- Introducing Cecil Stedman as the new 3v3 fighter with voices from the series' cast.
- Style focused on remote area control, teleportation and Reanimen supports.
- Arcade, training modes, multiplayer and original campaign with exclusive animation.
- Planned for release in 2026 for PC, PS5 y Xbox Series X|S, with closed alpha this year.

Quarter Up, in collaboration with Skybound, has announced the addition of Cecil Stedman to the roster of Invincible VS, a 3v3 team-based combat game inspired by the universe of Robert Kirkman. The character, known for leading the Global Defense Agency, arrives with a tactical approach that promises to offer ample ranged play and reinforce scenario control strategies.
Along with the announcement of the character, it has been confirmed that there will be a closed alpha later this year so that the community can test the title before its commercial release. The registration it is already open And, to participate, it is a requirement to have a Discord account and complete the form on the project's official channels.
Cecil Stedman joins the roster: context and significance
For many followers, the arrival of Cecil It was a recurring request. His role in the original work, as the strategic mastermind of global security, fits with a fighting style that in the game translates into calculated decisions, pressure from a distance and clever placement on screen. The adaptation maintains the tone of the franchise, with the voice of the cast of the Prime Video animated series, reinforcing the continuity between series and video game.
In terms of playable identity, the director of the Global Defense Agency does not seek to impose himself by brute force, but by space management and reading the opponent's routesThis approach relies on specialized weapons, technological control tools, and the ability to appear where it hurts most thanks to the teleportation-based mobility.
Arsenal, mobility, and supports: this is how Cecil fights
Cecil's kit combines high-tech firearms with utilitarian devices that force the opponent to take the initiative under unfavorable conditions. The philosophy is clear: dominate the map, block entry angles and punish jumps or approaches with surgical precision.
- Specialized weapons: plasma guns, projectile launchers and grenades, along with situational gadgets such as mines that condition the terrain.
- Mobility and control: un teleportation device to reposition, escape pressure and cut off opponents' approach routes.
- Supports and defense: invocation of Reanimation as a reinforcement on screen and technological armor to cushion blows in critical exchanges.
- Final impact: turned on The Hammer, an orbital attack capable of punish mistakes from any point From Stage.
This set of tools seeks to make a human character, without superhuman powers, equally fearsome when the player masters the placement, timing, and risk controlIf the opponent makes a misstep, the response can be devastating.
Super and finisher moves: chained pressure
Cecil's closing round options are designed to capitalize on errors or extend damage sequences from medium and long range. His Super moves include a combo that links teleportation with concentrated fire, quickly resolving situations where the opponent has left a gap.
In addition, you can run a massive call from Reanimen to monopolize the opponent's attention and force him to cover multiple fronts. And, in the area denial section, he has an orbital sweep that clears key areas of the stage and reconfigures positioning in seconds.
Game modes and a new campaign
Invincible VS combines 2D combat with the dark humor and rawness of the saga. In terms of gameplay, modes are confirmed arcade, training and multiplayer, plus a all-new story mode which expands the narrative with materials created for the occasion.
The campaign is written by Helen Leigh (co-executive producer and screenwriter of the series), Mike rogs (narrative director) and in direct collaboration with R. Will include more than 25 minutes of original animation, with a finish that, according to those responsible, will be perceived as an extended episode within the Invincible universe.
As an extra incentive for fans, the story hints at the appearance of a totally new character in the Invincible canon. In this plot, Cecil It won't be a mere cameo: it will have a relevant role which justifies his presence in the squad and at the heart of the decisions that shape the campaign.
Playable cast confirmed and original voices
With the arrival of Cecil, the cast of playable characters continues to grow with recognizable figures from comics and animation. All of them will feature voice performances by the original cast of the series, reinforcing the coherence of the experience.
- Mark Grayson (Invincible)
- omni man
- atom eve
- Bulletproof
- battle beast
- Be quiet
- Rex Splode
- Cecil Stedman
This range of options not only provides aesthetic and narrative variety, but also clear contrasts in playing styles, from the front power of certain characters to the technical strategy that Cecil proposes.
Platforms, release window, and how to sign up for the alpha
The commercial launch is planned for 2026 en PC, PlayStation 5 and Xbox Series X|S. Before, there will be a phase of closed alpha later this year with limited seats, focused on collecting data and refining the overall balance of the team combat system.
To sign up for the alpha you must have a Discord account and complete the registration through the official project channels. The study communication indicates that the relevant link is found in the official spaces pointed out during the announcement, which was already open from the day of the character's revelation.
Presentation trailer and what we saw at NYCC
Cecil's revelation was accompanied by a trailer shown during events related to the New York Comic ConIn this footage, the resources of zone control, the game of teleportation and the orbital laser impact, which looks especially effective at punishing bad decisions at any point in the scenario.
