Blade and Sorcery

Blade and Sorcery

Steam Deck Unsupported

WarpFrog · VR · Jun 17, 2024

Yes, worth buying.

At $29.99. It has been as low as $23.99.

97%
Overwhelmingly Positive
62k player reviews
High confidence
Buy it if you like
  • Combat: 73 reviews raised it, mostly praise
  • Story and characters: 65 reviews raised it, mostly praise
  • Gameplay: 44 reviews raised it, mostly praise
Think twice if you dislike
  • Crashes: 7 reviews raised it, mostly criticism

Based on 62k player reviews · updated 3 days ago

What players think

The recurring themes across 300 analysed reviews: what players praise, what divides them, and what to know.

Why players love itThings to know
67% of themes are praise22% are divided11% are caveats
Combat
Players who bring up Combat mostly praise it.
Blade and Sorcery left me feeling mixed, and that comes down to how strong the core combat feels at first compared to how quickly the overall experience starts to lose momentum once you spend real time with it, because in the opening hours the game does a lot right, the physics based combat feels responsive, weapons have weight, and your actions translate cleanly into what happens on screen, which makes those first 10 to 20 hours genuinely fun, you try different weapons, experiment with movement, and get a sense of control that few games manage, especially in VR, but that early excitement does not hold up over a longer stretch, and the cracks start to show once you move deeper into the campaign, which is where the game struggles the most, because the campaign feels underdeveloped and repetitive, the structure does not change much, objectives stay simple, and there is very little variety in how missions play out, so instead of building tension or adding new ideas, the game falls into a loop where you clear similar areas again and again with only small differences, and after a while that loop starts to feel predictable, which makes it harder to stay engaged, especially when there is no strong story or clear progression pushing you forward, and that lack of direction makes the campaign feel like an afterthought rather than a core part of the experience, the combat, while still the highlight, also runs into problems over time, because it does not evolve enough to stay interesting across long sessions, by the time you reach around 50 to 60 hours, you start to notice how limited enemy behavior is, and once you learn their patterns, fights become easier in a way that removes tension instead of adding challenge, enemies do not adapt, and you rarely face new situations that force you to change how you play, which leads to repetition, you can switch weapons or try different styles, but the underlying system stays the same, so those changes only go so far, and eventually every fight starts to follow the same rhythm, engage, stagger, finish, repeat, and without new mechanics or smarter AI to push you, that rhythm becomes stale, pacing also plays a role here, because the game does not do much to break things up, there are few moments that shift the tone or introduce something new, so long sessions can feel flat, and that is a problem when you are trying to invest serious time into the game, because you want to feel like you are progressing or discovering something new, but that feeling fades as the repetition builds, even the progression systems, like unlocking gear or abilities, do not change the experience in a meaningful way, you get new tools, but they do not alter the core loop enough to keep things fresh, and over time that makes those rewards feel less impactful, technical issues also add to the problem, because while the physics system is impressive, it is not always consistent, and small glitches or awkward interactions become more noticeable the longer you play, especially when the rest of the experience is not evolving enough to balance that out, all of this creates a situation where the game feels strongest in short bursts but struggles as a long form experience, and that is why I cannot recommend it at full price, because the campaign does not deliver enough depth or variety to justify that cost, especially if you are looking for something with strong progression and long term engagement, however, that does not mean the game is not worth playing at all, because there is still real value in the sandbox mode, which is where the combat system shines the most, when you are free from the campaign structure and can just experiment, test different weapons, and create your own challenges, the game feels more natural and enjoyable, and in that context, the repetition is less of an issue because you are setting your own pace and goals, so if you can pick it up on sale, it becomes much easier to recommend, because the core mechanics are fun enough to justify a lower price, especially if you treat it as a sandbox experience rather than a full campaign game, in that case, you can get a solid 15 to 30 hours of enjoyment without pushing into the range where the combat starts to feel stale, and that is where the game works best, so the bottom line is simple, skip it at full price, but if you see it discounted, it is worth picking up, just go in with the right expectations, focus on the sandbox mode, and do not rely on the campaign to carry the experience, because that is where it falls short.
