Rumbleverse was a battle royale game played from a third-person perspective. 40 players were dropped into Grapital City or Low Key Key and had to fight against each other with the goal of being the last survivor.[2] Unlike similar games in the market, Rumbleverse focused on melee combat, and players had no access to any gun or firearm. Players had several basic attacks, including punches, kicks, and elbow drops. Basic attacks could be blocked, while stronger attacks, called vicious attacks, were unblockable and had to be dodged instead.
At the beginning of a match, players would explore Grapital City or Low Key Key and collect various items hidden inside boxes including melee weapons such as baseball bats and chairs, magazines that teach special moves, and potions that increased the player's stats such as health, stamina and strength.[3] Every building in the game was climbable, allowing players to quickly navigate through Grapital City and reach strategic positions. Similar to other battle royale games, players had to stay within a shrinking circle. When the player was outside the circle, a timer began counting down from 10. Players were disqualified once the timer reaches zero. Iron Galaxy estimated that each match lasted around 12–15 minutes.[4]
Rumbleverse utilized a battle pass model. As players progressed in the game, they could earn Fame, which unlocked in-game cosmetics. Players could also purchase Brawlla Bills, another type of currency which was purchased through microtransactions.[4]
Development
The game was developed by Iron Galaxy. The studio, when developing Rumbleverse, drew from their experience working on live service games, as they were involved in porting Fortnite and The Elder Scrolls Online to consoles. The idea of developing a pro wrestling game first originated from Iron Galaxy's co-CEO Chelsea Blasko in October 2017. The idea led to the creation of the timer, which was considered to be "a convenient homage to the wrestling world" by the team. Traversal was considered to be an important gameplay pillar. Adam Boyes, the CEO of the studio, described it as "a very important, almost main character" for Rumbleverse, and added that players who are familiar with speedrunning and platform games such as Crash Bandicoot and Mario win a match most frequently as they understand how to navigate the map efficiently. The team believed that the lack of firearms in the game will compel players to change the tactics they usually use in other battle royale games, resulting in a different gameplay experience.[5][4]