Represent
your nation.

Fighting Nations needs one man and one woman from every nation on earth — 388 fighters. Every single one is open, including the 34 we have now, because those were built from stock assets and are placeholders. Build your country's fighter and it ships under your name and your flag.

388slots — a man and a woman for each of 194 nations
160nations with nobody at all, not even a placeholder
34placeholders built from stock assets — open for replacement
255moves every fighter already has
Fighting Nations gameplay

Why we are asking instead of just making them

Fighting Nations is a bare-handed 3D martial arts fighting game, built in Unreal Engine 5 by one person, with no outside investment. The roster you can play today was assembled from licensed and free Unreal assets. That is the honest version, and it is also the reason this page exists.

No fighting game has ever had a fighter for every nation — not Tekken, not Street Fighter. A studio cannot commission four hundred characters; the arithmetic does not work at any budget. But a fighter representing your country should be made by someone from there anyway, not picked out of an asset store by someone who has never been.

That includes the thirty-four we already have. Those fighters are stock characters with new names — placeholders we put in so the game could be played at all. Every one of them is meant to be replaced by something made by a person from that country. So if your nation already appears in the game, it is still yours to claim.

So: claim your nation, build the character, and it goes into the game with your name on it.

Your nation is yours first

We want each country's fighter made by someone from that country. When two people ask for the same nation, the one from it goes first — that is the whole point of this.

What you get

What you do not get — we would rather say it plainly

There is no payment. We are not going to call unpaid work an opportunity. This is a volunteer call for people who want to see their country in a fighting game and are happy to be credited rather than paid.

If that is not worth your time, that is a completely reasonable answer, and we would much rather you skip this than feel misled.

Every fighter is equal — a design rule, not a slogan

All fighters share the same 255-move set and identical base stats. No character hits harder, moves faster or reaches further than another. The only things that differ are the body, the face, the clothes and the name.

You can count the moves yourself: all 255 are public.

The spec

1. The skeleton — the one thing that cannot bend

Rig to the UE4 Mannequin hierarchy, also known as the Epic Skeleton. It is still fully supported in Unreal Engine 5, and it is what every attack, hit reaction and throw in this game is authored against. A character on it plays all 255 moves natively, with no retargeting.

root
└ pelvis
  ├ spine_01 → spine_02 → spine_03
  │ ├ clavicle_l → upperarm_l → lowerarm_l → hand_l → (fingers)
  │ ├ clavicle_r → upperarm_r → lowerarm_r → hand_r → (fingers)
  │ └ neck_01 → head
  ├ thigh_l → calf_l → foot_l → ball_l
  └ thigh_r → calf_r → foot_r → ball_r

2. Proportions — why this matters more than it looks

We measured this the hard way. Across 4,319 automated sparring matches we logged which limb actually made contact on every attack. On characters with distorted proportions the arms stretched to 137–148 cm of reach, so a kick registered as a punch — the hand arrived before the foot did. Detection accuracy fell from 60% to 48% and the whole run had to be thrown away.

PropertyRequired
Height, feet to top of head180 cm (±5 cm)
Collision capsuleradius 45 cm, half-height 90 cm
Arm reach, shoulder to fingertipmust not exceed the Mannequin's
Leg lengthwithin ±5% of the Mannequin's
Mesh scale1.0 — bake your scale, do not scale in-editor
Orientationfacing +X, A-pose or T-pose, feet flat on the origin
Unitscentimetres

Stylisation is welcome — heroic, slim, heavy, muscular, all fine. Reach is not stylisation. Reach is gameplay, and a longer-armed fighter would break the promise that every fighter is equal.

3. Bones the hit detection reads

These must exist, be named exactly this, and sit anatomically where they belong — a ball_l floating off the foot will miss.

LimbBoneStrike sphere
Fistshand_l · hand_r12 cm
Feetball_l · ball_r13 cm
Kneescalf_l · calf_r11 cm
Elbowslowerarm_l · lowerarm_r11 cm
Headhead14 cm

4. Face and expression (optional)

The game plays facial morphs on hits, taunts and victories. A character without them still works — it just keeps a flat face while winning. If you include morph targets, use ARKit blendshape names. We currently drive browInnerUp, eyeSquintLeft, eyeSquintRight, jawOpen and Sad, plus a smile shape for the victory pose.

5. Technical budget

These are recommendations and not yet final. Build to them and you will not have to redo work; we will confirm the exact limits before anyone starts.

PropertyRecommended
Triangles, LOD040,000 – 60,000
LODslet Unreal generate them
Material slots4 or fewer
Textures2048² (4096² for the face if you want it)
MapsBase Color, Normal, Roughness, Metallic, AO
DeliveryFBX, plus textures as PNG or TGA
Rigskin weights only — no constraints, no IK, no control rig

Content rules

These are not negotiable, and two of them exist because we have already had to turn work down.

  1. No real people. No likeness of any identifiable person, living or dead — not athletes, not fighters, not musicians, not politicians.
  2. It must be your own work. You warrant that you made it and may license it to us. Nothing ripped from another game. Nothing resold from a marketplace as your own. If you built on a third-party base, you must hold a licence that allows this and you must tell us.
  3. A nation, not a caricature. You are designing someone your country would be glad to see represented. Traditional dress, modern streetwear, a martial arts uniform — all good. Ethnic, religious or national stereotype played for laughs — turned down.
  4. No flags, state emblems, military insignia or religious symbols as costume unless you can show they are free to use that way. The game handles flags separately; a palette that reads as your flag is a better idea anyway.
  5. Fight-appropriate. The game is rated for violence, not sexual content.
  6. AI-generated geometry is allowed, at the same bar. We use AI-assisted 2D art and music and we say so openly. We have also kept an AI-generated character out of the public build because the quality was not there. Tell us what you used — it will not count against you, and hiding it will.

Licence, in plain language

You keep your copyright. You are giving us permission to put your character in Fighting Nations and to show it in trailers, store pages and press material. You are not selling us the model.

How to claim a nation

  1. Email us first, before you model anything. Tell us your nation, your connection to it, and whether you are building the man or the woman — so two people do not build the same fighter. We will confirm it is yours and tell you what that nation still needs.
  2. Build it to the spec above. Ask us anything while you work — a rig question answered early saves a week.
  3. Send the FBX, the textures, a turntable render or four screenshots, and your name as you want it credited.
  4. We test it in the game — the paired throws first, because that is where a bad rig shows immediately — and come back to you with either "it's in" or a specific list of what to fix. We will not sit silently on your submission.

We can turn work down, and we will tell you why. A character goes out under our name as well as yours, so the bar is the bar. If a submission is close, we would far rather tell you what to change than quietly drop it.

Nations we would love to see first

Any of the 194 nations is welcome — these are simply the biggest gaps right now.

FranceAustraliaNigeriaPoland South AfricaNew ZealandColombiaMalaysia DenmarkIsraelIranMorocco KenyaGhanaPortugalCzechia GreeceRomaniaKazakhstanPeru

Africa currently has two fighters. South America has two. Oceania has none. Email us and ask — we will tell you straight away whether your nation is open.

See the game before you decide

Do not take our word for any of it. The Windows build is free, there is nothing to buy, and the full move list is public.

Claim a nation Play it free on itch.io All 255 moves About Deother