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Prove you are the world's greatest swordsman! Engage in tactical 1 vs 1 sword fighting, 2 vs 2, or sandbox FFA in a tactical slash-em-up.
Date de parution: 7 mai 2014
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Acheter Blade Symphony

Acheter Blade Symphony + Soundtrack

Acheter Blade Symphony 2 Pack + Soundtrack

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Blade Symphony OST by Tom Stoffel now available as purchasable DLC!

21 juillet 2014

Blade Symphony OST by Tom Stoffel now available as purchasable DLC!


Here are three tracks for you to check out.

Mastery, an unreleased track as part of the B-Sides cut content.

Chandelier Showdown (Shattered Version), an earlier and re-mastered version of the in-game combat track of the same name.

Sheathe Society, an unreleased track that includes yelling out sword names as katas.

There are 37 tracks total in the OST including a bonus "Duel Box" soundtrack with a combined total of 2 hours and 8 minutes of music.

And finally, just incase you missed this:


And if you haven't already, check out this blog post by Tom Stoffel, Blade Symphony's composer, on how he created the soundtrack. Plenty of examples for you to listen to.

You can follow Tom via twitter @tomstoffelsound and his website http://www.tomstoffel.com/ to listen to more of his work.

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Dashing Patch 2777

28 juin 2014

(charge dash cancelled into a jump)  

Charge Dash
We've added a charged version of dash. You can perform this by charging to Tier 2 and holding Roll to dash. During the dash cooldown you take 50% extra damage and can't block stars.

  • charge to Tier 2 and roll to execute a charged dash
  • gave dash a 0.4 locktime so players can use it to cancel into attacks
  • players take 50% more damage during the charge dash cooldown (2.5s) and can't autoblock throwing weapons
  • charge dash also triggers roll cooldown so rolls (and therefore wallruns) cannot follow charge dash

Tracers now extend for 0.35 seconds past the designed period that can be used for parrying.
  • 0.35s tracer extension
  • parries now maintain momentum of the attack
  • reduced overall knockback for parries
  • increased recovery time from equal tier parries from 0.5 to 0.6
  • increased max allowed tracers from 12 to 20 vertices

  • upped the speed of Phalanx heavy Tier 1 slightly, Tier 2 a bit more, and Tier 3
  • lock times changed from Tier1 from 1.35 to 1.0, Tier 2 1.2 to 0.9, Tier 3 1.9 to 1.6
  • slight animation fixes for Phalanx heavy t3 and re-recorded tracers

  • making Pure F2T1 move further and stab further (roughly 1 square more range total) to match Fast 3 Tier 1
  • swapping Pure F3T1 with F3T2, including lock times, knockback, but not damage
  • the new F3T2 now does 20 damage instead of 19
  • sped up Pure heavy left Tier 1 by moving its attack earlier in the animation
  • Pure heavy left damage Tier 1 is now 20, Tier 2 24, Tier 3 28 (used to be 34, 36, 38 respectively)
  • reduced Pure's balanced Tier 1 tracer amount (from ending at 0.8 to 0.7)

Overhauled scimitar damage output and special ability
  • Stance Cancel now replaces side cancelling, you can switch stances and attack to cancel the current attack
  • The rules for Stance cancel are identical to side cancelling (can't cancel the last attack in a string, cancel timing is the same per stance as side cancelling)
  • changed forward multihit scale to 1.0 (now same damage per multihit)
  • increased forward multihit-rate from 0.2 to 0.12 (more multihits, same as Jian)
  • changed damage from 20% global to 50% for forward and 40% for side

Changed Rapier's forward attacks to multihit which causes them to combo and work better with balanced stance.
  • forward attack multihits rate now same as scimitar side attacks
  • forward attack multihit scales at -60% per attack
  • forward attack damage is now at 50% (and still modified by attack angle)
  • increased heavy damage from 60% to 70%
  • gave Rapier min tier damage, 4 for Tier 1, 6 for Tier 2, 8 for Tier 3
  • slightly increased movespeed for Rapier Guard

