Prove you are the world's greatest swordsman! Engage in tactical 1 vs. 1 sword fighting, 2 vs. 2, or sandbox FFA, or capture Control Points in a tactical slash-em-up.
Recent Reviews:
Mixed (23) - 52% of the 23 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (2,711) - 73% of the 2,711 user reviews for this game are positive.
Release Date:
May 7, 2014

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Recent updates View all (261)

April 12

The Harmonious Prelude update is delayed

I am posting this sad news on the behalf of urinal-cake who I hope is getting some well-needed sleep. I feel it is better to do it this way than for me to produce my own version of the newspost.

I’m typing this out after two days of no sleep, so please excuse if my stream of consciousness is not very well formed.

The Harmonious Prelude update is the pre-cursor to Blade Symphony going free-to-play. It is intended to be an update that will transition the existing game toward the goals of the free-to-play release, by including a Mac and Linux version, more translations, a separate SDK, management of all items through the Steam Inventory service, and many new features that will strengthen the release. Unfortunately, it will not be coming out today.

I won’t make excuses and state that this is the result of somebody else’s work or lack of it. This is my fault. I have not done a good enough job at prioritizing my work and those that work with me. I have not hired a large enough team to reach this ambitious milestone in a timely manner. I became involved in feature-creep. I became complacent with our progress. I underestimated our remaining work.

This is an extremely embarrassing blow for not just me, but this entire company. In my 9 years of helming this studio, we have never had to delay a significant release in this matter. This is also something that is demotivating and depressing, but I am going to do my best to not let you down.

Over the next three weeks, we will set out to accomplish our original goals as we had put them together, by doing the following:
  • Finding an additional programmer to assist with source development.
  • Having a release quality candidate available on the Blade Symphony Beta;
  • Windows 32-bit game, dedicated server and SDK, 64-bit game SDK, OSX 64-bit game, and Linux 64-bit game and dedicated server.
  • Open up the testing of this release quality candidate to a wider audience. Those active in our Discord and on our forums.
  • Completely re-compile shaders and solve crashes preventing full re-compiles.
  • Finishing the summary screen (end round,) to a degree that matches the original concept and offers a positive experience.
  • Recompiling all maps and fixing brush related issues.
  • Fixing sword, character and item materials that were broke due to the engine migration.
  • Integrating the proper translations for the game.
  • Transitioning the workshop into a vote-based system for item curation.
  • Transition specific quality workshop items to curated items.
  • Implementing item pictures for color items, emblems and unseen character masks.
  • Properly testing the free-to-play API and backend.
  • Properly testing the Win/Linux dedicated server and shipped tools.
  • Properly testing the game client across all platforms.
  • Complete the Harmonious Update release trailer.
  • Finish the Discord RIch PResence integration.
  • Properly market this update.

While I am ashamed to admit that this has been a colossal failure on my part, I am committed to releasing this update and seeing its success. Please join us on our Discord over the next three weeks as we work to tackle these issues. On or before three weeks from today, we will know when the release date for Harmonious Prelude is.
22 comments Read more

March 10

Blade Symphony's Future of Free-To-Play

I broke my own rule by not keeping our community updated often. Given some recent changes to our plan and the game, it's a great time to update you.

What Hasn't Changed
Let's re-iterate some points from the last post, because they're note-worthy, or particularly difficult for some to stomach.

  • We have to part ways with the stats system on this website. While it's an impressive system and has lasted 5 years with minimal updates, it's costly to run, has numerous bugs, expensive to maintain, and crashes often. We'll try to provide a data dump of statistics, but no guarantees it will be immediate.
  • Ladder ranking and leagues will be replaced by a level progression system, that allows players to earn experience based on various factors during the duel and receive rewards at certain levels. Some rewards are things not previously in-game, like background emblems, sword glow types and glow colors.

