Sync your Steam wishlist to find the lowest game prices instantly. No login required, just paste your Steam profile URL! ⚡ Try Wishlist Radar!
Sync your Steam wishlist to find the lowest game prices instantly. No login required! ⚡ Try Wishlist Radar! Close

Cobra Kai: The Karate Kid Saga Continues on Steam

Quick menu

Choose a side, master your moves, and embrace your destiny in an epic beat 'em up adventure inspired by the hit show. Take control of 8 playable characters with deep movesets, combos, progression, real-time character swaps, ultimate attacks, and much more!

Cobra Kai: The Karate Kid Saga Continues is a beat 'em up, martial arts and 2d fighter game developed by Flux Games and published by GameMill Entertainment.
Released on January 05th 2021 is available on Windows, Steam Deck and Steam Machine.

It has received 569 reviews of which 469 were positive and 100 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 19.99€ on Steam, but you can find it for 0.95€ on K4G.


The Steam community has classified Cobra Kai: The Karate Kid Saga Continues into these genres:

Media & Screenshots

Get an in-depth look at Cobra Kai: The Karate Kid Saga Continues through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7/8/10 (64-bit OS required)
  • Processor: AMD FX-4350, 4.2 GHz / Intel Core i5-3470, 3.20 GHz
  • Memory: 4 GB RAM
  • Graphics: Radeon HD 6870, 1 GB / GeForce GTX 650 Ti, 1 GB
  • DirectX: Version 11
  • Storage: 6 GB available space
  • Sound Card: DirectX compatible soundcard or onboard chipset

