Proxy Blade Zero is a hardcore action game with technical combat. Play as Fenrir, a Guardian Proxy Blade, against the armies of King Anima.
User reviews:
Mostly Positive (138 reviews) - 73% of the 138 user reviews for this game are positive.
Release Date: Jul 28, 2014

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About This Game

Proxy Blade Zero is a beat them all with technical combat. You will have to think fast to defeat the different enemies you will encounter. Parrying, using your boost and being creative with your combos are essential tools to your survival. Mastering Proxy Blade will require both your wits and reflexes. Be prepared!

Do you have what it takes to stop Anima and his army of rogue machines?

System Requirements

    • OS: Windows Vista or superior
    • Processor: Intel Core 2 Duo 2.4Ghz
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon HD 5750 1GB or Nvidia GTS 250 1GB
    • DirectX: Version 10
    • Storage: 1 GB available space
    • Additional Notes: Xbox gamepad recommended for optimal play
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Mostly Positive (138 reviews)
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103 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
1 of 2 people (50%) found this review helpful
0.3 hrs on record
Posted: September 29
Pretty cheap. Get it on sale, unless you have tons to spend; just buy it.
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1 of 2 people (50%) found this review helpful
Most Helpful Reviews  Overall
44 of 57 people (77%) found this review helpful
1 person found this review funny
0.6 hrs on record
Posted: July 28, 2014
It's not the prettiest game by any means but it's definitely one of the more fun games to come out of Greenlight. Played til the first boss and had to stop because other things distracted me. Definitely can appreciate a game that goes by the better "Gameplay over Graphics" that too many newer games take by releasing steaming piles of ♥♥♥♥ and especially since the developer is just a single guy, mad respect. 10/10 Would dash again.
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23 of 26 people (88%) found this review helpful
4.2 hrs on record
Posted: July 1, 2015
This was a game I had heard nothing about but took a random flyer on it during the recent Steam sale because it looked interesting and was only $1, and it's been a very pleasant surprise. Created by a lone developer, it's stripped down to focus solely on the combat -- a couple paragraphs of story, simple but functional graphics reminiscent of an uprezzed Unreal, no need to unlock moves, no bloated combo lists, no puzzles to solve, no RPG elements, just room after room of different configurations of evil robots to hack to bits.

Fortunately, the combat system stands up to the weight placed on it. You play some sort of robotic samurai, and can use a mix of standard melee slashes, special moves that work well against unshielded enemies, and powered attacks that cut through shields better but drain an energy meter that you also need to use for rocket dashes. The rocket dashes are one of two main defensive options -- they give you a lot of speed and maneuverability, but no invincibility frames so you have to make sure you actually get clear of whatever's attacking you. The other defense is a parry that blocks any melee attack and chains into an EMP blast retaliation that breaks shields and stuns the attacker, but a missed parry leaves you stationary and vulnerable. There's no scoring system, but effective play has a nice satisfying flow to it, and using all the available tools to pick apart varied groups of enemies is quite fun. It's especially nice to feel yourself getting better at the game when a particular encounter has killed you a few times and you go back and wipe it out with ease (I probably had a dozen deaths on the final boss before going unscathed when I finally beat it).

My biggest complaint is the controls not being remappable -- they're functional for the most part, but have some odd choices that took a long time to get used to (lock-on on LT, parry on X, attack on Y). Besides that, some enemy configurations wind up a bit heavy on passively running in circles while waiting for an opening to go on the offensive.

It's a nice, tight 3 hours (for me at least, playing on normal and getting a few game overs during that time), and ends right when it's explored the combat system and before devolving into excessive repetition. A real steal at $1, a bit more of a gamble at the standard $5, but if it clicks for you it'll justify that price. If nothing else, I'd at least recommend putting it on a wishlist for the next sale or watching for it to show up in an indie bundle.
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21 of 26 people (81%) found this review helpful
1 person found this review funny
11.3 hrs on record
Posted: July 31, 2014
Proxy Blade Zero is a simple yet satisfying robot swordfighting game that rewards quick reaction times and knowing when your attack opportunities are open (this aspect feels similar to melee combat in the Souls games - at least for me - as most of the time you can't just run in and mash the attack button). The combat feels good and pulling off a good string of attacks/dodges without being hit is challenging, yet fun. New enemy types have appeared frequently, enemy groups are nicely varied and it doesn't pull many cheap tricks either. Music is great, fits the tone of the gameplay very well and the visuals are done well too. It's not the most detailed look in the world but the animations are good, the robots look good and the lighting/attack effects have a bright, vivid design. If you think this game isn't worth $7 ($5.60 on sale) because of the way it looks then you're a baby, in a big budget cinematic game it's fine to expect top of the line visuals because the story and graphics have to make up for the linear, rote gameplay. This isn't one of those, it's a gameplay focused game. There's no filler, it's just you and the other robots trying to kill you. The only negative I can really think of is the length. Granted there is hard mode and the combat could warrant another playthrough so you'll definitely get your money's worth. Also there are too many pointless achievements (beat a mandatory level, kill 50 of X enemy, dodge 100 times etc).