73 of 300 sampled reviews raised it
Story and characters
Players who bring up Story and characters mostly praise it.
Blade and Sorcery left me feeling mixed, and that comes down to how strong the core combat feels at first compared to how quickly the overall experience starts to lose momentum once you spend real time with it, because in the opening hours the game does a lot right, the physics based combat feels responsive, weapons have weight, and your actions translate cleanly into what happens on screen, which makes those first 10 to 20 hours genuinely fun, you try different weapons, experiment with movement, and get a sense of control that few games manage, especially in VR, but that early excitement does not hold up over a longer stretch, and the cracks start to show once you move deeper into the campaign, which is where the game struggles the most, because the campaign feels underdeveloped and repetitive, the structure does not change much, objectives stay simple, and there is very little variety in how missions play out, so instead of building tension or adding new ideas, the game falls into a loop where you clear similar areas again and again with only small differences, and after a while that loop starts to feel predictable, which makes it harder to stay engaged, especially when there is no strong story or clear progression pushing you forward, and that lack of direction makes the campaign feel like an afterthought rather than a core part of the experience, the combat, while still the highlight, also runs into problems over time, because it does not evolve enough to stay interesting across long sessions, by the time you reach around 50 to 60 hours, you start to notice how limited enemy behavior is, and once you learn their patterns, fights become easier in a way that removes tension instead of adding challenge, enemies do not adapt, and you rarely face new situations that force you to change how you play, which leads to repetition, you can switch weapons or try different styles, but the underlying system stays the same, so those changes only go so far, and eventually every fight starts to follow the same rhythm, engage, stagger, finish, repeat, and without new mechanics or smarter AI to push you, that rhythm becomes stale, pacing also plays a role here, because the game does not do much to break things up, there are few moments that shift the tone or introduce something new, so long sessions can feel flat, and that is a problem when you are trying to invest serious time into the game, because you want to feel like you are progressing or discovering something new, but that feeling fades as the repetition builds, even the progression systems, like unlocking gear or abilities, do not change the experience in a meaningful way, you get new tools, but they do not alter the core loop enough to keep things fresh, and over time that makes those rewards feel less impactful, technical issues also add to the problem, because while the physics system is impressive, it is not always consistent, and small glitches or awkward interactions become more noticeable the longer you play, especially when the rest of the experience is not evolving enough to balance that out, all of this creates a situation where the game feels strongest in short bursts but struggles as a long form experience, and that is why I cannot recommend it at full price, because the campaign does not deliver enough depth or variety to justify that cost, especially if you are looking for something with strong progression and long term engagement, however, that does not mean the game is not worth playing at all, because there is still real value in the sandbox mode, which is where the combat system shines the most, when you are free from the campaign structure and can just experiment, test different weapons, and create your own challenges, the game feels more natural and enjoyable, and in that context, the repetition is less of an issue because you are setting your own pace and goals, so if you can pick it up on sale, it becomes much easier to recommend, because the core mechanics are fun enough to justify a lower price, especially if you treat it as a sandbox experience rather than a full campaign game, in that case, you can get a solid 15 to 30 hours of enjoyment without pushing into the range where the combat starts to feel stale, and that is where the game works best, so the bottom line is simple, skip it at full price, but if you see it discounted, it is worth picking up, just go in with the right expectations, focus on the sandbox mode, and do not rely on the campaign to carry the experience, because that is where it falls short.
65 of 300 sampled reviews raised it
Gameplay
Players who bring up Gameplay mostly praise it.
