Invincible Vs is finally giving the world of gaming a chance to take on the iconic Invincible universe. With fan demand for a game having been ceaseless since the series reached new peaks of popularity post-2021, Invincible Vs has some high expectations to meet.

The upcoming Invincible Vs, a fighting game that'll have players bring franchise heavyweights head-to-head 3v3 brawls, has understandably been the center of conversation for Invincible fans. Since the franchise gained an animated adaptation in 2021 that saw new heights of acclaim after its third season was released this year, fans have been clamoring for a big tie-in game. The Best War Games caught up with series creator Robert Kirkman, who spoke about the development of Invincible Vs and why the team chose the fighting game format. This interview has been edited for brevity and clarity.

atom eve, omni-man, robot
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Invincible Creator Talks Working on Invincible Vs and Returning to Capes

Making Invincible Vs a Fighting Game

Q: Part of what makes Invincible so great is the variety of superpowers. How are you going to work all of those powers into a game based on punch-up action?

Kirkman: Everybody in the game is going to have unique moves, from their fighting sets down to their movement. One of the things that's really great about the Quarter Up team is that they're putting in a tremendous amount of work to make sure that all the individual characters have their own unique, well, everything! You can build your teams of three with characters that move at different speeds, they have different features, and all of that is in line with the way the characters are portrayed in the comics and the video games. A tremendous amount of care is going into that, which is really cool in my opinion.

Q: You talked about how monetary considerations went into what kind of game to make with Invincible, but how did you land on a fighting game?

A: Open-world games are expensive! Has anyone heard the budget for Grand Theft Auto 6? It's like three Trey Parker and Matt Stone deals. But seriously, I love fighting games; I was at the arcade playing the first Mortal Kombat, I was at the arcade playing Street Fighter 2, and I was there in the '90s, getting the Super Nintendo or the Genesis, where you actually got the Mortal Kombat blood. I played Primal Rage, I played Time Killers—I was there at the birth of fighting games. And Tekken! I used to love playing Tekken, and all the different versions of Soulcalibur too. I just think they're great, and I think that they're a really great showcase for a large number of characters.

When you have an open-world game, you're kind of playing just one character. You may encounter other characters, but you can only play one. When it comes to showcasing the Invincible universe and showcasing all the different characters that encompass it, fighting games are ideal for that.

Aside from that, it's just a genre of game that I absolutely love. Would I have preferred to do a Mario game with Invincible characters? Maybe? I love platformers too, but I think that for our marquee big-in-scale game, the fighting game made the most sense, and I think it's gonna be the most satisfying for fans.

Invincible VS Omni-Man and Invincible Fight

Q: Since Invincible characters like Omni-Man have been guest characters in other game series like Mortal Kombat, is it possible there could be some guest characters in this game?

A: I think it's too early to talk about that. I mean, anything is possible at this point, and the game is still far from releasing, so there could be some surprises in store, but nothing that could be announced right now.

Q: The music for the animated series has really been a highlight. How is the music element being addressed in the game? Are you using the same music team from the series for the game?

A: I honestly don't know what I can say, so I'm just going to say the music in the show is very cool, and the music in the game is also going to be very cool. So, don't worry, it's gonna be awesome.

Mark flying as a superhero, Conquesting choking a blue-suited Invincible, and Eve, Mark, Debbie, and Oliver enjoying breakfast in Invincible
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The Evolution of Invincible

Invincible VS Viltrumites 3v3

Q: What's it like getting to see the characters evolve into different mediums beyond the original comic?

A: I'm not gonna rest until there's an Invincible toaster, an Invincible refrigerator—like, once you get to the appliance game, I think that's when it's really the marquee level. I think that, if you look at the approach to merchandising with Walking Dead, we're certainly open to a lot of things. When there are more ways to experience something I'm a fan of, I get excited about that. I had a Transformers bathrobe and pair of slippers when I was a kid. I'm always open to doing that stuff, but we do try to make sure that it all makes sense and there's an audience for everything that we do. There'll probably be a lot of crazy Invincible stuff.

Every now and then, I'll wholeheartedly dive headfirst into a licensing opportunity because I think it's funny. I think that's fun, and I think that's the kind of thing that makes life worth living. Maybe you'll see an Invincible frisbee or boomerang and be like, 'Who does a boomerang?' And the reason will be, 'I just thought that was funny, so we did it.'

Invincible VS Viltrumites

Q: How does the collaborative process work in terms of this adaptation versus all the other Invincible adaptations? How much input do you give?

A: The same, and that's kind of the beauty of Skybound: having the game be an in-house production and having the animated series be an in-house production. Myself, Corey, and Ryan are very hands-on with all aspects of Invincible, and the three of us approve every aspect of every bit of licensing. Whether it's the video games or the television show, we're very involved.