I'm sort of disappointed in the amount of boss battles but it's nothing big, it's just that with how fun they were I would have loved to see more of them. Loved the voice acting and filters though, they fit perfectly, weren't too cheesy or trying to be funny and gave the bosses some personality. I'd personally buy a sequel or expansion with more stuff day one if that ever came about.

Last edit:
I played this on an f310 controller, I can't comment on how it plays with kb+m.

2016 edit: It actually seems to play better with mouse and keyboard, feels more direct and makes fighting without locking on more viable (faster camera movement etc).
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16 of 20 people (80%) found this review helpful
1 person found this review funny
5.6 hrs on record
Posted: August 17, 2014
What can I say about this game? It's hard and unforgiving. I enjoyed this game, I really did, but most people probably won't. The game has a good difficulty climb, everytime they introduce a new enemy, you fight it 1v1 before you fight it in a group. you have about 3 melee attacks, a boost, and a parry, not a block, a parry, so you have to time it right. The graphics aren't anything special, but nothing bad. This game requires good tactics and strategy of pure hack and slash which keeps it from getting boring. The game is divided into to "chapters" and if you get a gameover, you have to start the whole chapter all over again, which can get annoying, luckily, bosses have their own chapter. The bosses are actually the easiest part of the game and it's REALLY short. I can't recommend this game to most players because it's hard and you will die A LOT, but if you're someone that feels like you're trapped in a world of cake-walks, this game is for you.
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31 of 48 people (65%) found this review helpful
Not Recommended
1.4 hrs on record
Posted: August 4, 2014
This game doesn't quite feel like it's a finished game, just yet. I'm uncertain if the developer understood what kind of combat system they were making.

See, while the greenlight page and the developer's blog both made suggestions that it's a similar breed of game to Devil May Cry or Bayonetta, it really isn't. The gameplay ends up being a balance closer to Ninja Gaiden, where one spends much of their time kiting enemies to leave one vulnerable enough to actually deal some damage. Between the wide area attacks, and large enemies with uncounterable (though not unblockable, as I first thought) attacks, and projectile attacks, almost every enemy in the game encourages the player to stay away as defense. This in of itself isn't a bad thing; it can lead to hit and run tactics, which I had initially tried, only to realize that it's near impossible to do so.

Except, the tools the player has aren't built for kiting, or for hit and run. They're built for dueling. One on one fights against enemies with complex patterns. The parry/counter system is actually fairly well implemented. The player has full ability to defend against melee attacks, and end a batch of them with a counter attack to reverse momentum a bit. It still needs some fine-tuning, because the larger enemies (such as the hammer guys, or the gun-type's melee attack) seem to have the parry window mistimed. No, where the game actually starts to fall apart is the dashing. It's unresponsive, with what feels like a 5-10f startup, it has a limited duration, and because it has a "special attack" associated with it, The player can't use it to reengage with an enemy. Especially since the dash attacks are the only attacks you have that can't be canceled with a parry. What this means is that the attack the player is supposed to be using defensively, to wear down enemy armor, is only useful AFTER the shields are down. The player can't dash in and out of range, because the startup is so long that the player will not have moved out of the way by the time the attack lands, assuming they're dodging from reaction, and not trying to predict when the enemy is going to counterattack. It means that the grenades end up being far more dangerous than they should be with the huge window you have, because the player can't use the only way to escape its range in time.

