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.
User reviews: Mostly Positive (2,354 reviews)
Release Date: May 7, 2014

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Recommended By Curators

"Blade Symphony's duels are electrifying and intimate, more than making up for a lack of content."
Read the full review here.

Recent updates View all (162)

October 16

Blade Symphony is FREE this weekend.

As part of Steam's Free Weekend Weekend Blade Symphony is 100% free to download and play all weekend, plus it has a 75% discount for the duration of the Free Weekend Weekend!


11 comments Read more

October 15

Control Points Update Patch 3363

https://www.youtube.com/watch?v=U3WCEUtnFZQ

Control Points


This new game mode splits players into two teams vying to hold multiple control points. Players will parkour over shipping containers, fighting over sky towers and arenas to hold these control points from the other team.3 new maps have been made specially for this game mode: terrace, a map that plays with vertigo; sequence, where chokepoints become important; and docks, an open map with both indoors and outdoors combat.

Improved Character Customization


Each character in the game now have separate attachments that you can install. These cosmetic attachments are integrated with Steam Workshop so players can create their own skins, armor, and anything you can imagine.To date, players have created 589 pieces of content, including swords, masks, maps, and graphics modifications. 

FEATURES

  • Added capture point game mode.
  • Players can now further customize their characters by adding or removing Workshop skins and attachments.
  • Added ability to team chat (if you have a pre-existing config, you’ll need to bind it manually via the console).
  • If a player is on blue team, their dash cancel will glow blue instead of red.
  • Added kill notifications into the chat window.
  • Fall damage is now applied if a player is falling fast enough after being hit with a shuriken or thrown.
  • Added Control Point game mode to host menu.
  • Added scoreboard header for server name/time left
  • Added server browser details screen.
  • Added chase cam spectator mode for 2on2 and 2on1.
  • Wall flip now uses keyboard directional input to determine direction/velocity.
  • Players can now climb ledges while just holding forward.
  • Added 'diminishing return' mechanic to wallruns, being unable to continue after 5 wall runs.
  • Added wall sliding mechanic. If a player’s wallrun ends, they will then begin sliding down the wall.

ANIMATIONS & ART
  • Updated models and materials for all characters.
  • Characters now have individual attachments across 4 slots.
  • Pure now has death animations.
  • Pure's idles now working.
  • Wall jump animations have been updated.
  • Added new mask for Phalanx, “Agent-A.”
  • Made dropped sword entity play sheathed idle animation by default.
  • Added Deploy and Retract sounds to Stacatto Black Sword.
  • Added attachments on customization screen.
  • Corrected an error with Riot Knight skin self-illumination.
  • If a player is glow in FFA or teamplay, the dash cancel proxy will be twice as strong.
  • Shorter male death animations to prevent ragdolls from flipping.
  • Removing all client tracers in interrupt (except tracer parry) to reduce glitchy looking tracers.
GAME BALANCE
  • Merged in balance changes from community at https://github.com/punyhumangames/bsbalance/commits/master
  • Changed  block knockback from 1.0 to 1.3 seconds
  • Reduced tracer extension for parries from 0.3 to 0.15 seconds
  • Wall flips are now influenced by gravity
  • Wall runs now inherit velocity from initial run
  • Vault lock duration now set to 0.75
See the rest of game balance patch notes here: https://github.com/punyhumangames/bsbalance/wiki/Patch-10-14-14-Balance
MAPPING
  • Added three new Control Point maps: cp_docks, cp_terrace and cp_sequence
  • Added two new FFA maps: free_temple and free_district are both free-for-all versions of their duel counterparts.
  • Added berimbau_capture_point entity, for use in cp_ maps.
  • Added filter_activator_team entity.
  • func_instance is fixed and now works with Blade Symphony.
  • New 2d skybox '360clouds'.
  • Added Enable/Disable functionality to berimbau_spawns, so now you can define different spawn zones (i.e. after a control point switches teams).
  • Can no longer wallrun on sky brushes.
TRAINING
  • Added ability to choose training map.
  • Added Bot Training menu, allowing the user to select the desired arena, player vs. player mode,
  • Minor visual and skybox improvements to Tutorial map.
WORKSHOP
  • Added subscribed state for workshop visibility.
  • Added workshop jiggle bone warning, removed LOD warning.
  • Put all new workshop constraints or constraint changes behind a workshop ID check, so all existing times will not be validated against any new rules when they are loaded by the client (current ID is 304077814).
BUG FIXES
  • Fixed custom skins sometimes not being applied when switching between characters.
  • Removed stance speed modifier (it was basically unused, except that it broke move params).
  • Fixed sword not returning to idle anim when attacking from sheathed state.
  • Fixed controlled animation move not reaching 100% on move_x when going backwards.
  • Fixed dash cooldown effect not animating on remote players.
  • Removed cheat flag from kill cmd.
  • Fixed a memory leak issue in the SDK.
  • Added temporary IP ban to vote kick to prevent ban avoidance.
  • Attempted to fix a bug that causes the player to be locked in the air stance.