With this game in particular, everything down to the key art that gets released when we're announcing characters, we're approving all that stuff. We're involved with every poly design and rough initial design, up to the final polish, where, you know, 'Oh, I think this guy has bigger calves' or 'I think this guy might have more prominent knees.' Corey and Ryan get in there, and they're like, 'This line from this costume is wrapping around the body this way, it needs to be wrapped around the body this way.' Regardless of media, we're making sure that it's 100% an authentic experience for fans because we take all of this stuff very seriously, and we want it to be as good as we possibly can make it.

Does it mean that my inbox is an absolute graveyard of unresponded emails that get buried in a sea of approvals? Yeah, 100%—but it's fun wading through that. Every day, it's just a barrage of like, 'Oh could you see how this action figure's going,' and 'We're doing this shirt,' and 'Here's this role-playing game stuff,' and you get to look through all of it and make sure that it's how you want it to be. In a world where Marvel and DC may or may not invite you to the premiere of the movie based on your thing, it's really gratifying to know that we have the freedom to do this stuff and have a seat at the table that we have anytime anything is done. Oh yeah, we're also making sure that the boomerang doesn't work.

Q: You told the story of Invincible through the comic run. We're revisiting it now in the show, maybe live action at some point. Where does the game fit in with your vision of telling the story of these characters?

A: I don't want to reveal too much. I don't even know if I can answer this at all! There's certainly a narrative component to the video game that's an additive experience that may or may not be connected to the larger world at play. I'm just saying things. I get in trouble every time I talk about the game because there are certain things we can't reveal on camera. We always try to make sure that everything we do has a narrative function, and because of the multiversal aspect of Invincible, there is a cool way to connect things that sometimes you can't really do. So yeah, there's a tremendous opportunity to do some cool stuff.

Invincible VS Mark Grayson in combat

Q: With the way fighting game systems have evolved to embrace seasons and DLC content, where do you see Invincible Vs fitting in with that sort of thing?

A: Probably too early to say. I certainly know that answer, I just don't know if I can say it. Stay tuned!

Q: It's not uncommon now for properties to go from one medium to another and back. Are there any conversations about Invincible Vs getting itself a comic or animated aspect?

A: Yeah, these are certainly avenues that are available to us. I could easily do an Invincible Vs comic if I so chose, but I think that's where the curation aspect of the overall Invincible universe comes in. We could bombard people with all that stuff, but I think we're very responsible in how we roll things out and what we do with Invincible. We're not trying to do everything at once, and we're not trying to flood the fanbase with a never-ending stream of too much stuff.

While an Invincible Vs comic would probably do well and would be a cool experience to go along with the game, it's nice that the game will get to stand on its own; it'll be its own unique corner of the Invincible universe. We try to be selective with our stuff, and I feel like that's the way to be.

Invincible VS Invincible Rex Splode Atom Eve

Q: During the panel, you talked about which books you have the beginning, middle, and end for versus which ones allow a little freeform, and you mentioned the return of Capes. What's the approach you're taking to revisiting these characters?

A: Capes is very much open-ended. I think that one of the reasons that we're revisiting Capes is that I did Tech Jacket, Brit, and Capes all within the same year as Invincible and Walking Dead. Brit happened before Walking Dead, Tech Jacket happened before Invincible, and so my stuff hadn't really caught on yet. Sometimes I would think, 'Oh, if I had just kept going with Tech Jacket, would it have lasted as long as Invincible?' There's a chance that it could have, but I just kind of gave up on it too soon 'cause I was struggling at the time—and so we revisited Tech Jacket, and we ended up doing a total of 4 volumes. We revisited Brit, and we ended up doing a total of 3 volumes, but I never really revisited Capes.

The idea is that it's open-ended. Pretty sure we'll at least get to 4 or 5 volumes, but if people love it and it's a successful book, there could be 100 issues of Capes. It could be its own corner of the Invincible universe that tells its own stories and introduces its own characters and does its own thing. It could be cool to have some overlap of characters popping in and out, but it'd be nice if it ended up being its own book that could stand on its own, which I think would be a lot of fun. Benito and I are definitely writing that with the idea that it could continue for a good long time.

Q: With fighting games in particular, players can somewhat author their own experiences. What has surprised you about having people create their own team-ups and fights within your universe?

A: I think that one of the coolest things about Invincible Vs is that you get to have these very different characters, that a lot of times don't even interact in the comics or in the show, interacting in cool ways and fighting in tandem—so there are some really unexpected combinations. You haven't really seen Atom Eve and Battle Beast interact in any kind of way, but you will get to see that in this game. Because of that, I think this game offers a unique experience for Invincible fans that will make it that much cooler of an experience if you're familiar with the world and you're familiar with the history of these characters.

[END]

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Invincible VS Tag Page Cover Art
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Fighting
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Systems
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Released
April 30, 2026
Developer(s)
Quarter Up
Publisher(s)
Skybound Games
Multiplayer
Online Multiplayer, Online Co-Op
Cross-Platform Play
All platforms
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Invincible VS Press Image 9
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WHERE TO PLAY

DIGITAL
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Genre(s)
Fighting