Blade and Sorcery left me feeling mixed, and that comes down to how strong the core combat feels at first compared to how quickly the overall experience starts to lose momentum once you spend real time with it, because in the opening hours the game does a lot right, the physics based combat feels responsive, weapons have weight, and your actions translate cleanly into what happens on screen, which makes those first 10 to 20 hours genuinely fun, you try different weapons, experiment with movement, and get a sense of control that few games manage, especially in VR, but that early excitement does not hold up over a longer stretch, and the cracks start to show once you move deeper into the campaign, which is where the game struggles the most, because the campaign feels underdeveloped and repetitive, the structure does not change much, objectives stay simple, and there is very little variety in how missions play out, so instead of building tension or adding new ideas, the game falls into a loop where you clear similar areas again and again with only small differences, and after a while that loop starts to feel predictable, which makes it harder to stay engaged, especially when there is no strong story or clear progression pushing you forward, and that lack of direction makes the campaign feel like an afterthought rather than a core part of the experience, the combat, while still the highlight, also runs into problems over time, because it does not evolve enough to stay interesting across long sessions, by the time you reach around 50 to 60 hours, you start to notice how limited enemy behavior is, and once you learn their patterns, fights become easier in a way that removes tension instead of adding challenge, enemies do not adapt, and you rarely face new situations that force you to change how you play, which leads to repetition, you can switch weapons or try different styles, but the underlying system stays the same, so those changes only go so far, and eventually every fight starts to follow the same rhythm, engage, stagger, finish, repeat, and without new mechanics or smarter AI to push you, that rhythm becomes stale, pacing also plays a role here, because the game does not do much to break things up, there are few moments that shift the tone or introduce something new, so long sessions can feel flat, and that is a problem when you are trying to invest serious time into the game, because you want to feel like you are progressing or discovering something new, but that feeling fades as the repetition builds, even the progression systems, like unlocking gear or abilities, do not change the experience in a meaningful way, you get new tools, but they do not alter the core loop enough to keep things fresh, and over time that makes those rewards feel less impactful, technical issues also add to the problem, because while the physics system is impressive, it is not always consistent, and small glitches or awkward interactions become more noticeable the longer you play, especially when the rest of the experience is not evolving enough to balance that out, all of this creates a situation where the game feels strongest in short bursts but struggles as a long form experience, and that is why I cannot recommend it at full price, because the campaign does not deliver enough depth or variety to justify that cost, especially if you are looking for something with strong progression and long term engagement, however, that does not mean the game is not worth playing at all, because there is still real value in the sandbox mode, which is where the combat system shines the most, when you are free from the campaign structure and can just experiment, test different weapons, and create your own challenges, the game feels more natural and enjoyable, and in that context, the repetition is less of an issue because you are setting your own pace and goals, so if you can pick it up on sale, it becomes much easier to recommend, because the core mechanics are fun enough to justify a lower price, especially if you treat it as a sandbox experience rather than a full campaign game, in that case, you can get a solid 15 to 30 hours of enjoyment without pushing into the range where the combat starts to feel stale, and that is where the game works best, so the bottom line is simple, skip it at full price, but if you see it discounted, it is worth picking up, just go in with the right expectations, focus on the sandbox mode, and do not rely on the campaign to carry the experience, because that is where it falls short.
44 of 300 sampled reviews raised it
Graphics
Players who bring up Graphics mostly praise it.
-Relatively good graphics, runs smooth for me.
38 of 300 sampled reviews raised it
Bugs
Players who bring up Bugs mostly praise it.
Blade and Sorcery left me feeling mixed, and that comes down to how strong the core combat feels at first compared to how quickly the overall experience starts to lose momentum once you spend real time with it, because in the opening hours the game does a lot right, the physics based combat feels responsive, weapons have weight, and your actions translate cleanly into what happens on screen, which makes those first 10 to 20 hours genuinely fun, you try different weapons, experiment with movement, and get a sense of control that few games manage, especially in VR, but that early excitement does not hold up over a longer stretch, and the cracks start to show once you move deeper into the campaign, which is where the game struggles the most, because the campaign feels underdeveloped and repetitive, the structure does not change much, objectives stay simple, and there is very little variety in how missions play out, so instead of building tension or adding new ideas, the game falls into a loop where