I have other minor gripes with the combat, such as not being able to parry from the counter animation, which means that seemingly open windows for counter attack are actually just a chance to get wrecked. The player can parry from the parry's cooldown, but it can't parry from the counterattack. The overdrive system doesn't actually require variety. It's VERY easy to max it out using only the normal attacks, which I'd eventually resorted to, for reasons I've already stated. Lastly, the game has some minor issues communicating thus far. I didn't realize the grenadier enemies were different from the first enemies I fought until I saw both in the same fight. They have the same animations, and since both the initial weak enemy and the grenadiers have red heads, they look identical. The only visual difference they have blends into the background. The range of a grenade is illustrated by the red circle that initially appears around it, but when it explodes, the game shows nothing, except the player getting flung away. Only the player is thrown away, I should add. I presume it's an attempt to keep the player from using grenades against the enemies that threw them, except that similar tactics are specifically designed for use against the gun enemies when they appear.

Dragonsix, or Ben L. Grauer, whichever you would prefer: Redo how dashing works, or Rebalance the enemies for the combat system you actually have. Now, I'm far from an expert, and I can't very well crack open the code and see how well the changes I'd make would work in practice, but I do play enough action games to have some sense of what works and what doesn't, and why. Make the dash FAR more responsive by letting the player cancel into it. Maybe not let them immediately cancel out of it, but at the option to at least cancel into the dash would mean that a surprise grenade can be dealt with in time. In fact, you might very well be able to make the window tighter without interfering with the gameplay. Either remove the dash attack, or make its supposed anti-shield properties far more drastic. The player shouldn't have to worry about accidentally doing a dash attack and being unable to parry because of it. Don't punish the player for being risky, punish them for failing to take advantage of near misses. Other reviews have made suggestions of being able to parry the lasers from the gun enemies, and while that sounds pretty awesome, being able to dash in and out of the line of fire sounds far cooler. Take your pick. Tweak the overdrive system so that it actually requires variety, while you're at it.

tl;dr - Either let the player cancel into the dash so that they can take advantage of it in short bursts, or tighten up the parry system. I'd recommend the former, so you aren't wasting the mechanics you have. Tweak your visual designs so they communicate better. This game does NOT feel finished, just yet.
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A developer has responded on Aug 5, 2014 @ 2:44am
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15 of 21 people (71%) found this review helpful
1 person found this review funny
3.8 hrs on record
Posted: October 9, 2014
Easy to learn, but hard to master.

The combat system is fairly basic but has a lot of depth. The game has no cutscenes, and almost no story. It just throws you right into the action after a basic tutorial.

Very short but satisfying game. My only complaint is there's only two boss fights. An extra one would have done wonders for this game.
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29 of 49 people (59%) found this review helpful
1 person found this review funny
5.1 hrs on record
Posted: July 28, 2014
I find this game really really hard. But I think it's good.
For me the experience of this game was as described, the difficulty is pretty hardcore. You have to be able to react instantly in order to block attacks, with certain enemies there is only a specific window of opportunity during which you are able to damage them. You only have a relatively small amount of health which does not regenerate and you seldom come across extra health. The first boss encounter was hard for me, but it's sequence of attacks appeared to be very scripted. So you can basically learn when to parry and when to attack by rote, but that obviously can take a lot of trial and error which it did for me. I died a lot using that method lol. Another reason that this game was hard for me was simply because I kept pressing parry instead of attack and vice versa. I need to play more to get used to the controls and I'm also probably just not used to the Xbox 360 control. As well as that this is not a game that's ideally played when you aren't fully alert e.g. not after just getting up like I was when I first played. I don't think it helped that I extra slow witted instead of my regular slow witted today lol. Anyway I've actually kept playing and now I've got the hang of the game, it helped to put it on easy difficulty. I got to the last boss which is pretty damn hard. I got him down to like 25% health but then it became even more difficult! I came close to the end but I think it'll take me another full session just to beat the last part of the game! And that is in easy difficulty... One little thing to mention I think that boss is supposed to be able to know you off the platform where the battle takes place. However when my character was knocked out of it he just stood in midair instead of falling. It was an amusing moment =)

I thought the game looked not just decent but good. Yes the models are made up of basic looking polygons and it's not 'AAA' graphics. But I looked up the developer DragonSix and apparently it is a one person team and that this is their first completed title. So I think they've done a pretty good job. My favourite thing was seeing the projectiles that the final boss shoots at you flying past.

I think that the gameplay itself is solid.To me personally fancy (best word I can think of right now lol) graphics just do not matter to me. So I recommend this game.

Click here for my YouTube gaming channel
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A developer has responded on Oct 17, 2014 @ 3:22am
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10 of 15 people (67%) found this review helpful
1 person found this review funny
3.3 hrs on record
Posted: February 15, 2015
"Proxy Blade Zero is a hardcore action game with technical combat."
Truer words have never been spoken.