  • +30% faster recovery for side attack parries
  • Katana no longer has its fast attack debuff (80%) and now hit at full damage with fast

  • making Jian recovery bonus on hit activate vs block

Blocking (Longsword and Scimitar)
  • added post-attack block cooldown (0.15s)

Recovery Attack
  •  sped up recovery attack by 3 frames

  • Allow changing loadout during duel warmup
  • Added scrollbars to scoreboard

  • updated libcurl and openssl to latest version
  • fixed prediction errors after attacking
  • added a workaround for a particles related shutdown crash
  • fixed russian parsing in fonts to always be set to true
  • changed rendered tracer fade out to scale the geometry instead of
  • shifting uvs past 1.0 because basically all workshop tracer textures do not
  • clamp uvs and therefore look terrible while fading out
  • improved networking performance of various stance type vars
  • fixed a stability issue with keyvalue scripts
  • hidden training games in server browser
  • fixed 2v2 spawn on District RoofTop
  • fixed 2v2 spawns for duel_monastery so that they aren't floating over the ground. 4 spawns fixed in the Courtyard, and 1 in the Antechamber
  • fixed parsing multiple urls in richtext control
  • fixed sword anims not playing
  • fixed a potential workshop item update issue for subscribers

  • Stacatto Black now uses animations for deployment and retracting.

Community Map
  • added player clip to elevator to stop players accessing no-drawn area.
  • added camera clip to elevator to also stop camera getting jammed up there.
  • added wallrun clip to shutters on ground floor main mall area
  • removed floating glass from art gallery.
  • removed door and retina scan models found inside wall brushes.
  • Reduced light_spot brightness in circular welcome room to 100 from 150
  • Reduced rope thickness of ropes in elevator to 0.5 from 1
  • Reduced rope thickness of monitor ropes from to 1 from 2
  • removed traffic cone prop (wasn't rendering) from shop window.
  • added go-board plus cushions to shop window.
  • Some other minor bits and pieces.


11 commentaires Lire la suite


"Blade Symphony is primed and ready to help expand the melee combat genre on the PC."
Capsule Computers

"Blade Symphony looks like Chivalry with elegance."

"When it’s a Dystopia dev’s new otherworldly duelling game, you pay attention. Especially when it’s looking quite so beautiful."

À propos du jeu

Prove you are the world's greatest swordsman in Blade Symphony: a slash-em-up featuring a highly detailed and in-depth sword fighting system. Face down other players in tactical swordplay, 2 versus 2 team duels, or participate in sandbox FFA game modes.

Choose between four characters each with a unique fighting style suited to how you want to play.
  • Phalanx, a fencer gladiator hybrid, attacks with long range stabs and a versatile array of side attacks
  • Judgement, a knight crossed with a samurai, uses hard hitting forward attacks and wide strafing attacks
  • Ryoku, a vagrant street ninja, attacks with break dance moves and a signature reverse blade style
  • Pure, an acrobatic wushu style assassin that attacks with flips, cartwheels, extremely mobile

Each character has four combat stances and over forty different attacks.

Pair your character up with a sword type to completely change your way of approaching combat.
  • Katana, cause massive damage when parrying your opponents
  • Longsword, a well-balanced, hard hitting and adaptable sword
  • Rapier, a piercing, high damage forward thrusting weapon great for parrying
  • Scimitar, a weapon based on turning and performing as many cuts as possible
  • Jian, an agile, responsive weapon great for combos

Tactical Sword Fighting

There are no unlockable advantages in Blade Symphony. All unlockables are cosmetic. You care about proving your skill and so should your game.

Every attack has openings that are determined in real-time and efficacy is entirely up to you. Did you start an attack too early? Turn away and end the attack in a safe location. Did your opponent stupidly use a lighter stance? Go in and punish him! By switching stances mid-combo you can chain attacks into your own flurry of death.

The fighting system is open for your exploration, you can dash, jump, do an air attack, land, swing sideways with a heavy stance, parry with a light stance, and then roll away.

Every attack flows from your blade in true three dimensional space. As does your opponents! Swords collide in mid-air and you will need good timing and aim to defeat your opponent.

