, an African savanna and more. Walls shatter on the second slam, utility poles topple, props scatter. Across the rounds of a single match the light runs from day to sunset to night. The fight you finish does not look like the fight you started.

No mercy on the ground

Knock someone down and they stay down — long enough to stomp them, punch them, or leap into a wrestling leg drop after a heavy knockdown. Taunt them while they get up: every taunt has its own mocking laugh. High block, low block or jump-sweep. Block too much and you get thrown. Whiff and you get punished.

Local two-player

Two gamepads, each picks its own fighter. Playing the CPU alone? A second player can press any button on the other pad to jump in — HERE COMES A NEW CHALLENGER.

The world came before the game

The roster did not begin in a design document. It began in SERAPHIM, a 75,000-word novel published on Amazon in 2025. Some of these fighters were in print before they were in the engine.

Where this actually stands

Built in Unreal Engine 5.8 by one person. The honest state of it:

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160 fighters playable, all 499 attacks — done
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Eleven stages — done
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60 paired throws — done
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Local 1v1 with two gamepads, drop-in mid-match — done
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Online multiplayer — not yet. It is the next milestone.
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Most characters are licensed placeholders, and the open call exists to replace them
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The roster goes to 194 nations, 388 seats
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A 64-fighter battle royale is the goal, not a promise

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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