I mean this as the highest compliment: This game would have been right at home on the PlayStation 2.

As this game was on the 360 first, and the start-up urges you to use a controller, I will speak in such terms.
Y is your Attack. X is your Parry. Right Trigger is your glide (a "dodge" that isn't, but which is used AS a dodge, if that makes sense). That's pretty much it (and then there is a Lock-on with Left Trigger and another button that cycles your targets, but I never use it).

Any enemy that has a Shield can attack while being attacked. A button-masher this is not; you must be discerning in when you do what. Most actions can be cancelled into other ones - still, the game is very hardcore and very punishing of the slightest mistake.

When you encounter a new sort of enemy, the first battle with them is a 1v1 so that you might learn of their techniques. Very quickly, the rooms will mix and match the squads; each battle is challenging in its own way (to be clear, there is no randomness factor, except in the drops). You will die. A lot.
You start with 3 lives. Every time you enter a new room, that is where you will respawn. Enemies can drop Health and Lives - don't count on it. Once your lives are exhausted, you start the entire mission over.

Every aspect of the game is so simple - the main point of the game, the combat, is so rewarding once you can get into the groove of things. It's pretty amazing: Proxy Blade Zero is built around a methodical approach to combat, yet everything about it is so hectic; from watching your Battery Power (used while Gliding) to the stance of the enemy you're focusing on, to rushing to spin the camera around so that you can get a better feel for what you're facing, all while having to react within fractions of a second... I am hard-pressed to think of another game that utilizes its minimalism in such an effective way.

I absolutely recommend this game.

EDIT: The game is short though. That changes nothing, but it's good to know.
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Recently Posted
Ms. Minty (=´ω`=)
4.4 hrs
Posted: September 21
Proxy for the war you'll be finding the devs to get your money back.
Blade for what I'm gonna cut this game in half with.
Zero for the amount of fun I had.
Helpful? Yes No Funny
0.6 hrs
Posted: August 10
Great game, amazing graphics, brilliant music.....But holy HELL IS IT CHEAP, i played on easy and it was cheap, annoying and repetitive. I didn't even complete the game after i saw that there were only 6 chapters. i don't think i'd ever play this game again after completeing it, as there's nothing to collect, no upgrades, nada. Very dissapointing
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Brash Candicoot
0.3 hrs
Posted: July 31
Can't change the controls and my controller is not working. Insta refund...
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1.2 hrs
Posted: July 30
This is the coolest! a love letter to classics such as Zone of the Enders & DMC3
a bit short though, but quality triumph quantity
I found that each encounter was completely different than the ones before it & after it
the visuals were nice too, added a 90s vibe to it
would recommend to anyone
Helpful? Yes No Funny
Wreckage Brother
2.1 hrs
Posted: July 30
Ok game. Challenging, but controls were annoying.
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0.5 hrs
Posted: July 18
I can't see anyone getting past chapter 3. The game doesn't have a "git gud" mentality. The game is impossible and I highly recommend staying as far away from this game as possible. I get no enjoyment out of hard game so nobody else should edure the pain I had to go through.
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Me in bed
1.9 hrs
Posted: July 14
This is the original Bloodborne
Helpful? Yes No Funny
0.3 hrs
Posted: June 28
Proxy Blade Zero is an easy and fun game. It requires patients, not mindless button mashing- doing so will get you scooped by the most basic enemies. Instead you have to dodge, weave, and note your enemies- find their patterns and exploit them. A classic formula that's tough to mess up and delivers satisfying game play.

However, this exploratory mindset is offset by an archaic life system that instills false difficulty in the game. Most enemies and bosses can trash you in a few clean hits while you investigate what they're all about. Yet the game punishes you for doing so- after three strikes you have to start the stage all over again. Its just a hassle to do the same thing over and over just so you can get back to a certain spot to find out a new enemy or bosses move set. I've played, beaten, and mastered too many games with lives- its dull. Give me one life or infinite lives to beat a game. I'm playing on a computer, not an arcade machine.

However if you have the time to kill Proxy Blade Zero can scratch that itch for a game with a deep combat system. Otherwise, move on. In short, Proxy Blade Zero is a game with a nice idea but marred with a single poor choice on the developer's side. It's a sale or coupon kind of game with life span of 1 to 2 hours.
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