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

5 hours played
Sept. 2026
It's fun, but I don't find myself playing it often. But I DO love how some of the characters are voiced by the actual actors from the show,
63 hours played
Aug. 2026
Getting Fear does not exist in this dojo is a grind fest. Do it on Hart st. it is easy if you know what you are doing and how to play. Cheerio.
61 hours played
Aug. 2026
A stellar beat-em-up for fans of the TV show but with many small flaws. I grew up during the Nintendo days where games based on movie/book/TV show IP always sucked (think Back to the Future, Dr. Jekyll and Mr. Hyde, Hudson Hawk, etc.) and figured this was just going to be some cheap cash-grab game. I assumed based on the graphics that it was going to be a basic game, but I learned from the Langrisser I-II remake that “mobile-quality graphics” could be deceiving. I gave it a chance because the Cobra Kai show was amazing, and I didn’t want the feeling of watching Johnny’s redemption arc to end. It more than met my expectations, though bugs and questionable gameplay decisions did occasionally frustrate me. The Positives -This scratched my Cobra Kai itch after I binged the last few seasons and wanted more. They had a few of the real actors from the show voicing their characters. The other voice actors were mostly passable (only one or two characters didn’t sound much like the actors). -Surprisingly, the game has checkpoints for the longer levels—if they played like the shorter street levels, the game might’ve become too difficult for some players to beat. I was surprised that dying didn’t hurt your score, but I guess this allows players to die and retry parts that they didn't do well on. -The story and gameplay are so well aligned to the TV show. While it does suffer from the “we can't introduce new canon and so have to retread storylines from the TV show” problem, it wasn’t in conflict with the show like NES-era games. The gameplay was awesome, as Hawk has the cool screaming hawk sound and abilities in line with his persona, you get the crane kick, etc. Very fun. -The enemy variations are awesome, and I even liked the fact that there were a lot of mid- and end-bosses of the minor levels that were just souped-up regular enemies because it gave them a new dynamic knowing you’d have to fight one enemy forever while the others kept coming (that used to be a way to be efficient with game cartridge memory, but it works here just to mix it up without requiring ~20 new enemies). -This is both a positive and a negative: they can throw deadly enemy combinations at you. It’s quite a good challenge when you learn that, say, you can’t leave the biker floating around because it’ll hit you from far away while you’re fighting enemies. The only negative of this is that they often put you in a narrow row or column with the worst combination of enemies for that tight space, making it feel a little cheap sometimes without room to dodge. But, otherwise, the mix is very diverse with new combinations coming at you regularly. The Negatives -The game has boss bugs that soft lock you out of the game, unfortunately. One time, it completely froze my game. Another time, it got me stuck with waves of sidekick enemies that I had to die from to respawn. This drove me nuts since you only get credit for achievements when the level ends, so I lost a few that I had to redo. -For a game that requires precision in terms of your attack variations and dodging, the game is buggy. One time, I had a wall just displaying in the middle of my fight with four or five enemies that are all deadly unless you move up and down. Since I couldn’t see above the wall, I had to fight below the wall in a line and lost like two characters in that battle. Stuff like that, the fact that items and health will be scrolled out during normal combat, the fact that you’ll pick up an item instead of ground-attacking, and the boss bugs made me not trust the game to not bug out if I was on an S-level run, making me hold my breath every time I played. This even applied to a few of the counts in the ability level-ups: before a level, I’d have 60 of the ability uses; afterwards, I’d have 31 (and it wasn't an in-one-level achievement). -The game is awesome in terms of having to hold combos and vary your moves for the highest score, but then it makes you go from one scene to another where you lose your combo. The worst part is that they do the frustrating thing beat-em-ups do and have enemies hiding just off screen where they credit you as being able to hit them but you can’t unless you have a long-range attack and a good bit of luck. Your success in the game should not be based on the RNG of whether an enemy feels like appearing from off screen in a timely fashion or not. -The biggest mistake I made in the game was walking into an enemy and getting into a grab I couldn’t get out of, resulting in me getting hit by another enemy. Similarly, the leg throw is infinitely better than the ground-and-pound because you’re a sitting duck for other enemies sitting on top of a ground enemy. -I personally had problems with the cooldown lengths. I know that they go down when you punch and kick and you shouldn’t spam the same button, but what happened was that I would do great until I accidentally hit the wrong button where the cooldown wasn’t done yet, and it would ruin a great combo I had going. The game's grade system rewards you for not spamming by preventing you from getting No Mercy