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Prove that 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 skill-based tactical swordplay, in 2vs2 team duels, or participate in sandbox FFA game modes.
Data wydania: 7 Maj 2014
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Co mówią twórcy:

“Blade Symphony is still under development and bugs and imbalances are to be expected. We are constantly updating and changing the game based on played feedback.

The game has no major performance issues and as long you meet the minimum requirements you should suffer no major issues. However some issues may occur due to work in progress development.

Feedback is very important, without it we won't be able to create a balanced and fun game. We read all the feedback given to us by our community. You can choose to post it either on our Steam forums, on our website forums or on our bug tracking system. Wherever you choose to post it we will read it.

What's included in Early Access to Blade Symphony:

There are four characters in the game, each with their own unique fighting style and move set. The characters move-sets are work in progress and are constantly being tuned.

There will be new characters added to the game post-release.

New game modes are still being implemented, such as team deathmatch, last man standing, etc.

“Hero Mode”, a one vs all game mode, is still a work in progress and will be finished before our final early access release.

There are five different and unique sword types to choose from, Katana, Jian, Foil, Scimitar and Longsword with more planned post-release.

The Steam Workshop is supported in-game with players already hard at work with their own creations. Detailed documentation and help is available on our website.”

Kup Blade Symphony

Najnowsze aktualizacje Wyświetl wszystkie (120)

Patch 2535

23 Kwiecień 2014

Phalanx's new Air Forward attack

We've got a patch for you waiting on Steam. Lots of game balance and other changes requested by the community made it into this version, so thank you for helping make the game better!

Game Balance

  • Increased grab damage from 20 to 25 to make up for the buffed wakeup time from last patch
  • Reduced shuffle cancel time from 0.3 to 0.22 to prevent "shuffle jump" exploit
  • Made jumping velocity take a penalty during hit-stun so jumping isn't as good of a way to get out of bad situations (currently velocity is halved)
  • Recovery attack now given extra warmup frames to prevent insta-punishing T3 knockdowns
  • Reduced air hitstun animation movement duration from 0.2s to 0.1s so that gravity takes over even sooner, making opponents land earlier when 'juggled'
  • New Balanced Right T3
  • Increased tracers for B3T1
  • Swapped B1T2 with B1T3
  • Fast Left T1 damage reduced from 17 to 12
  • Fast Right T1 damage reduced from 24 to 18, T2 damage from 27 to 24, and T3 damage from 29 to 26
  • New voice-over work for several Balanced and Heavy moves
  • Re-timed the SFX for her new attacks
  • New ledge grab animation

Pure's new Balanced Right Tier 3

  • Replaced Air 1 with a new attack animation
  • Updated throwing star animation
  • Added sfx to throw star animation

Bug Fixes
  • Fixed several bugs and exploits related to string counter (resetting strings via canceling, etc)
  • Fixed a prediction error that happens when side canceling into another stance
  • Fixed a bug where foil was not able to deal damage for the first 10 seconds of a map
  • Fixed potential heap corruption issues in server
  • Fixed some potential crashes
  • Fixed disconnect confirmation not closing itself when game starts with +map in launch properties
  • Fixed highgpu override being ignored when sm3 was not detected
  • Rebuilt game engine libraries with fixes to Source Engine
  • Added binding translations for controller
  • Added workshop item editing
  • Fixed some issues when reloading / editing shared resources between multiple items by completely ignoring all mounted VPKs in edit mode
  • Added workshop file overview panel
  • Added a bb_lookat_enabled to enable or disable head turning for screenshots
  • Added bb_cam_thirdperson_x_offset and bb_cam_thirdperson_y_offset to offset the camera for taking screenshots
  • Made some animations not turn their heads (eg rolls)
  • Added text coloring to sword details menu
  • Added some workshop localization for client-side mods
  • Changed default sit binding to T
  • Secret items

Komentarzy: 8 Więcej

Blade Symphony OST (and B-Sides)

21 Kwiecień 2014

Our composer Tom Stoffel has finished re-mastering all 26 tracks (including 2 yet unreleased to the game) as well as 11 B-Sides cut tracks. Each song has been fitted with an ending not originally in the game data, and all of this including album art will be included in the official Blade Symphony OST.

This OST will come bundled with the Duel Pack (2 in 1 deal) when you get it on release day on May 7th. Details on getting the OST separately will come later!

Here are two 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.

Oh what the hell I'll throw in a third one.

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. Get hype!

Komentarzy: 4 Więcej
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Zgłoś błędy i zostaw swoją opinię o tej grze na forach dyskusyjnych


"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 that 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 skill-based tactical swordplay, in 2vs2 team duels, or participate in sandbox FFA game modes. Blade Symphony sits on the foundation of Valve's Source Engine with Steam Workshop support.

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 three combat stances and over forty different attacks.

