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:
Very Positive (121) - 82% of the 121 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,251) - 85% of the 1,251 user reviews for this game are positive.
Release Date:
Dec 11, 2018

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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
- 4 Maps (Home, Arena, Ruins and Market)
- 8 Weapons (swords, dagger, mace, shields, axes, spear, bow)
- 3 spells (Slowing time, Telekinesis and Lightning)
- 4 enemy archetype (fighters, rangers and mages)
- 3 enemy style (Gladiator, Cult and Mercenary)
- Avatar customization
- Grappling and Punching
- Jumping, kicking, running
- 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.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (8)

February 22

Update 4.1 released!

Hello guys!

I'm mainly working on update 5 currently but I wanted to release a small update today to fix some issues encountered in update 4.

Update 4.1

- Fixed black pixels on characters on some ATI cards
- Fixed arena very easy wave 3 not starting
- Fixed some animations not taking into account the gravity
- Fixed some issues when inverting trigger and grip

By the way, next update is still planned for March and it should be a good one! You can already expect new features and the first batch of content for the game.
More information should come in the next coming days on Discord ;)

Big thanks to everyone for your support!

25 comments Read more

February 11

Update 4 released!

I'm happy to announce that update 4 has been released and are now live!
As a result, the beta is now closed.

The changelog below contains all features, changes and fixes I done since update 3.

- Updated to Unity 2018.3.5
- Reworked hit detection and improved collisions
- Throwed objects can now hit multiple enemies at once
- New animations
- AI will try to dodge incoming attacks
- Reworked wave selection menu and added a scrollable wave list (using touchpad or thumbstick)
- Added new waves: 1 vs 1, Endless, Very hard, Mercenaries vs bandits, Warzone
- Randomized NPC height
- Throwing heavy objects is more reliable and will go through enemy’s defense
- Added legs sweeping for bardiche, claymore, spear and mace
- Added snap turning in character selection
- AI will now stay at distance before engaging into melee if the target is already surrounded (1 to 3 depending of the AI difficulty).
- Prevent AI to attack if a friendly unit is close
- New option: Invert trigger/grip
- New option: Two-handed mode (position, dominant or auto rear/front. Default is auto front now)
- Added footstep particles to the sand surface in the arena

- Improved weapon handling speed and trajectory
- Two handed weapons will use position of hands or dominant hand for orientation depending of your stance on the handle
- Head is now harder to penetrate/cut
- Slightly reduced mana consumption of lightning
- Increased arms strength of NPC when parrying
- A strong hit will stop the NPC dying animation (relative to weapon recoil)
- Parrying with an arrow will not recoil the attacker
- Improved some wood collision effects
- NPC slow down approching their destination
- Grabbing and throwing a dying NPC will stop the death animation
- Increased slow motion speed (0.5x instead of 0.25x)
- Increased overall physic quality / precision during normal time
- Improved weapon handling during slow motion
- Improved NPC hit reaction
- Enhanced AI parry prediction
- Removed dual wielding for AI (will come back later with dedicated animations)
- Reworked footstep to use the collision and FX system
- Improved melee damage of NPC
- Friends count is now 1/3 the enemies count
- Reduced arrow damage for the player
- Modified hard waves to mix medium and large shields
- Enchanced rubbing and penetration haptic feedback
- Reduced spawn delay
- Misc weapon balancing

- Prevent obsolete mods to be loaded (added version number to JSON files)
- Waves: Unlimited number of custom waves
- Waves: Added categories and description
- Waves: Custom player and enemy health ratio
- Waves: Loop support (infinite wave)
- Updated UMAPreset version: race field is now a string instead of an enum (sex field is kept for compatibility with the old saves and will be removed later)
- Container and brain overrides defined in a creature tables referencing another creature tables will now be applied (in case of multiple overrides, the shortest one will be applied)
- Added some haptic parameters in Global.json
- Misc new JSON parameters

- Fixed crashes
- Fixed haptics issues
- Prevent NPC to grab a weapon in their holster if the weapon has been stolen by the player
- Fixed NPC falling when running on slope
- Fixed brow using hair color
- Fixed home fireplace not being affected by audio options
- Fixed weapons staying electrified after death
- [WMR] Fixed grip and trigger issues on the right controller after going into the menu
- [Pimax] Fixed inputs issues
- Head shadow are now visible from first person view
- Fixed infinite loading when saves are corrupted
- Prevent holstering a weapon handled with both hands
- Fixed character loading issue when a mace is equipped
- Fixed incorrect weapon velocity calculation when moving
- Added game version to log files
- Fixed weapon lightning propagation not working correctly
- Disabled telekinesis spin for potions and shields
- Text corrections (thanks to plato!)
- Reworked VR UI pointer (improved performance and misc fixes)
- Fixed game not loading if the option file is missing
- Fixed wrong hand pose for the bow string
- Fixed market stairs
- Fixed an issue while grabbing an arrow sticked in the same arm as the player hand (could happen while grabbing arrow mid-air)
- Fixed bow string animation issue
- Fixed movement being a bit slower using the HTC Vive (touchpad issue)
- Fixed physics not being the same between normal time and slow motion
- Fixed "right click" to "left click" in the character selection inputs warning text
- Fixed NPC fighting each other after stopping and restarting a wave
- Fixed navigation issue causing NPC to shake
- Fixed some issues happening below 50% normal speed
- Fixed some lightning issues in the arena
- Fixed an issue causing the first 0.25s of an attack animation to be blended/skipped
- Fixed the large shield colliding with NPC arms and torso
- Head rendering optimizations
- Misc perf optimization
- Misc internal fixes

Next milestone will be update 5 in March. You can already expect more content, new features, and some surprises ;)
Thanks everyone for your support and feedback!

38 comments Read more
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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

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