combos that way, so 15-second cooldowns after hitting the wrong button is brutal. I think adjusting things like the cooldown length, whether the move is consumed when it misses, the retries, or other settings in the menu would’ve been great for players of different skill levels while still requiring the same move diversity to get an S rank. -I loved the RPG mechanics, but there are two mastery abilities that required 1,000 hits. I would play entire levels and only get ~25 hits total. That means I’d have to play 40 levels to earn it, which is insane since I’d have to play every level twice—not even counting if there was a count but (which I did encounter a few times). I mastered every ability except for those two (Miguel’s and Hawk’s), which I got to 500 each through achievement-hunting gameplay. No way that you should have to hit at least 334 enemies (@ 3 hits each) to master when others just require using them to kill 3 mini-bosses, taking about ~25 minutes. -The Power-Up mechanic plays like random luck. Why? Because, to keep your combo, you have to keep fighting. So, when you pick up the gi and belt, you have no idea what they do. So, you keep fighting. I rarely stopped between sections when I did have down time to actually hit the select button and see what they did. So, I just treated it as random bonuses that triggered whenever I accidentally got them. They need a better system for telling you what they do—give them short names, have them pop up, or give them a letter or something like in the old Contra games. I never knew what the power-up I had did, so I never changed my play style based on it. -Some of the levels are long. They seem to take 30-45 minutes to get through, especially if you had a bug or died and had to restart from a checkpoint. And some of the enemies feel like they take forever to kill when you level up your character (a guide on the internet told me that they get more health as you get more abilities). Not a problem; it only bothered me because of the bugs mostly, but hitting the same enemies 20+ times only to move to another area and hit the same enemies 20+ times can feel like a lot after a while. Overall, I surprisingly loved the game. It is reminiscent of some of the best in history like the Streets of Rage and Final Fight series, but it has the Cobra Kai characters and many moves, abilities, power-ups, and skill trees to keep it interesting and engaging. I had enough fun where I played to get as many achievements as I could for fun, which is a sign of a good game. I did have quite a few issues that dragged it down from being an all-time classic, but it was a fun game reminiscent of some of the best in the genre plus the fun of playing as Cobra Kai characters, and that’s enough for me to recommend it.
26 hours played
May 2026
TL;DR: Decent beat-em-up with cool powers. Playstyle doesn't change drastically depending upon which dojo you choose. A whole plethora of bugs and optimisation issues. Story is practically padding between start and end. Not a lot of replay value even with the New Game+ mode and the true ending. To be entirely honest, Cobra Kai: The Karate Kid Saga continues is the first side-scrolling beat-em-up that I've played for any significant amount of time apart from certain titles back on the NES and in arcades. And given that, I could not find it particularly impressive. The game does propose quite a few things that I personally found innovative in comparison to Double Dragon. But the execution of said proposals fell quite flat. It can still be a fun game as long as you don't expect too much from it. To begin with the story, well, there is none. Depending on the Dojo you choose, someone either invites Miguel or Samantha to the Mini Golf and Arcade and ambushes them there. While retreating from their failed ambush, they drop a map highlighting various spots all across Reseda, nudging your dojo towards figuring out what's going on there. The rest of the game is simply you walking through the streets of Reseda and crashing people's businesses, looking to figure out who's behind this mess, and finding somebody from the rival Dojo or somebody else from the Cobra Kai cast in there instead. And after you manage to beat them, you'll either have to flee or be told about how some Karate Guy at the Shopping Mall told them to do so. The true ending of the game can be unlocked by beating the game a second time using the New Game+ mode, but even there, there's practically zero plot development between the Prologue and the final showdown. The gameplay is where innovative things begin to come into play. While this is a traditional beat-em-up in every sense of the word with weak thugs and bosses, you can freely switch between characters of you Dojo as long as you're clear of the cooldown. All characters have their own unique set of special moves in addition to special moves shared among all the characters of a Dojo known as Dojo Skills. And every character has a unique ultimate move which always deals a whole bunch of damage regardless. All of these abilities can be upgraded over time within skill-trees using coins that you earn while playing a level or completing certain challenges. Toss in weapons, ground attacks, and environmental attacks into the mix and you've got a fun little recipe for chaos and destruction. However, that is also where the problem with the lack of a grasp of gameplay mechanics and balancing elements comes into play. You've got two Dojos from which to choose, Cobra