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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.
Data wydania: 7 Maj 2014
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Najnowsze aktualizacje Wyświetl wszystkie (147)

Dashing Patch 2777

28 Czerwiec 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.


Komentarzy: 11 Więcej

Mapping VMFs released

27 Czerwiec 2014

G'day everyone! We've released map source files for use in Hammer, these are great for mappers to learn from, dissect, pull apart, and make derivations off of. Enjoy!

LINK: https://github.com/punyhumangames/bsmaps

Komentarzy: 4 Więcej


"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."

Informacje o grze

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.

Wymagania systemowe

    • 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
Pomocne recenzje klientów
5 z 5 osób (100%) uważa, że ta recenzja jest pomocna
Produkty na koncie: 114
Recenzji: 42
7.7 godz. łącznie
Zamieszczono: 4 Czerwiec 2014
Czy ta recenzja była pomocna? Tak Nie
1 z 1 osób (100%) uważa, że ta recenzja jest pomocna
Produkty na koncie: 155
Recenzji: 12
9.6 godz. łącznie

Blade Symphony to bijatyka online stworzona przez niezależne studio Puny Human Games. Niedawno gra wyszła z wczesnego dostępu. Oto najważniejsze cechy gry: only-multiplayer, dedykowane serwery, wsparcie dla Steam Workshop, customizacja postaci, 4 postacie (na razie), 3 style walki.

System walki

Zacznijmy od najważniejszego, czyli systemu walki. Jest on dosyć rozbudowany ze względu na podział na 3 style oraz 4 postacie, którymi każdą z osobna gra się inaczej. Wyróżniamy styl szybki, w którym zadajemy lekkie obrażenia, zbalansowany i wolny, w którym zadajemy potężne ciosy. Wszystkie style możemy łączyć robiąc tym samym efektowne combo. Ataki mieczem możemy wyprowadzać w prawo i w lewo, co dodaje wiele możliwości na arenie walki. Dodatkowo możemy atakować z powietrza i blokować ciosy przeciwnków oraz wykonać „super-atak”, który po załadowaniu (przytrzymaniu LPM lub PPM – przy obronie) zadaje krytyczne obrażenia. Jak już wspomniałem w grze mamy do dyspozycji 4 postacie. Judgement to najbardziej uniwersalna postać. Jest stosunkowo szybka i silna. Phalanx wyróżnia się atakami na długi zasięg. Ryoku jest szybki i bardzo zwinny (nawet za bardzo, ale o balansie za chwilkę). Pure to mistrz akrobacji, jest bardzo trudna do opanowania (i niepraktyczna). Jeżeli do 3 stylów walki, zróżnicowanych ataków i 4 postaci dodamy jeszcze multum mieczy robi nam się z tego imponująco rozbudowany system walki, który jednak ma wielki minus, a o tym poniżej.


Balans w bijatykach to podstawa i niestety w tym aspekcie Blade Symphony radzi sobie średnio. Ryoku jest bardzo szybki, co powoduje ze jest bardzo trudny do pokonania, ponieważ gdy dostajemy obrażenia nie możemy nic zrobić, a on może robić w łatwy sposób skuteczne uniki. Pure nie gra prawie nikt, bo podczas wyprowadzania ciosów wykonuje szpagaty, tańczy i skacze, a w tym czasie nasz oponent wyprowadza kontre lub po prostu robi unik. Kolejną rzeczą są miecze, jest ich wiele i nie sprawdziłem każdego (gdybym to zrobił to ta recenzja zostałaby napisana w 2015), odblokowujemy je przy pomocy „karteczek”, które zdobywamy za wygrane walki. Długa rolka z papieru toaletowego, tak dokładnie wydawałoby się że to musi być bardzo słabe, a jest na odwrót. „Miecz” ten blokuje ataki i zadaje bardzo duże obrażenia. Na szczęście nie wszystkie miecze pasują do każdej postaci, więc trzeba próbować i uczyć się każdego ostrza. Wydaję mi się że wszystkie te rzeczy można zbalansować w jednym patchu.

Czapki i parkour

W grze mamy stosunkowo rozbudowaną customizację naszych bohaterów. Możemy dobierać miecze, nakrycia głowy, i całe stroje. Świetne jest to że gra posiada wsparcie dla Workshopu, w którym już teraz znajduje się wiele ciekawych strojów zrobionych przez graczy (jak i również mapy !). Jeśli chodzi o poruszanie się postacią po lokacjach to mamy możliwość biegania po ścianach, robienia przewrotów, odbijania się od ścian oraz wbiegania po ścianach na wyżej usytuowane miejsca.

Gdzie tu pisze że to jest Alpha ?

No właśnie nigdzie, bo twórcy uznali że gra jest skończona, a nie jest. 4 postacie w bijatyce online ! 4 postacie !!!!!!!!!!!!!!! 4 !!!!!!!! CZTERY !!!!!!!!!! Twórcy obiecywali że dodadzą więcej, ale pewnikiem nie umieli już wytrzymać i w końcu wcisnęli wielki czerwony przycisk RELEASE. Niestety ta gra miała wielki potencjał, lecz nie został on w pełni wykorzystany przez małą ilość postaci, trybów, a w szczególności przez brak jakiegokolwiek wyzwania dla gracza. Są ligi, które jakoś mało mnie emocjonują skoro na jednym serwerze mogą być ci słabi jak i ci mocni, a twórcy nie wpadli na to że można zrobić tryb turniejowy, w którym rozgrywać można pojedynki na małej arenie z losowymi przeciwnikami w tej samej lidze. Tłumaczenie twórców: „Jesteśmy małym niezależnym zespołem ze znikomym budżetem:, jakoś mnie nie przekonuje do tego żeby wydawać nie ukończoną grę. Jeżeli lubisz bijatyki, w których ważny jest timing, skill i taktyka to polecam gorąco. Jednak jeżeli lubisz gry z dużą zawartością i postawionym przed graczem wyzwaniem, czy chociaż no nie wiem levelowaniem postaci, to po kilku może kilkunastu godzinach zrozumiesz że nie ma sensu dalej w to grać. Podsumowując mnie osobiście ta gra się podoba i może jak będę chciał powalczyć na miecze to włączę Blade Symphony, bo ma klimat i jest bardzo grywalna.

