The Invincible VS beta ran from April 9 and is now winding down, but the loudest conversation coming out of it has nothing to do with the roster or the combat system. Players are frustrated that opponents can simply disconnect mid-match with zero consequences, and the community wants Quarter Up and publisher Skybound Games to fix it before launch on April 30.
The beta exposed a problem that scales badly
Here's the thing about rage quitting in a free beta: the skill gap is enormous from day one. Experienced fighting game players showed up already knowing tag-team mechanics, combo routes, and pressure strings. Newer players, many drawn in purely by the Invincible IP, had no frame of reference for what they were walking into. The result was predictable. Skilled players were winning convincingly, their opponents were hitting the exit button, and everyone was staring at an "opponent disconnected" error instead of a victory screen.
One player on Reddit put it plainly: "If someone as casual as myself is experiencing this frequently then that's a bit worrisome when you think about how the playerbase will be for this game. Safe to say we're going to need an automated penalty system to deter rage quitting in this game for sure." That sentiment got traction fast across the r/InvincibleVS and r/Fighters subreddits.
The memes followed quickly. One Reddit thread titled "I am a victim of my own success" captured the absurdity of the situation perfectly, with players joking that winning too cleanly was essentially a punishment. "God forbid I have prior fighting game experience," another user quipped.
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Invincible VS currently has no confirmed rage quit penalty system heading into its April 30 launch. Quarter Up and Skybound Games have not publicly responded to the beta feedback on this issue.
What players are actually asking for
The requests range from practical to theatrical. On the sensible end, players want what most competitive fighters already have: automated queue delays, temporary matchmaking bans, or rating penalties tied to early exits. These systems exist in games like Street Fighter 6 and Tekken 8, so the expectation that a new fighting game ships with something similar is completely reasonable.
On the more creative end, one Reddit user pitched a Mortal Kombat-style solution: implement a "Quitality" where Cecil Stedman drops an orbital laser on anyone who rage quits. The post got enough upvotes that it crossed into genuine suggestion territory rather than just a joke.
Some players tried workarounds on their own. One suggested deliberately playing unfamiliar characters to create a "feeling out" phase at the start of matches, making opponents less likely to bail early when the outcome still felt uncertain. It works as a personal adjustment, but it is not a systemic fix.

Launch roster character select
Matchmaking is part of the same conversation
The rage quitting issue and the matchmaking issue are connected. Experienced players reported being consistently placed against opponents well below their skill level, which created lopsided matches that practically invited disconnects. Better matchmaking would reduce the frequency of those blowout situations, which in turn would reduce the temptation to quit.
What most players miss is that a penalty system alone does not solve the problem if the underlying matchmaking keeps creating mismatches. Both need attention. The beta, being a limited free test, was never going to have a refined MMR system, but launch is a different story.
The community also pointed out that skipping the tutorial contributed to the chaos. Plenty of players jumped straight into online without understanding the tag mechanics, which made their matches shorter and their frustration higher. The r/InvincibleVS subreddit saw multiple posts encouraging newcomers to at least run through the tutorial before going online.
What comes next for the launch build
Invincible VS launches April 30 on PC, PlayStation 5, and Xbox Series X/S. Players who participated in the beta received the Coalition of Planets Omni-Man skin as a reward. Quarter Up has confirmed that two additional DLC characters are coming this summer, with Conquest already announced as part of that post-launch slate.
The key here is that the development team still has roughly two weeks to address at least some of this feedback before the game goes live. Whether a full penalty system makes it into the day-one build is unclear, but the volume and consistency of the community's feedback makes it hard to ignore. For more on the full launch roster and what's coming post-launch, browse the latest gaming news.
Quarter Up and Skybound have not issued a public statement on the rage quit feedback as of this writing. The community will be watching closely when the servers go live at the end of the month, and you can check out the latest reviews once launch coverage kicks off.