Beyond the spectacularity, the video underlines the distance pressure philosophy of the character, with sequences where the presence of mines and projectiles forces the rival to spend mobility resources or assume unfavorable exchanges.
Design, balance and respect for the original material
The development team has stressed its willingness to respect the essence of the original material without giving up the depth expected from a team-based fighting game. The attention to the nuances of the Invincible universe coexists with a balancing act that seeks to ensure that each fighter shines with their unique tools.
In that sense, it is especially interesting that a human like Cecil have viable responses to enormous rivalsYour toolbox, when used correctly, allows you to compete in an environment where initiative and positioning are key.
Potential impact on the 3v3 metagame
The addition of zone control, long-range threats, and teleportation suggests that the metagame could move towards compositions that reward patient play. Equipment that combines denial of space with defensive anchors and a third member capable of closing rounds with clean confirmations will have a lot of potential.
For example, a nucleus with a frontliners that absorbs pressure, Cecil as architect of space and a burst closer could dominate transitions, imposing rhythm and tempo. Conversely, teams with explosive mobility and access to anti-zone tools They could neutralize some of these virtues if they read the placement patterns well.
Synergies, strengths and counterplay
In synergies, Cecil fits well with partners who generate opportunities for punishment half screen and with those who can convert trades in sustained damage sequences. Characters with ranged grabs or projectiles that pin the opponent multiply the value of their mines and lines of fire.
Whoever plays against must prioritize remove gadgets, force short-distance exchanges and do not give away telegraphs. Tools of gap closer With partial invulnerability, disables and armor jumps can break the siege if used wisely. The beauty of the design lies in this tug-of-war: if the opponent respects Cecil's space too much, loses ground; if he rushes, he sticks his head out to receive the orbital hammer.
Modes for all profiles
Mode arcade will allow you to explore encounters with thematic variations, while the training, and It is designed to test setups, record options, and measure responses in pressure situations. Multiplayer, meanwhile, will be the ultimate testing ground for balance and synergies in the 3v3 format.
El history mode, with its unreleased animated footage, will function as a love letter to those who follow the franchise from the comic or the series, and as a gateway for those who are attracted by the team fight proposal and they look for context, tone and characters with identity.
A look at Cecil's role within the narrative
True to his role in the Invincible universe, Cecil acts as a pivot for difficult decisions, those that prioritize the greater good even at the cost of uncomfortable sacrifices. This attitude is transferred to the game through mechanics that force calculated exchanges: accept a hit today to collect three tomorrow, give up the center for a moment to seal the most valuable wall.
The story hinted at, with a new addition to the universe, seems designed to tighten that rope: threats that demand unorthodox responses and a chain of consequences that impacts all fronts of the squad.
What a closed alpha implies
This type of test is used to collect telemetry and sensations from the public: recovery times, real-world utility of each tool, unexpected strengths, and gray areas of balance. It's an ideal space for players to explore mine setups, teleportation routes and orbital hammer punishment windows in real-life situations.
In addition, feedback on modes, interface and game pace will help the studio fine-tune before the next public milestone. As this is an alpha, expect rapid iteration and tweaks aimed at strengthening readability of combat and the viability of all archetypes.
— Cecil's revelation reinforces the distance metagame within 3v3, providing new lines of play for those who enjoy zone control and half-screen pressure.
What the trailer shows about practical execution
In several fragments of the video you can see how teleportation It's not just an escape route; it's also an anchor for repositioning and opening firing lines at unusual angles. Combined with grenades and mines, forces the opponent to overcompensate, leaving themselves exposed to confirmations from the mid.
El orbital strike shines by punishing late jumps or dashes predictable, and their mere threat influences the opponent's mental space. This is key: even when it is not executed, it conditions, and condition in struggle It is a resource as valuable as hitting.
Who is Invincible VS for?
The proposal seeks a niche among those who appreciate a team system with their own identity and those who come for the love of the franchise. If you are attracted to characters with tools that reward planning and reading the opponentCecil seems like an ideal entry point, and also a rival that will force you to think outside the box.
For fans of the series, the care for the original voices and the campaign's hints will be a natural incentive. For the competitive scene, a gold mine opens up in the exploration of 3v3 compositions where each role is well defined and execution weighs as much as strategy.
With everything shown —the arrival of Cecil Stedman with its control and punishment kit, the original campaign with more than 25 minutes of custom-made animation, a cast with voices from the Prime Video cast and a closed alpha just around the corner—, Invincible VS aims to consolidate its own style in the 2D team fighting genre. Anyone who values the reading space, placement and mental game has a strong candidate for its rotation here, awaiting the launch in 2026 for PC, PS5 and Xbox Series X|S.
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