  • Blade Symphony is still releasing for Windows 64-bit, Linux and Mac OSX. These have all proven to run extremely well on our test systems, and we're pretty excited.
  • This new version will release releasing with more languages than just English, Japanese and Russian. We really need help with translations, however, so please lend a hand if you're multi-lingual. Here is our current status:

What's Changed
Here's an update on the new things we've put in since the last update:
  • We've implemented a multi-match system. Currently, if there are three arenas to a map, then only six players can play at once. This is a little silly, considering some servers may have another 10 - 12 players, sitting and spectating. This new system will allow for multiple duels to take place in the same arena. We do this by hiding the characters, effects and sounds of any other players in the same arenas you and your opponent. You can hold Tab and choose the arena you want to duel in or spectate:

  • Heaps of animation, network and interpolation fixes. Not only were there numerous issues noticed and fixed prior to the engine update, but updating to the CS:GO version of the engine allowed us to improve things even further.
  • Faction specific music that has been shipped with the game, but never hooked up, will play on the customization screen now.
  • We've replaced the loading screens with the art we use for our trading cards. So, along with minor UI tweaks, adding loading information, we felt like this art was too awesome not to show off:

  • We've had a lot of trouble with compiling shaders for this update. Along the way, though, we made Blade Symphony feel a bit more saturated and colorful in bright areas, and low-light in dark areas. Much of the current color palette is leftover from the "visceral, shaded" feel that both Half-Life 2 and Dystopia had. We feel this gives Blade Symphony a bit more of a unique palette.


  • We've enlisted a fantastic local artist, to create an exclusive item set for owners of Blade Symphony. Here are some screenshots, still very work-in-progress, not in-game, so material properties haven't added to make it pop. In total, a skin, mask, four attachments, sword and sheathe, and cape all need a name. Feel free to suggest one for the set.

What's Left
The game is finally stable, but needs lots of bug fixing. The last feature to work on is something to better communicate level progression, which is incredibly important for all games that have a leveling system.  We're scrapping the idea of an overlay, and instead creating a familiar experience similar to the Customization Screen. At the end of a round, this new Summary Screen will display information experience gained. This is just a concept, so no notifications for gaining new items or going up a level, yet.

Release Plan
To get over the funk of working on this update for so long, we took a break to release an update to our first game, Dystopia. After enjoying the game with so many old friends, we decided it would be best to shift our release plan to release our work sooner, rather than later, and iterate on it (like we did with subsequent Dystopia updates.)We are going to modify our release plan, so that we have a better strategy for the game going free-to-play in 2018. All of the work from the last year will be released in what we're calling the Blade Symphony: Harmonious Prelude update, which will also see the price of the game drop significantly. Doing so will enable us to:
  • Generate a little more revenue before free-to-play. Revenue will be put into more items that will be unlockable or paid, once the game goes free-to-play.
  • Have a much larger pool of available testers to help us find bugs. At the moment, only Patreon Supporters have access to the game, but we need more players.
  • To break down the stats system and prepare a new website for Free-To-Play.
  • Work with translators to put the game in more languages, we REALLY need more help with this!
  • Allow fan made maps and items to be recompiled or fixed for the new engine version, and play with the new separate SDK.
After we feel confident in the state of the game, that bugs are fixed, and we've added sufficient marketable items for purchase, we'll release the game as free-to-play.

Community Help
I'm going to say it again, we really need help with translating the game, so please jump into our Discord and find out how you can lend a hand.

Release Date
This release wouldn't be difficult unless it had one more final obstacles; conferences. In late March and April, there will be some big game trade-shows/conferences going on, sure to have plenty of large announcements and releases. It's suicide for an indie developer like us to release during that time, so we're pushing out the date for Blade Symphony: Harmonious Prelude to Thursday April 12th, 2018.
71 comments Read more


"... the saving grace of Blade Symphony is that its duels are thoroughly, distinctively, and consistently exhilarating."
PC Gamer

"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 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, sandbox FFA, or the Control Points game mode!

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
  • Vanguard, a quick-footed champion that uses leaning plunges to push opponents into her blade

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

    • 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

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