Pair your character up with a sword type to completely change your way of approaching combat.
  • Katana, a well balanced, hard hitting and adaptable sword
  • Longsword, cause massive damage when parrying your opponents
  • Foil, 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 the 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, 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 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
2 z 3 osób (67%) uważa, że ta recenzja jest pomocna
Produkty na koncie: 1,023
Recenzji: 2
15.3 godz. łącznie
Ciągle poprawiane i rozbudowywane(early access) porządne i satysfakcjonujące ciachanie mieczami ze skupieniem się głównie na pojedynkach 1vs1 (są też inne tryby). Mnogość mieczy, postaci i stylów gwarantuje brak nudy i zróżnicowanie w rozgrywce oraz przyjemność szukania własnego sposobu na walkę. FeltHat poleca (szczególnie teraz, w promo :))
Zamieszczono: 28 Listopad 2013
Czy ta recenzja była pomocna? Tak Nie
1 z 3 osób (33%) uważa, że ta recenzja jest pomocna
Produkty na koncie: 28
Recenzji: 1
34.1 godz. łącznie
This game is really good
Zamieszczono: 28 Grudzień 2013
Czy ta recenzja była pomocna? Tak Nie
1 z 4 osób (25%) uważa, że ta recenzja jest pomocna
Produkty na koncie: 41
Recenzji: 5
2.5 godz. łącznie
good game
Zamieszczono: 26 Styczeń 2014
Czy ta recenzja była pomocna? Tak Nie
154 z 175 osób (88%) uważa, że ta recenzja jest pomocna
Produkty na koncie: 349
Recenzji: 3
11.2 godz. łącznie
Short version: I recommend despite not being a big fan of fighting games in general. That said, it might not keep you terribly entertained for any great lengths of time, but it has potential as long as more content is added by either the devs or by the community.

Long version:
Basically game plays similar to a fighting game. Two people, one arena, best out of three. The twist is in the combat system its self. Swords clash and deflect off each other, creating opening for light attacks and heavy stance attacks, when timed well, can do tonnes of damage to the people who dare give you an opening. Grabs, projectiles and charged attacks are thrown into the mixture as well to give you some more interesting options to play with.

To break it down there are four characters available in the game as it is now, each with their sword fighting style and speeds.
Sword lines project the path your sword is going to travel when you attack. To avoid taking damage from these attacks, you opponent can dart out of the way, roll to avoid the sword's path (yes, provided you can time it right, you can roll under a horizontal sword swing to avoid taking damage), block to take less damage or clash swords with an attack of their own.

That's just the basics of how the fights turn out. There are two types of server available as of now; Duel and Free For All.
The way duel servers work is quite neat. On each duel map, there are three different arenas to fight in. If all three are in use, you can queue up to join one of them and spectate the current dual as you wait. At any time, players in an arena and its queue can vote to make the arena they are in a 2v2. Free for all servers are quite different. Instead of the map being split up into three, all people are in one big space and can attack at random or challenge each other to private duels to avoid being interrupted by randomers.

As you fight, you gain a form of currency called 'notes'. These can be used to buy new swords, skins, capes and masks for your preferred characters. I'm interested to see how the workshop is integrated though. The workshop seemed to undermine the whole currency thing, letting you download free, visible-to-all swords. All the items off the workshop have been removed though, so they're probably addressing that now. The global ranking system is a neat idea too. With every win and loss (and apparently hit landed too) contributing to your rank which is on display and for everybody to see. Is a nice little touch to either give you a boost of confidence or a boot up the ♥♥♥ depending on whether you've been playing against a dev or not.

Speaking of which, the devs are friendly and very in-touch with the community. I've run into them a couple times in game, which I can't really say for anything else I've played.

Anyway, I would say this game is worth your money. It's a nice little idea, and I'm interested to see how the devs are gonna continue to add to this game.
Zamieszczono: 25 Listopad 2013
Czy ta recenzja była pomocna? Tak Nie
105 z 123 osób (85%) uważa, że ta recenzja jest pomocna
Produkty na koncie: 127
Recenzji: 1
95.4 godz. łącznie
I absolutely love this game. I am enamoured by it, addicted to it, and appalled by it. I'm conflicted, because it is incredibly fun and incredibly flawed. It's fast-paced 1-on-1 sword fighting action that's neither realistic nor fantastical.

Before I say anything else, I will preface with this: you are buying into Early Access. This review is written pre-1.0 release. The game is inherently unfinished and has issues. I'm certain these will be addressed sooner or later.

Blade Symphony is a 3D directional fighter, taking cues from Soul Calibur, Jedi Knight Academy and GunZ. I've been told it's "like GunZ, without the guns." The (currently) four fighters have their own movesets and synergies with weapon types. It's up to the player to figure out the various stance chains (between Fast, Balanced, and Heavy), how to space them, and how to time them. Players will link these moves together, stabbing, slashing and bashing each other until one fighter loses. That's as simple as it gets.

If you're looking for a description of basic game mechanics, there are other reviews for that.

What I'm primarily writing about is where the game simultaneously fails and succeeds: its unintentional systems. These buried systems that new players will not be introduced to, and be simultaneously destroyed by, are my favourite and least favourite part of Blade Symphony. These tricks are similar to how K-Styling came to be in GunZ—happy accidents that came about as a flaw in the mechanics. Air canceling, animation canceling and gliding are some of the tricks and mechanic abuses that have become what is the current meta of "advanced play" in Blade Symphony. While many lower ranked players will play it straight, advanced players will frequently dominate arenas against players that do not know how to leverage these unintentional mechanics. Many newcomers will not have the patience to learn how to play against or adopt these strategies and will be put off. At the same time, it adds options and extra layers to a game that would otherwise be fairly simple.

This is where I'm conflicted. I love the community teaching aspect. I feel accomplished knowing how to beat cheese strategies, how to beat spam, and how to execute these exploits. At the same time, is it a good thing that a game relies on the crutches of unintentional design to succeed? Maybe. Maybe not.

I'm in love with the game. You might hate it. I support this game to the fullest, but be wary of what you're getting into. Blade Symphony is one of the best $15 I've spent in a while. It might be your worst.

All I know is that my adrenaline is pumping and I am having one hell of a time.
Zamieszczono: 9 Grudzień 2013
Czy ta recenzja była pomocna? Tak Nie