Invincible VS Enters Open Beta Under Killer Instinct Producer’s Leadership

Invincible VS is stepping into the spotlight with an open beta that’s already live, and it’s doing so with more fighting game pedigree than many people realized. Running from April 9 to April 11, the beta is available exclusively on PlayStation 5 and Xbox Series X|S, giving console players an early chance to see how this new brawler feels in real matches.

A big part of the buzz comes from who’s making it. Quarter Up, the studio behind Invincible VS under Skybound Games, reportedly includes multiple developers who previously worked on the 2013 Killer Instinct reboot. That matters because Killer Instinct still carries serious respect in the Fighting Game Community thanks to its distinctive, hardcore mechanics and the loyal fanbase that grew around its high-skill combat and combo systems. For players who loved that era, Invincible VS suddenly looks like more than “another licensed arena-style fighter”—it’s a project with experienced fighting game hands shaping the foundations.

Gameplay-wise, Invincible VS aims to welcome different skill levels without watering everything down. It uses a hybrid control approach that blends simpler inputs with traditional command inputs, an increasingly popular strategy for modern fighting games trying to balance accessibility with depth. On top of that, the game is built around a full 3v3 tag system, pushing team synergy, character switching, and matchup strategy into the spotlight.

One of the most interesting mechanics mentioned so far is an Assist Combo Breaker system. It’s not as complex as Killer Instinct’s deeper, more demanding approach to combo breaking, but it clearly leans into the same philosophy: players shouldn’t feel forced to sit through long strings of hits with no agency. In other words, Invincible VS seems designed to keep the action interactive, giving defenders options rather than turning every exchange into a one-way highlight reel.

So how is the open beta going so far? Early impressions suggest a split reaction—one that may end up defining the game’s long-term path. High-level and competitive-minded players appear to be enjoying the game’s potential for expressive combos and flashy offense. At the same time, a noticeable number of casual players are reportedly bouncing off hard, including ragequitting mid-match. That kind of divide isn’t unusual in fighting games, especially when a title has the look and branding of a mainstream hit but the mechanics reward lab time, matchup knowledge, and execution.

There’s also an interesting audience question hanging over the release. One theory floating around is that Invincible VS could be attracting players from the more casual side of the Mortal Kombat crowd—especially given Invincible’s history crossing into that scene with Omni-Man’s inclusion as downloadable content in Mortal Kombat 1. The tonal overlap helps too: both properties lean into brutal, over-the-top violence. But the wider Fighting Game Community often treats Mortal Kombat as its own lane, so if Invincible VS pulls heavily from that audience, it may need to bridge the gap between mass appeal and competitive expectations to keep matches fun for everyone.

Ultimately, it’s still too early to call whether Invincible VS will break out or settle into a smaller niche. The early signs point to a game with real fighting game DNA, plenty of combo creativity, and a structure built for team-based combat fans—especially players who enjoy tag mechanics and high-tempo offense. Some fans are also already voicing wishlist items, like hoping for broader use of the show’s voice cast and pushing for certain characters to appear in future content.

For now, if you’ve been curious about Invincible VS and you own a PS5 or Xbox Series X|S, this short open beta window is the best way to see whether its mix of accessible inputs, competitive depth, and 3v3 tag action clicks with your playstyle.