Kai, and Miyagi-Do. The former is supposed to more attack and combo focused while the latter is supposed to be more defense and parry focused. In practice, Miyagi-Do characters just have more health and Cobra Kai characters just do more damage. Apart from that, I found it easier to play as Miyagi Do since their abilities tend to cover more of the screen, and hence, get more enemies in the process, making them better at attacking as well. In contrast, you need to be careful with the Cobra Kai characters because they feel pretty fragile in comparison. Their attacks, while more damaging, don't really target as many enemies either, making them harder to play with. Aside from these minor differences, however, there really isn't much of a difference in gameplay regardless of which Dojo you choose to play as. If anything, the Cobra Kai skill trees seem to award more points that anything practical. Then there's the lacklustre level-design. While the game keeps introducing new enemies every now and then, the formula doesn't really get a chance to switch up that often. A wider variety of weapons or environmental attacks could've been introduced for more variety. Not only that, but the enemies could've come with a wider variety of unique restrictions as well. And the game tries doing all that as well. It's just that there are far more stages than there is variety among them, making each stage feel more like just another reskinned version of the previous one. Some bosses, at least, do offer some much needed variety to the game, making it feel just that much more rewarding for a brief moment in time. And the true final boss of the game is such a complete twist from the formula for the rest of the game that beating him is a puzzle in and of itself; One that I found myself solving completely by accident. There is another issue about how the New Game+ mode doesn't really offer much by value in this game and that's how you need to outscore your performance at any location to earn more coins from it. While you do carry any coins left over from your previous playthrough, which translates to a better starting boost, gaining coins later on in the game is a taller order, especially if your first playthrough was especially good. The enemy AI in this game, on the other hand, is something. It sometimes seems adaptive and lets you win when you stand idle too long or start taking too many hits in a row. At others, it seems practically merciless. This problem is further exacerbated when you've got a literal horde of fifteen enemies on screen with zero unit-slotting all attacking you at the same time and stun locking you while they use their own team-based combinations to drain your health from full to near-zero. Sadly, this is one situation which occurs more often than I'd like to admit and the Cobra Kais, for whatever reason, seem succeptible to being stunned for longer and having a far shorter dodging window than their Miyagi-Do counterparts.At least your characters can be rescussitated if you score a high-enough combo. The game does boast a watercoloured comic-book aesthetic during cutscenes and the graphics themselves are cel-shaded. It can actually look quite beautiful in certain parts. And the soundtrack is as close as it can get to the TV series that the game is based on. But what probably takes the cake is the fact that the same actors who played their roles in the TV series are the ones who handled the voice acting for the characters, lending to a greater sense of immersion for the cutscenes and dialogues, whether you notice it or not. But then again, that's perhaps one of the best parts about the game. The rest of it is plagued by some severe optimisation issues and flat-out bugs. Aside from the failiures that I've already disclosed above, there are certain enemies in the game that like to constantly run in and out of the screen. Once they do, they'll take their own sweet time coming back within it and, consequently, within striking distance. The only way to bring them back in is to use a ranged attack towards where they're supposed to be. At other times, enemies just keep hanging around the edge of the screen and all you can do is wait for them to quite literally drop in. There have also been instances when I've been stuck behind an obstacle and couldn't get out because the camera decided to frame the scene as such. And then there have been moments when enemies and bosses have flown out beyond where we can reach and can no longer be attacked. The only solution is to restart the whole level. Beyond that, there are moments when attacks that are supposed to hit your enemies simply miss. Finally, there was also one instance where my progress was not saved forcing me to clear an entire level again. All in all, Cobra Kai: The Karate Kid Saga Continues can be a fun game to kill the time, but that's about it. Between the poorly executed game mechanics, the plethora of bugs, and the complete lack of anything remotely resembling a story between start and end, it's not particularly enjoyable as a game and has a tendency to get mundanely repetitive the longer you play it. It's fun enough. Just not that fun. A rather meh recommendation if anything.
36 hours played
March 2026
This game is much better than the second game. its a classic beatem up style compared to the second game. Theres also alot more to do in this game. you can probably rush the whole game in a couple days but if you get 100% everything theres quite a bit to do.

