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 (13) - 61% of the 13 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (2,720) - 73% of the 2,720 user reviews for this game are positive.
Release Date:
May 7, 2014

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Recent updates View all (264)

August 7

Harmonious Prelude: Release Candidate 3 is out, and needs YOU.

Not even a week after putting Release Candidate 2 update into your hands, we've got another! Mostly this week, we spent time working to get networking and prediction to feel as good, if not better, than the current version on Steam.

As always, please provide us feedback and help us hunt down bugs, by joining our Discord server.

If you haven’t signed up to try the Harmonious Prelude update, then head here!

Changelog since Release Candidate 2
  • Arcade Style
    • Updated Pure Fast Tier 1 lock duration to 0.60 from 0.50
    • Updated Pure Fast Tier 3 damage to 25 from 23
    • Replaced Ryoku Fast Tier 2 animation
    • Updated Ryoku Fast Tier 2 lock duration to 0.65 from 0.28
    • Replaced Ryoku Fast Tier 3 animation
    • Updated Ryoku Fast Tier 3 lock duration to 0.56 from 0.70, and damage to 28 from 30
    • Updated Ryoku Fast Tier 3 lock duration to 0.56 from 0.70, and damage to 28 from 30
    • Updated Ryoku Fast Tier 3 lock duration to 0.56 from 0.70, and damage to 28 from 30
    • Updated Ryoku Fast Left Tier 2 lock duration to 0.60 from 0.95, and damage to 16 from 20.
    • Replaced Ryoku Fast Left Tier 3 animation
    • Updated Ryoku Fast Left Tier 3 lock duration to 0.70 from 0.44, and damage to 28 from 22.
    • Updated Ryoku Fast Right Tier 1 damage to 15 from 12.
    • Updated Ryoku Fast Right Tier 2 lock duration to 0.60 from 0.95, and damage to 20 from 16.
    • Replaced Ryoku Fast Right Tier 3 animation
    • Updated Ryoku Fast Right Tier 3 lock duration to 0.70 from 0.53, and damage to 25 from 22.
  • Bots now have unique names, unique mask, item, skin and sword choices, matching avatars, and show BOT instead of a 0 ping.
  • Made Hammer DPI-Aware
  • Added red line to Harmonious Prelude logo to match branding
  • Flattened more brushes and added playerclips to areas on Monastery's Courtyard arena so the player would not hitch or get stuck
  • Temporarily disabled CSM on Duel and Free Monastery in order to sort out rendering issue

Bug Fixes
  • Fixed a large number of prediction and networking problems. It SHOULD be much better! Please let us know!
  • Fixed various selections on Game Settings, Audio Settings, and Video Settings not properly saving
  • Fixed the scoreboard showing empty arenas if a player was kicked or left in the middle of a match.
  • Fixed being able to hear death sounds from other matches in your arena
  • Fix sword and scabbard position on lower framerates
  • Fixed issue potentially causing players to receive the wrong item when unlocked
  • Fixed a number of localization string issues
  • Fixed compiles in Hammer not starting
  • Fixed various brushes and models on District from rendering in and out
  • Fixed one remaining control point indicator on Docks not updating
  • Removed extra area of space by the barrels in the Deck arena on Winter
3 comments Read more

August 1

Release Candidate 2 for Harmonious Prelude!

Hot on the heels of the initial Release Candidate update for the upcoming Harmonious Prelude update, is another Release Candidate build! Hop in our Discord server if you’re looking for opponents or want to get information on the latest changes.

If you haven’t signed up to try the Harmonious Prelude update, then head here!

Changelog since Release Candidate 1
  • Classic Style:
    • Updated Phalanx’s Fast Forward String 3 Tier 1 tracer for 12.5% uptime reduction and starting slightly later
  • Arcade Style
    • Updated Phalanx’s Fast Forward String 1 Tier 1 tracer for 12.5% uptime reduction and starting slightly later
    • Reduced Ryoku’s Fast String 1 Tier 1 lock duration to 0.28 from 0.55
    • Reduced Ryoku’s Fast String 1 Tier 1 damage to 12 from 17
    • Reduced Ryoku’s Fast String 1 Tier 2 damage to 16 from 20
    • Reduced Ryoku’s Fast String 1 Tier 3 damage from 28 to 22
  • Changed Classic Rapier guard default convars:
    • bb_guard_obb_length set to 65 from 50
    • bb_guard_obb_width set to 15 from 5
    • bb_guard_recovery_heavy set to 0.55 from 0.85
    • bb_guard_knockback_fast set to 450 from 500
    • bb_guard_knockback_balanced set to 450 from 400
    • bb_guard_knockback_heavy set to 450 from 250
  • Spectating a single player in an arena defaults camera to chase mode.
  • Bots have been given random names fitting their emblem theme.
  • Smoothed the floor in many areas of Monastery’s Antechamber and Library.
    • Player/environment collision is now incredibly accurate in the Harmonious Prelude update. Let us know if you get stuck on even the smallest of things!
Bug Fixes
  • Numerous bugs fixed involved with player data table, interpolation, networking and prediction.
    • We’re always staying cognizant of the feel of the Beta. Our work never ends here.
  • Fixed “ghost” hits.
  • Fixed crash when two fullscreen confirmation boxes were shown at once.
  • Fix crashes related two callvoting.
  • Fixed player items being reset when joining a server, selected items are persistent again.
  • Fixed player sometimes not receiving items.
    • There are still issues with players receiving items and proper XP. We’re investigating.
  • Fixed footstep and jumping sounds not playing.
  • Fixed players not showing on server info details screen.
  • Fixed missing capture point on cp_docks and wall indicators not updating.
  • Fixed broken materials on Community.
  • Can no longer customize your character during the tutorial.
  • Fixed spectators showing the wrong label viewing a match.
  • Fixed various spectator menu button state issues.
  • Fixed IK stuttering when sheathing a sword.
    • This has revealed a new issue; character feet are not firmly planted during the sheathe animation. We will take a look at this.
  • Fixed Discord Rich Presence connection failing and not launching Blade Symphony.
  • Sword tracers and FX will no longer continue receiving updates when not rendering.
  • Endcaps on particles bound for immediate destruction will not be played.
  • Hammer will no longer close if the Puny Human SDK launcher is closed.
  • Removed various debug information for previous “one dot” connection issue.
0 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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