16 comments Read more

Reviews

"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."
Destructoid


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

About This Game


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 your fighting style

Each of the four characters have 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.

Choose Your Sword

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.

Advanced Character Customization

Customize your character with skins, masks, swords, and multiple attachments streamed directly from Steam Workshop.

Fight as a Team

Play in the new Control Points game mode and participate in team-based sword fighting.

System Requirements

    Minimum:
    • 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
Helpful customer reviews
516 of 643 people (80%) found this review helpful
451.1 hrs on record
I just have to do a review of this game now.
But eh, so much to talk about, where do I start?

The Game
Blade Symphony is a quite unique and "fresh" 3D Slash-em-up, using the source engine. I personally never saw a game like this, but the setting is still awesome.
You have your 4 characters; 3.5 Characters, because pure is still unfinished
Phalanx, Judgement, Ryoku and Pure. All of them have their own move set, animations and taunts even, who are all optimizable. (Im not going to discuss who is under-and overpowered, so shush)
You can equip those characters with 5 different swordtypes; Longsword, Scimitar, Rapier, Katana and Jian, which are all unlocked in the start of the game and the only thing you can unlock is eye-candy, which doesnt affect gameplay at all. Meaning, no matter how long you play the game, you wont unlock anything that will affect gameplay.
Coupled with some parkour (which is useless) and a nice fighting system (which I wont explain either) and you have a perfect game, right?

...No..not really.

The Good
-Nice Fighting System
-Responsive Controls
-Good designed free for all and Duel game modes, where FFA can be moddable, being a source game.
-A lot of workshop integration which fits this game perfectly
-Online leaderboards which keeps track of your progress

And now....the dark side of this game

The Bad
-Bad Tracers (Hit detection if you want it that way)
-Hitboxes can be just awful at times
-Lag can do a lot of weird stuff
-4. Character Pure is unfinished
-Characters have attacks which are just broken or weird
-A lot of balancing problems
-Random and unexplainable FPS drops sometimes
-The General Duel maps have FPS problems in general
-Ranking system is just not executed well
-Buggy Physics and just stuff thats not supposed to happen
- The Game Is Dead

This is where the normal review ends. Ill give this game a 5.5/10. Dont pick this up for the normal price, get it on a sale, when you really want it. Yes, I have a decent amount of playtime still racking up. But at this point I cant recommend this game.
You can end here or keep reading for some more details, details, yay!
EDIT: No, I dont hate this game. The community is great (aside from a few people), the concept is awesome and the game is overall fun. I just cant recommend it at this state. YES, I like this game.

Dead Symphony
Simply, this game is dead. Trying to get in new in this game is hard, because the most active players are the advanced and good ones. The community doesnt grow, the devs (and the balancing team) keep doing decisions and decision which are just not explainable. Most old-school players quit and/or switched to other games;

For a reason, you will notice when you go online everyday for a week: You keep meeting the same people over and over again. And the new players will just get crushed by the advanced ones (This game is multiplayer only), having no chance to get better without avoiding the good players all the time.

