Blade & Sorcery is a built-for-VR medieval fantasy sandbox with full physics driven melee, ranged and magic combat. Become a powerful warrior, ranger or sorcerer and devastate your enemies.
Recent Reviews:
Overwhelmingly Positive (955) - 96% of the 955 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,728) - 90% of the 2,728 user reviews for this game are positive.
Release Date:
Dec 11, 2018

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“As a solo developer and pioneer in the field of realistic full physics-driven combat in VR, I believe that the best way to develop the game is with the help of players. With player feedback, I intend to improve the game and add new features throughout its Early Access, and with enough success it is my hope to ultimately evolve the game from a combat sandbox into something with more depth.”

Approximately how long will this game be in Early Access?

“Early Access could last between 6 months to 2 years depending of the success of the game, which will impact the scope.”

How is the full version planned to differ from the Early Access version?

“Features planned in the full version are:
- Player inventory
- Buying / unlocking equipment
- Skills tree
- New content (weapons, maps, armors)
- New enemy types
- Enhanced AI
- Full Modding (maps, weapons and custom scripting if possible)

However, I will be listening carefully to the community and the content of the final release could change depending on feedback and suggestions.”

What is the current state of the Early Access version?

“The current version is polished, bugs are minimal, and core combat and interaction mechanics are already in place. My philosophy is always quality over quantity, so the game is already enjoyable with the current combat build.

Current features:
- Unique VR combat: Physics driven objects and characters
- 5 Maps (Home, Arena, Ruins, Market and canyon)
- More than 10 Weapons (swords, dagger, mace, shields, axes, spear, bow...)
- 3 spells (Slowing time, Telekinesis and Lightning)
- 4 enemy archetype (fighters, rangers and mages)
- Avatar customization
- Grappling and Punching
- Jumping, kicking, running
- Climbing
- Free locomotion
- Modding game data (player/weapon/npc stats, AI, NPC look, waves logic, etc.)”

Will the game be priced differently during and after Early Access?

“Price may increase moderately depending of the amount of content added during Early Access.”

How are you planning on involving the Community in your development process?

“I want to create the best physics driven VR combat game possible, so feedback and input from the community is not only desired, but needed. The community is what will make Blade & Sorcery the best it can be, and I intend to use Steam, Reddit and Discord as the central places for exchanging ideas and taking feedback.

As an ex-modder, the modding community is close to my heart. It is my opinion that modders greatly add value to a game, extending lifespan and adding variety in ways a developer sometimes cannot, so it is my intent to make the game as openly moddable as possible.

Currently game data is already moddable, but in the long term I plan to add support for custom maps, new weapons and even the possibility for modders to add new game modes.”
Read more
Notice: Requires a virtual reality headset. See the VR Support section for more info.
VR Only

Buy Blade & Sorcery


Recent updates View all (17)

July 5

Update 6.3 released!

Just a small update today to mainly fix the issues about auto drop and re-introduce press to move on the Vive controller. Hopefully that will be the last input change for the Vive controller. Hope the majority will be happy :steamhappy:

Below the changelog:

Update 6.2

  • Increased maximum arm length to 1.3x (instead of 1x, so auto drop should be rarer)
  • Added a new option to directly set the maximum arm length
  • Prevent the pointer to look at the UI on start (to allow the debug console to work without putting the headset and move the controller)
  • Modding: Fixed an issue in Level Modules preventing OnlevelLoad of being called for the Master and CharacterSelection level
  • Fixed an animation issue when ungrabbing a electrified body

Vive controller layout changes
  • Re-added "press to move" and "touch to move" options
  • Moved kick to touchpad down and slow motion to touchpad center
  • Keep pressing touchpad center and menu left will open the menu

EDIT: I append here the update 6.3 as they are really close :)

Update 6.3
  • Fixed an issue breaking the death sequence when the player die while grabbing a body
  • Fixed an animation issue when the player grab a character during their death animation
  • Prevent gripping objects with the index finger when you only press the grip without pressing trigger (and vice-versa). Should prevent unwanted grip while punching.

54 comments Read more

July 2

Update 6.1 released!

Update 6.1 released!

Minor update with mainly bug fixes, inputs changes and new features and enhancement for modders :)

New inputs

Below you will see the new default layout for the Vive controller, closer to the original layout before update 6.

Trigger is also used again to slide along handle for all controllers.
I hope people will be happy with this changes :)

SteamVR custom binding

With the new SteamVR support, it's now possible to do custom binding and share them on SteamVR. Unfortunately, there is currently a bug that prevent users to edit the default binding of the game. Valve is aware of the issue and a fix is coming soon for SteamVR.


Update 6.1

  • Modified the Vive controller layout to something closer to the previous version
  • Set slide to trigger instead of secondary button
  • Improved monitor UI look (spectator mode)
  • Re-implemented hold grip options for telekinesis and bodies.
  • Added a new hold grip option for climbing/gripping objects without handle
  • Re-implemented locomotion controller option for left-handed (Oculus native only! SteamVR users need to use a custom binding in SteamVR)
  • SteamVR skeleton is now only used for the index controller. It prevents the index finger to curl when touching the trigger only on other devices (easier climbing)
  • Added physical limits to arms when player is not grounded (instead of dropping the weapon or ungripping walls)
  • Added an option to set the behaviour of stucked weapons when player is grounded (either drop or physically block the body, default is drop)
  • Added colliders to mountains on Ruins map
  • Set default spectator FOV to 80 (instead of 90)

  • Added a debug console
  • Added levels JSON and level modules (level/game based plugins only, level editor is not available yet)
  • Moved level logic to level modules (allow default behaviors to be replaced)
  • Fixed an issue preventing to load audiocontainer from asset bundles (thx to Alex for this information!)
  • Updated SDK to 6.1

  • Prevent weapon to drop when swinging
  • Fixed potions holster
  • Prevent telekinesis to work on object grabbed elsewhere from handle
  • Prevent object grabbed elsewhere from handle to despawn
  • Fixed external view enable/disable option not working
  • Fixed object gripping not working correctly in some situations (grabbing air or wrong object)
  • Fixed some issues with the dual blade staff (it pierces and slashes correctly now)
  • Fixed weapon dropping on the ground when grabbing them from hips
  • Fixed menu overlap in the character selection screen
  • Fixed incorrect jump height on some headsets with different refresh rate (Rift S and Valve Index)
  • Fixed waist tracker that wasn't working
  • Fixed barrels, crates, hands and feet going through stairs
33 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

The era of the VR weightless, wiggle-sword combat is over. Blade & Sorcery is a medieval fantasy sandbox like no other, focusing on melee, ranged and magic combat that fully utilizes a unique and realistic physics driven interaction and combat system.

Built exclusively for VR, collisions are dictated by fine hitboxes, objects have weight and follow the laws of physics, creatures have full body physics and presence, and blades can be used to penetrate soft materials or deflect magic.

In Blade & Sorcery, the combat is limited only by your own creativity. Choose your weapon, choose your stance, choose your fighting style; Be the powerful warrior, ranger or sorcerer you always dreamed of becoming!

Mature Content Description

The developers describe the content like this:

This Game contain content not appropriate for all ages like frequent violence and gore.

System Requirements

    • OS: Windows 7
    • Processor: Intel Core i5
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 970 / 1060
    • OS: Windows 10
    • Processor: Intel Core i7
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 1070

What Curators Say

60 Curators have reviewed this product. Click here to see them.

Customer reviews

Review Type

Purchase Type


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph

Display As:
Show graph
Hide graph
Excluding Off-topic Review Activity
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...