Rivals of Aether II
game
7/26/2026

Rivals of Aether II

byAether Studios
8.3
The Verdict
"Rivals of Aether II is a superb competitive game wrapped in an incomplete product. The fighting is excellent, the netcode is a genuine technical achievement, and the decision to give away every fighter forever while selling only cosmetics is the most consumer-respecting model in the genre — a stance that deserves to be copied, loudly, by studios with a hundred times the budget." "But a fighting game is not just its neutral game. It's the fifteen hours before you understand what neutral means. Aether Studios built an extraordinary house and forgot the front door. The absence of a story mode isn't a content gap to be patched — it's the missing structure that would have taught new players the vocabulary the ranked queue demands they already speak." "The 78% score is accurate, and so is its bimodal shape. Buy this if you already love platform fighters, or if you have someone to learn it with. If you're arriving cold and alone, wait for the console launch and the larger, better-sorted playerbase it should bring. The game deserves that audience. It just hasn't yet built the thing that would welcome them."

Gallery

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Key Features

The Full Modern Toolkit — Plus Three Wildcards: Shields, ledges, grabs and throws all return to a series that famously banned them. Aether hedges the defensive bloat with three original mechanics — Pummel Special, Ledge Special and Getup Special — that hand offense a way back in from positions that are dead ends in every other platform fighter.
Rollback Netcode That Actually Works: Not "rollback support." Rollback as the architectural foundation, wired into both ranked and casual queues. Online play is the game's primary surface, and it's built like it.
A Lab, Not a Practice Mode: Live frame data, hitbox visualization, and replay analysis ship in the box. This is the kind of tooling that used to require third-party mods and a Discord server full of people willing to explain them.
Cosmetic-Only Monetization: Every fighter is free forever. Skins, taunts and emotes carry the revenue. The competitive playing field is never for sale.
Local Multiplayer That Wasn't an Afterthought: 1v1, 2v2, free-for-all, and split-screen — plus CPU battles, 71 achievements, seven languages, and Steam Deck Verified status.

The Good

Best-in-class rollback netcode — online play feels genuinely local
Cosmetic-only monetization with every fighter free forever
Professional-grade lab tools: frame data, hitboxes, replay analysis
Ten distinct launch Rivals, expanded free post-launch
Full local suite — 2v2, FFA, split-screen — plus Steam Deck Verified

The Bad

No story mode; single-player content is effectively a rounding error
Brutal matchmaking for newcomers, worsened by a PC-only player pool
Slower, more defensive feel that alienates part of the original's audience
PC/Steam exclusive with console ports unannounced and undated
Training tools assume fluency the game never teaches

In-Depth Review

Bottom Line: Aether Studios built the most technically honest platform fighter on PC — flawless rollback, world-class lab tools, and a monetization model that shames its competitors — then forgot to give you anything to do when you're not fighting a human being.

The Gameplay Loop

Rivals II feels heavier than Rivals I. Anyone who tells you otherwise is selling something.

That weight is a design consequence, not a bug. Adding a shield to a platform fighter changes the fundamental question of every neutral exchange. In the original, the question was where will they be? — pure spacing, pure movement, pure read. In the sequel, the question becomes where will they be, and will they simply refuse to be hit? Shields introduce a defensive option with a low skill floor and a high reward ceiling, and everything downstream — grabs to punish shields, throws to convert grabs — is the genre's standard answer to the problem shields create.

So the loop got slower and more layered. Exchanges have more steps. Punishes require more setup. Matches breathe differently.

Whether this is a loss depends entirely on which game you fell in love with. What I can say with confidence is that Aether saw the risk coming and engineered against it. Pummel Special, Ledge Special and Getup Special are the most interesting design work in this game, and they're the least discussed. Each takes a moment that is traditionally a defensive freeze-frame — you've got someone in a grab, you're hanging on a ledge, you're getting up off the floor — and installs an aggressive, character-specific option there. The ledge, in most fighters of this shape, is a safe harbor and a stalling tool. Here it's a launch pad. That's a genuinely smart intervention, and it stops the added defense from calcifying into turtling.

Character design is the other place the studio's experience shows. Ten launch fighters, each mechanically distinct enough to feel like a separate game — Kragg building rock pillars, Forsburn manipulating smoke and clones, Absa laying down a charged cloud that turns the stage into a trap. The elemental framing isn't just narrative dressing; it's a legible shorthand for how each Rival controls space. Post-launch additions have expanded the roster without touching the "free forever" rule, which means the metagame evolves without splitting the playerbase into haves and have-nots.

Onboarding Friction — The Real Problem

Here is where the review turns.

Rivals II's practice tools are magnificent and that is part of the problem. Frame data displays and hitbox visualization are gifts to a player who already knows what a frame advantage is. To someone who bought this because the characters looked cool, they're an instrument panel in a language they don't read. The game offers extraordinary depth and almost no ramp.

The single-player content is thin to the point of absence. There's no proper story mode. CPU battles exist, and they exist in the way that a treadmill exists — functional, joyless, not a reason to open the app. In a genre where the biggest competitor's campaign mode is a genuine cultural artifact, shipping without a narrative on-ramp isn't a missing feature. It's a missing audience.

That vacuum feeds directly into the matchmaking complaint that dominates negative reviews. For months after launch, new players were routinely fed to veterans who had been playing Rivals since 2017. Ranked matchmaking can only sort players it has enough of; a smaller PC-only population means wider skill bands in every queue. The result is an onboarding experience where the game's only real teacher is a stranger who beats you 3-0 in ninety seconds and leaves.

This is the schism in the Steam score. Players who came through the door already fluent in platform fighters find one of the best-built competitive games on PC. Players who came for the art style find a wall.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.