The game isnt even THAT bad, its just how I said. Fighting the same people over and over again just gets boring.
BUT, the community IS good. Some people of the balancing team are nice players and some devs even play the game!
The game being dead, means we meet the same people over and over again (For the third time now), but that also means that were a BETTER community. We know eachother better when theres less people.
Well, yeah, sucks that the community keeps getting smaller because more and more people are quitting.
If the devs dont do something, this game is poorly advertised aswell, the game is going to be dead soon. Dead for good.

God, that was a lot of random bu!!sh!t. But you wanted a review and here it is.
Thanks for reading! <3
Posted: August 18
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132 of 169 people (78%) found this review helpful
461.0 hrs on record
Community been dying out for a while again. Kickstarter promises were not kept, game was released in an unfinished state to get more financing to keep the project going, so you're basically buying a released game that's still early access. Critisism gets censored from forums and even screenshots are subject to deletion. Patches break more than they fix and it takes ages for them to come out. Game is incomplete in many ways including: unfinished/broken characters/swords/maps and so on.

Buy if you want to pay 15 bucks for a fighting game that's somewhat unique but with a dwindeling playerbase and all of the above.
Posted: July 22
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140 of 242 people (58%) found this review helpful
150.8 hrs on record
This is the best swordfighting game since Jedi Academy
Posted: May 7
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17 of 21 people (81%) found this review helpful
40.5 hrs on record
I have a rival, whenever I'm on we duel. It's a game like that. We are friends now.

I can't say that I've ever played a more challenging game. You have to find out how to make your own strategy. You must learn your battlefield, and kill your foe strategically.

Get this game since it's cheep af right now, and if you don't like it, you only lost 4 bucks.
Posted: October 16
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80 of 141 people (57%) found this review helpful
31.7 hrs on record
Blade symphony is a bad game with an identical community. Why the game is bad results in the characters, the duels, and the ranks/ladder. The characters are bland, and can be even claimed as "generic". All of them have the ability spam their fast combo, which is what 75% of the community does anyway.

All the characters have different play styles, which might sound good but they're all just awfully cheap. Pure is all about strafing their attacks in a sideways direction to hit. Ryouko is spin/spam to win. Phalnax is pure fast combo poking spam with a little bit of timing. Judge is timing, and heavy damage spamming with the balanced combo. Each is used in a cheap way, which makes the experience of the game unrealistic and frustrating.

The Duels are not smooth at all, considering the cheesy animations and the constant spam. To win, its basically who can spam faster. All duesl are the same, as no one uses wall jumping or parkour in general for an advantage, and you're even looked down on by the annoying community.

The ranks and ladder system is sad after this new update. I have gotten to a master rank after 24 hours of gameplay. Tells you how easy it is to get to the top, and when you get there it would probably lead to boredom. You dont gain a sense of achievement, as many other players just aren't good, and they somehow gain high ranks (possibly through spamming)

To end off, all talk about the community. Generally, most people will cry when a fight is won, or the claim "gg" which is completely fine. Its a 50 - 50 ratio between the two, which is not too bad. The worst part of the community is their maturity. I generally go on and theres plenty of mic spammers, and people who cry about it and don't realize theres a mute button, which might be the only useful thing on the interface. Another person you will find, is, "The Master". These people roleplay as a super good samurai otaku weeaboo, or they'll act rude and type during a match things like "kek did you think that would work" and then spam you to death with a pure strafing move. Overall, it's a circlejerk of ♥♥♥♥♥-tard roleplayers and spammers.

TL;DR: Dont buy the game, unless on sale. Bad community, bad characters, bad game.
Posted: May 14
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372 of 439 people (85%) found this review helpful
11.2 hrs on record
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.
Posted: November 25, 2013
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