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.
All Reviews:
Very Positive (959) - 85% of the 959 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 (5)

January 4

New year update

Hi everyone!

It has been some time since my last update, so I wanted to keep people informed about what is happening.

Since December, 3 versions of the next update (update 4 - beta 3) have been released on the beta branch on steam.

The current beta addresses some issues and more importantly greatly improves the combat and weapon handling (changelog can be found on the #beta-changelog channel on Discord).

However, this update is a bit special because I upgraded to a new major version of the Unity engine. The use of this version is mandatory for the future as it improves the physic engine, overall stability and will be the only one receiving new updates about the input system I use (I’m mainly waiting the Unity fix about inputs which is not working when the game window is not focused).

Unfortunately, the new Unity version comes with a pretty serious issue in VR that can lead the whole computer to crash, and this problem prevents me of switching the beta to live.
With the Christmas period being over, I’m however confident that this issue will be resolved soon (hopefully this month).

In the meantime, I’m still working on the beta, and the next update (beta 4) should include an overhaul of the combat animations as well as an improved and more aggressive AI.

Most importantly, I wanted to say Thank you to everyone for your support, the game release was awesome, and I could not have expected better! The community on Discord is approaching 10k users and doesn’t stop to amaze me every day! Modders are also doing wonder with the game, I really didn’t expect this to be so quick! I wish I could talk more often on Discord, but I’m still really focused on the game itself.

The current game is only the beginning, with the release success I already increased the scope (check roadmap on Discord) and I’m happy to announce that I should get some help with a dedicated 3D artist and level designer soon 😊.

Thanks again for your support! And Best Wishes for 2019!

54 comments Read more

December 13, 2018

Update 3 released!

Update 3 released!

- Added an option to disable the blood overlay
- Added an option to hold grip to grapple (is default now)
- Increased the grappling radius for shoulders and head
- Removed body/object and body/ragdoll collision from the options as it cause some issues (will come back later)
- Experimental: Added an option to change the global weapon handling forces (more or less "floatiness" / "drag")

- Added a JSON for global parameters
- Moved slowmotion parameters to global parameters

- Fixed handle sliding for HTC Vive
- Fixed game stuck in infinite loading when the "My Document" folder is inaccessible (should fallback to appData folder)
- Prevent the arrow in the player bow to disapear when starting a new wave
- Fixed reloading when the player die in the home
- Reworked auto drop to prevent weapon to be dropped when swinging
- Added a maximum force to all physic joints (should prevent some physic issues and potentially some crashes)
48 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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