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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.
Release Date: May 7, 2014
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Blade Symphony OST by Tom Stoffel now available as purchasable DLC!

July 21st, 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.

7 comments Read more

Dashing Patch 2777

June 28th, 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 comments Read more


"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."

About the 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 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.

System Requirements

    • 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
61 of 67 people (91%) found this review helpful
93 products in account
5 reviews
509.9 hrs on record
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.

Combat is a bit different than other fighting games. You press a button or scroll the mousewheel to change the stance your fighter is in, and then click to attack in that stance. Each stance has a number of boxes, called strings that determine which move your character will use if you were to attack. Strings only affect forward attacks though, left and right attacks are always the same regardless of string. A tracer preview of the attack is shown to help you remember which string in a stance does what attack. The number of strings vary by stance and fighter; Judgement has 1 air string and 3 fast, balanced, and heavy strings. Ryoku has 2 air strings, 6 fast strings, 2 balanced strings, and a single heavy string. If your attack clashes with your opponent's attack, the strongest stance will break through. Heavy beats balanced and fast stances, balanced beats fast and air, fast beats air, and air beats heavy. The user of the weaker attack will be stunned for a brief while or until hit. This system is further complicated by tiers. Each string can be charged by holding the attack button down for a bit to change the attack into a stronger, different move. You can half-charge an attack to make it a T2 attack or fully charge into a guard-breaking, knockdown-inducing T3 attack. If two same-stance, same tier attacks clash, both opponents are stunned for an equal amount of time. If two same-stance, different tier attacks clash, the higher tier attacker will be stunned for a shorter period of timing, allowing them to counterattack during their opponent's dazed state. If you're getting confused, don't worry: it's actually pretty simple after trying it in-game.

(Some other veterans and I have written a guide to all this and more, so if you want to understand it a bit better you can check that out in the mechanics and techniques section here)

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.
Posted: April 23rd, 2014
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51 of 67 people (76%) found this review helpful
57 products in account
1 review
129.8 hrs on record
This is the best swordfighting game since Jedi Academy
Posted: May 7th, 2014
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40 of 53 people (75%) found this review helpful
696 products in account
8 reviews
14.5 hrs on record
When I first saw Blade Symphony on the Steam Store’s featured page, it was an Early Access title. It looked interesting to me, and I thought about purchasing it. But at the time, I spent that money on DayZ instead, also an Early Access title. DayZ held much more interest to me than Blade Symphony. However, now that this game has been fully released with an Original Soundtrack, and after playing it for a while, I regret I didn't spend that money on Blade Symphony. Some, probably most, will find it unfair since this is the full release of Blade Symphony and DayZ is still in Early Access. But the truth is, you can barely compare the two games because they share very few things in common anyway.

Blade Symphony is a third-person PVP melee combat game, with skill-orientated swordfighting. It takes place in a universe called Berimbau, its history stretches back “thousands of years, to a handful of warring clans that ultimately came to peace terms and unified under a single flag: The Black Rose." There’s more story, which is why I’m hoping for a possible campaign down the road. If you want to know more story look it up or buy the game with the OST.

The player has three stances during combat: Fast, Balanced, Heavy, and Air (when one jumps). Each stance has different types of attacks/sword strokes, and one can use even more using the movement keys while attacking at the same time, like slashing to the sides. There is also a Rock-Paper-Scissors system for parrying (parrying occurs when blades collide as they’re both being swung at the same time), Heavy stance beats Balanced stance in a parry, Balanced stance beats Fast stance, Fast stance beats Heavy stance, and Air stance will lose in a parry to any of the other stances. If both stances are the same, they both cancel out. You can switch stances mid-combo and produce a unique combination of attacks as well. The character can run, strafe, dash, roll, and wall-walking/wall flips. With all this combined, the game requires skill and tactical thought. It is not an easy game to play, and there are very good players out there. You need to pay attention and you need to be quick, timing is everything. The four classes at your disposal all have unique traits and moves, choose wisely between Phalanx, the one who lunges and thrusts, fencing style. He can close in quickly and has great reach. Judgement, the one who has thick metal armour and prefers big swings. He is slow, but can take hits that would normally greatly damage other classes. Ryoku, the one who uses rhythm and breakdancing to fight in a unique way. He moves around erratically confusing his opponents, and hits fast and quickly. And last but surely not least, Pure, the one who is heavily influenced by Chinese Wushu, an acrobatic exhibition and full-contact sport derived from traditional martial arts. She can make use of her acrobatics to move past an enemy’s defense and strike fluidly.

Now let’s talk graphics. This game is extremely beautiful. The sword models were the first thing that caught my eye after launching the game, with awesome shots of swords and swordsmen up close and wide all over the home screen. I am satisfied with the texture’s resolutions on everything in the game. The character models are also very well modeled. The maps are rendered wonderfully, some being fairly big and explorable in their own right. The particle effects while fighting are bright, but subtle, and they fade away as fast as they appear which makes the fights look nicer and better overall. The developers did a good job optimizing the game as well, I can max out the graphical settings on my humble gaming laptop and it runs perfectly. Oh btw, spectating on a duel is awesome.

Then there is the game’s Original Soundtrack, which is, in my opinion, one of the better video game soundtracks I’ve heard. It has a traditional Japanese/Chinese mood to it, but there is hints of western influence in there, as well as more modern sounds like EDM. The OST comes with a text file that expresses the fact that the game’s story is not told through the gameplay, “Who are these sword-wielding badasses and why are they killing each other through Asian temples, European courtyards, or city-streets?” says the credits and thanks.txt file, the album implicitly tells this story, which I briefly explained in the second paragraph.

The game also offers its share of customization, with unlockable cosmetics such as masks and capes. One can also change the default colours of the character model. The game is also a part of Steam Workshop, so people can make their own swords and add to the 25+ swords that the game already has in store for you to use. I don’t think there’s a lack of variety at all, you’re able to customize a character enough to make it your own.

The game is fun, challenging, and beautiful. It is 100% worth the purchase.
Review Companion/Gameplay Video: https://www.youtube.com/watch?v=aplWhNqdDmU
Posted: May 20th, 2014
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25 of 34 people (74%) found this review helpful
16 products in account
5 reviews
275.7 hrs on record
The community is the best part of the game. Almost everyone of the vetrans is willing to help you. Some people complain about the learning curve. Starting out i was worried but i went on a # server and asked someone for help and they showed me a lot of cool stuff. best $15 i ever spent on anything ever. one of the devs named fug4life is even helping me upload a sword to the work shop. If you have not already buy this game.
Posted: April 20th, 2014
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8 of 9 people (89%) found this review helpful
146 products in account
2 reviews
721.6 hrs on record
Brilliant swordfighting game with a great community and a deep combat system. There may only be 4 characters (With a 5th on the way) but with each character having around 50 different attacks and different swords encouraging different playstyles, there is a ton of depth and longevity added to the game. If you don't enjoy 1v1 duelling then the game isn't for you, but if you do enjoy it and you prefer having skill (rather than button mashing) dictate the outcome of a fight, then there aren't many better games out there.
Posted: June 20th, 2014
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335 of 374 people (90%) found this review helpful
438 products in account
4 reviews
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 25th, 2013
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