Ocena: 7+/10
Zamieszczono: 28 Maj 2014
Czy ta recenzja była pomocna? Tak Nie
4 z 7 osób (57%) uważa, że ta recenzja jest pomocna
Produkty na koncie: 71
Recenzji: 2
13.6 godz. łącznie
Gra zajebista, jeżeli kotś lubi gry pvp których wygrana zależy od umiejętności a nie od lvla i skila ta gra jest dla niego.
Zamieszczono: 16 Maj 2014
Czy ta recenzja była pomocna? Tak Nie
1 z 6 osób (17%) uważa, że ta recenzja jest pomocna
Produkty na koncie: 64
Recenzji: 7
2.7 godz. łącznie
good game
Zamieszczono: 26 Styczeń 2014
Czy ta recenzja była pomocna? Tak Nie
56 z 60 osób (93%) uważa, że ta recenzja jest pomocna
Produkty na koncie: 89
Recenzji: 4
494.6 godz. łącznie
Do you like swords of all kinds? Do you like fighting games that don't rely on complex, redundant billion-button combos? Do you like SWORDfighting games that don't use redundant button mash combos? Do you like the idea of players making their own weapons for everyone to use, including but not limited to a Pencil? Do you like drawing hearts in the air and blowing kisses to the corpses of other people you just wrecked? If you answered yes to any of these questions, I have just the game for you: Blade Symphony. Graphics are beautiful without being too hardware-intensive. The soundtrack is high quality and fits the overall theme of the game well with its asian style instrumentals. The actual swordfighting itself is intense, and if you care about customization you can choose skins and helmets as well as weapon skins, and there is much to learn to keep you playing for a long time.

Blade Symphony is a game that is very easy to pick up. However, that doesn't mean it lacks depth; there are all sorts of combos to make and techniques to memorize that allow for quite a lot of improvement in the individual skill department.

There are currently 4 characters, with 2 others coming somewhere down the road. The current 4 we have all vary heavily in style; Phalanx the Fencer / Gladiator specializes in quick, calculated forward thrusts and even quicker side swipes to parry attacks with, leaving his opponent open to further punishment. Ryoku the Vagrant is a breakdancing street ninja who overwhelms his opponents with lightning fast combos and moves that allow him to maneuver around opponents while still dealing damage. Pure the Acrobatic Assassin has many flashy attacks that cover a lot of ground, throw off her opponent, and are very easy for her to combo from. Judgement the Knight / Samurai trades mobility for simple yet hard-hitting strikes that decimate his opponents in seconds. The 5 weapon types can be used on any character to alter their playstyle to better suit you.

This game isn't "super hardcore MLG competetive" by default, but it is sort of competetive. There is no campaign or anything like that; fights are generally done with and against other players. If you can't stand competition, then I can't say i'd fully reccomend this game to you. The drive to get better is what will make your name known among the community. If you really want to play the game competetively though, you definitely can as there are tournaments held at random intervals.

Speaking of the community, some people say it's awful, but there are just a few bad people out there. Most of the time anyone will help you out if you just ask, and there are plenty of good players that will go out of their way to give lessons.

Now, onto the Bad.

Without going into detail, the last few patches changed alot, so the game can feel really wonky as of this review, but devs are working on the problems brought up by the players. The game also has a small playerbase, so if you live in a somewhat "rarer" country (AUS comes to mind) you may have problems finding servers close to you.

There are only 5 different official maps and 3 official game modes. However, the community has made their own maps and gamemodes to counteract this. Events are also held rather regularly on the Blade Rebellion servers. There will most likely be other maps and modes added soon.

Various bugs occur every now and then, but the devs patch them in a timely manner. None of them are ever gamebreaking or anything like that.

The forums can be a little overwhelming at times, but the difference between behavior on forums and in-game is massive. Don't plan on staying in the forums too long if you prefer serious discussions, because things get a bit crazy sometimes.

I may be biased as I have invested quite a bit into Blade Symphony, in terms of both time played and overall contributions. I have personally taught many players about how the game and its characters work, and have banded together with a few other veterans to make a comprehensive guide for the game. For me, the best thing about the game is the community. Almost every single veteran is a person that is enjoyable to be around, and most new players aren't the type to yell "wtf this game sucks" after getting stomped by a more experienced player. The small community also gives it a "close knit, occasionally disfunctional family" feel, at least for me.

All in all, Blade Symphony has a few quirks, but that doesn't stop it from being a solid third person fighting game that is both simple and complex at the same time. It does swordfighting well (and by well I mean somewhat unrealistically for the sake of fun) and offers a fresh new take on the genre.


Nice Graphics
Good Soundtrack
Great Community
Accessible Gameplay with Depth
Can make your own swords with workshop integration


Latency affects gameplay more than it does in most other games (Stay at under 60 ms for best results)
Devs can be misguided with their patches
Little else to do outside of 1v1 duels and hanging around in FFAs
Only 4 characters to play (at the moment), with 5 possible ways (swords) to play each character

UP FOR GRABS (Can be taken either way):

Small Community
Competetive Atmosphere

Overall, I give the game an 8/10. Will keep this review updated as time goes on.
Zamieszczono: 23 Kwiecień 2014
Czy ta recenzja była pomocna? Tak Nie