Configuration requise

    • OS: Windows Vista, 7, 8
    • Processor: 3.0 Ghz P4(+), Dual Core 2.0(+) or AMD64X2(+)
    • Memory: 2 GB RAM
    • Graphics: DX9.0c Compatible 256MB VRAM, NVIDIA Geforce 7600 Series / ATI x1600 Series
    • DirectX®: 9.0c
    • Hard Drive: 3 GB HD space
    • Sound: DirectX 9.0c Compatible
    • Other Requirements: Broadband Internet connection
Évaluations intéressantes des utilisateurs
21 personne(s) sur 23 (91%) ont trouvé cette évaluation utile
118 produits enregistrés
2 évaluations
17.6 heures en tout
Un jeu parfait ! Les duels sont aussi stratégiques qu'intenses et les actions rapides ne manquent pas. Les personnages ont tous un côté pour plaire et le feeling de chaque arme se sent bien. Franchement je recommande ce jeu, auquel en une heure à peine j'étais déjà fermement accroché. Vous voulez duel avec vous amis sans aucune frustration en cas de défaite? Ce jeu est là pour ça. Ah oui, et les dev sont ceux qui ont fait le mod HL2 Dystopia. C'est un énorme plus.
Posté le : 11 mai 2014
Cette évaluation vous a-t-elle été utile ? Oui Non
4 personne(s) sur 4 (100%) ont trouvé cette évaluation utile
38 produits enregistrés
1 évaluation
62.2 heures en tout
Excellent jeu de combat d'épée 3D, 1V1 / 2V2, combats dynamiques et trés techniques, "Skillbased sword fight".
Parfait pour réveiller ou affuter l'esprit du dueliste qui est en vous ;) Systeme de classement en ligne "Elo Ranking",
contenu téléchargable du workshop gratuits (pas de pay to win, du tout).
Tout cela pour la modique some de ~10€, je le recomande à tous, et tout particulièrement aux joueurs de Chivalry
adèptes de duels.
Posté le : 17 mai 2014
Cette évaluation vous a-t-elle été utile ? Oui Non
2 personne(s) sur 3 (67%) ont trouvé cette évaluation utile
531 produits enregistrés
3 évaluations
1.2 heures en tout
jeu très tactique, pris en main difficile, peu de mode de jeu
c'est une sorte d'arene libre pour combattre, pas de classement ou d objectifs juste battre son adversaire mais sans avoir de récompenses.
4 persos avec la posibilité d'en débloquer d'autres (payant) et beaucoup d armes avec leur carateristiques et styles propres (d autres payantes sont possibles)

sinon pour l instant je le mets d un coté pour voir comment ca va continuer dans le dev
Posté le : 27 mai 2014
Cette évaluation vous a-t-elle été utile ? Oui Non
3 personne(s) sur 5 (60%) ont trouvé cette évaluation utile
17 produits enregistrés
1 évaluation
2.0 heures en tout
Posté le : 22 mai 2014
Cette évaluation vous a-t-elle été utile ? Oui Non
3 personne(s) sur 7 (43%) ont trouvé cette évaluation utile
1,094 produits enregistrés
191 évaluations
6.6 heures en tout
"L’invasion de jeux uniquement multijoueur fait-elle une nouvelle victime ? Attendons de voir. Blade Symphony a tout de même un joli gameplay à mettre en avant (on ne le dira jamais assez) et avec les bonnes mises à jour, il pourrait bien sortir du lot. En l’état, il peine toutefois à convaincre et on ne peut que rager devant ce tutorial oubliant de nous expliquer quelques actions (tout en précisant que la suite de l’entraînement arrivera sous forme de mises à jour). Blade Symphony est clairement sorti trop tôt (mais pour ne pas tomber dans l’oubli ?) du catalogue Early Access et on prie vraiment pour qu’il s’en sorte sans trop de dégâts…" GameSideStory.com - http://www.gamesidestory.com/2014/05/23/gametest-blade-symphony-pc/
Posté le : 4 juin 2014
Cette évaluation vous a-t-elle été utile ? Oui Non