Similar games

View all
Shadow Fight Arena Shadow Fight Arena is a fighting game in which you will take part in an epic Shadow Tournament. Choose your Hero and prove what you are capable of!
Similarity 60%
Price Free to play
Rating 6.1
Release 29 Oct 2025
Kung Fu Strike - The Warrior's Rise Taking its inspiration from ancient Chinese tales of revenge and retribution and then adding a dash of over-the-top martial arts and old school arcade fun, Kung Fu Strike features 28 stages of fast-paced combo-based fighting.
Similarity 53%
Price -39% 6.14€
Rating 7.5
Release 24 Jul 2012
THE KING OF FIGHTERS XIV STEAM EDITION THE KING OF FIGHTERS XIV finally hits STEAM! KOF XIV is back with its classic 2D gameplay and "3-on-3 TEAM BATTLE" game system but evolved to 3D! 58 charismatic fighters are about to clash in this new chapter of KOF!
Similarity 52%
Price -94% 3.53€
Rating 7.9
Release 15 Jun 2017
Blade Strangers A malevolent force known only as Lina is devouring data from a vast, interdimensional network of servers overseen by sentient computers called ”motes.” In desperation, the motes summon heroes from a variety of parallel game worlds to face off against each other in one-on-one combat.
Similarity 52%
Price 16.79€
Rating 7.3
Release 27 Aug 2018
Karate Master 2 Knock Down Blow Karate Master 2 Knock Down Blow is a fighting game that mixes elements of RPG, simulation and arcade, in an explosive combination to relieve the Beat'em up genre!
Similarity 52%
Price 9.99€
Rating 8.1
Release 20 Mar 2015
One Finger Death Punch Experience cinematic kung-fu battles in the fastest, most intense brawler the indie world has ever seen! With the unique 1:1 response system of One Finger Death Punch, players will feel the immediate feedback of every bone-crunching hit. Pay tribute to the masters using five classic kung-fu styles mixed with additional weapons.
Masterpiece
Similarity 52%
Price -75% 1.28€
Rating 9.5
Release 03 Mar 2014
Power Rangers: Battle for the Grid Generations of Power Rangers collide across the multiverse’s 25 year history. Experience authentic, but reimagined Power Rangers gameplay. This easy to learn, but hard to master fighting game is designed to welcome players of all skill levels.
Similarity 51%
Price -56% 8.68€
Rating 7.8
Release 24 Sep 2019

Frequently Asked Questions

Cobra Kai: The Karate Kid Saga Continues is currently priced at 19.99€ on Steam.

No, Cobra Kai: The Karate Kid Saga Continues is currently not on sale. You can purchase it for 19.99€ on Steam.

Yes, Cobra Kai: The Karate Kid Saga Continues received 469 positive votes out of a total of 569 achieving a rating of 7.76.
😊

Cobra Kai: The Karate Kid Saga Continues was developed by Flux Games and published by GameMill Entertainment.

Yes, Cobra Kai: The Karate Kid Saga Continues is playable and fully supported on Windows.

No, Cobra Kai: The Karate Kid Saga Continues is not playable on MacOS.

No, Cobra Kai: The Karate Kid Saga Continues is not playable on Linux.

Yes, Cobra Kai: The Karate Kid Saga Continues is playable and fully supported on Steam Deck.

Yes, Cobra Kai: The Karate Kid Saga Continues is playable and fully supported on Steam Machine.

No, Cobra Kai: The Karate Kid Saga Continues does not support VR.

Cobra Kai: The Karate Kid Saga Continues offers both single-player and multi-player modes.

Cobra Kai: The Karate Kid Saga Continues includes Co-op mode where you can team up with friends.

No, Cobra Kai: The Karate Kid Saga Continues does not currently offer any DLC.

No, Cobra Kai: The Karate Kid Saga Continues does not support mods via Steam Workshop.

Yes, Cobra Kai: The Karate Kid Saga Continues supports Remote Play Together. Discover more about Steam Remote Play.

Yes, Cobra Kai: The Karate Kid Saga Continues is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Cobra Kai: The Karate Kid Saga Continues.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 05 October 2026 22:13 UTC
SteamSpy data 22 October 2026 00:37 UTC
Steam price 26 October 2026 19:31 UTC
Steam reviews 19 October 2026 05:50 UTC

If you'd like to dive deeper into the details about Cobra Kai: The Karate Kid Saga Continues, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Cobra Kai: The Karate Kid Saga Continues
  • SteamCharts - Analysis of Cobra Kai: The Karate Kid Saga Continues concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Cobra Kai: The Karate Kid Saga Continues compatibility
Cobra Kai: The Karate Kid Saga Continues
Rating
7.8
469
100
Game modes
Multiplayer
Features
Online players
0
Developer
Flux Games
Publisher
GameMill Entertainment
Release 05 Jan 2021
Platforms
Remote Play
Clicking and buying through these links helps us earn a commission to maintain our services.