you clear similar areas again and again with only small differences, and after a while that loop starts to feel predictable, which makes it harder to stay engaged, especially when there is no strong story or clear progression pushing you forward, and that lack of direction makes the campaign feel like an afterthought rather than a core part of the experience, the combat, while still the highlight, also runs into problems over time, because it does not evolve enough to stay interesting across long sessions, by the time you reach around 50 to 60 hours, you start to notice how limited enemy behavior is, and once you learn their patterns, fights become easier in a way that removes tension instead of adding challenge, enemies do not adapt, and you rarely face new situations that force you to change how you play, which leads to repetition, you can switch weapons or try different styles, but the underlying system stays the same, so those changes only go so far, and eventually every fight starts to follow the same rhythm, engage, stagger, finish, repeat, and without new mechanics or smarter AI to push you, that rhythm becomes stale, pacing also plays a role here, because the game does not do much to break things up, there are few moments that shift the tone or introduce something new, so long sessions can feel flat, and that is a problem when you are trying to invest serious time into the game, because you want to feel like you are progressing or discovering something new, but that feeling fades as the repetition builds, even the progression systems, like unlocking gear or abilities, do not change the experience in a meaningful way, you get new tools, but they do not alter the core loop enough to keep things fresh, and over time that makes those rewards feel less impactful, technical issues also add to the problem, because while the physics system is impressive, it is not always consistent, and small glitches or awkward interactions become more noticeable the longer you play, especially when the rest of the experience is not evolving enough to balance that out, all of this creates a situation where the game feels strongest in short bursts but struggles as a long form experience, and that is why I cannot recommend it at full price, because the campaign does not deliver enough depth or variety to justify that cost, especially if you are looking for something with strong progression and long term engagement, however, that does not mean the game is not worth playing at all, because there is still real value in the sandbox mode, which is where the combat system shines the most, when you are free from the campaign structure and can just experiment, test different weapons, and create your own challenges, the game feels more natural and enjoyable, and in that context, the repetition is less of an issue because you are setting your own pace and goals, so if you can pick it up on sale, it becomes much easier to recommend, because the core mechanics are fun enough to justify a lower price, especially if you treat it as a sandbox experience rather than a full campaign game, in that case, you can get a solid 15 to 30 hours of enjoyment without pushing into the range where the combat starts to feel stale, and that is where the game works best, so the bottom line is simple, skip it at full price, but if you see it discounted, it is worth picking up, just go in with the right expectations, focus on the sandbox mode, and do not rely on the campaign to carry the experience, because that is where it falls short.
10 of 300 sampled reviews raised it
Multiplayer
Players who bring up Multiplayer mostly praise it.
anyways. in conclusion: the game doesnt have much / any story (there are lots of lore pages though, i urge you to read them), but the combat really is amazing, the weapon handling is smooth, clean and can feel real, the role play potential and fun potential with enough creativity (as in many VR games) is extremely high. and with mods (theres also a multiplayer mod, that apperently works pretty well) the game gets way to good.
6 of 300 sampled reviews raised it

Theme by theme

Every theme is scored by what reviewers actually said about it, not just whether they recommended the game.

LovedMixedComplained about
Players love6 themes
Combat73 reviews
Story and characters65 reviews
Gameplay44 reviews
Graphics38 reviews
Bugs10 reviews
Multiplayer6 reviews
Divided opinion% still recommend
Interface9 reviews
56%
Performance7 reviews
86%
Players complain% still recommend
Crashes7 reviews
57%

Ranked by how many sampled reviews mention each topic. A topic sits in a column by what reviewers said about that topic; the percentage beside it is how many of them recommended the game anyway. 3 more themes were each raised by fewer than 6 sampled reviews and are not shown.

Should you buy it now?

Crit’s read on the price, from Steam price history.

Prices have been lower

Currently $29.99. The lowest we've tracked is $23.99.

4 points recordedtoday · $29.99

The data behind the verdict

For the players who want the receipts.

Player review score
97%
Overwhelmingly Positive
Playing right now
Achievements
37
total to unlock
Rarest-achievement stats coming soon
Average playtime
Not tracked yet

We’ll surface hours-played once playtime ingestion ships.