
A dark fantasy adventure where forging steel shapes combat, progression, and fate.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.43/day in the week to Sep 10 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Blades of Fire is a dark fantasy adventure built on a single, uncompromising idea:
Steel is Destiny.
You are Aran de Lira, the last warrior capable of forging true steel in a world where metal turns to stone. Your journey is not about collecting weapons, but about forging them through intent, sacrifice, and consequence, and surviving long enough to master their weight.
Combat is deliberate and unforgiving. Every strike commits you. Every mistake costs you. Victory is earned through patience, positioning, and understanding both your enemy and the blade you forged to face them.
The Steam release includes Version 2.0 of the game, featuring major updates and improvements, plus the Adventurer Pack, the Artbook, and the award-winning original soundtrack by Óscar Araujo.
FORGE STEEL. SHAPE YOUR FATE.
At the heart of Blades of Fire lies a forging system that is not crafting — it is commitment.
Weapons are forged at the anvil through deliberate choices that permanently shape their behaviour, balance, and purpose. There is no endless loot. No disposable gear.
Every blade reflects:
The materials you chose.
The enemies you prepare to face.
The kind of warrior you decide to become.
Because steel remembers.
COMBAT WITH WEIGHT AND CONSEQUENCE
Combat in Blades of Fire is methodical, grounded, and lethal.
Timing, spacing, stamina, and defense matter more than aggression.
Enemies punish recklessness and reward observation.
Weapon choice is tactical, not cosmetic.
You do not overpower your foes. You outlast them.
A WORLD THAT REWARDS CURIOSITY
The world of Blades of Fire does not unfold through constant exposition.
Much of its history, myths, and meaning resides in Adso, Aran’s companion — a young, learned mindscholar with deep knowledge of the world and an eagerness to share it.
He writes down everything and speaks when spoken to.
Story is discovered through dialogue and reading, not through cutscenes.
Knowledge comes from interest, not obligation.
The world reveals itself only to those who ask.
A GAME FOR PLAYERS WHO SEEK MASTERY
Blades of Fire is designed for players who value:
Deliberate pacing.
Meaningful progression.
Difficulty rooted in understanding, not reflexes.
Power is not given. It is earned at the anvil.
VERSION 2.0 – CONTENT & IMPROVEMENTS (NOW AVAILABLE)
NEW CONTENT
New Game Plus.
New Challenge Level: Titanium
New Weapon Parts & Skins (only available in New Game Plus)
Elements Transmutation, which allows players to change material types.
Photo Mode.
Boss Revival Mode (a new game mode where you can replay boss fights and earn rewards).
Adso’s Spells on weapons for a deeper combat (rewards tied to Boss Revival Mode introducing spells that enhance weapon abilities).
Now you can pet the Ox in Blades of Fire.
IMPROVEMENTS
Expanded death and mutilation variations.
Improved animation transitions.
Nvidia DLSS4 implementation.
OTHER
Full key remapping for keyboard and mouse control.
New Achievements.
Steam Deck Support.
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99−25% | 690reviews | 76% | — | $516.1K |
| $39.99 | 4.1Kratings | 72% | — | not modelled | |
Engagement
Reviews
Themes across 132 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
水準很高的遊戲,但手把無法自定義需要花點時間習慣,希望能調整這點
Obra maestra. Me encanta.
Esse jogo é uma mistura bem sucedida de soulslike famosos e outros tipos. O combate é desafiador e satisfatório, envolve posições como em For Honor, mas com golpes mais diretos, golpes simples e fortes, parry como Dark Souls e Sekiro. O desafio do combate é combinar o vigor de defesa como em Sekiro, e a stamina, gastada por golpe. Além disso, cada golpe gasta a durabilidade da arma, e golpes fortes a "quebram" mais. E... Prepare-se para morrer... e muito... 10/10
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Korean, Japanese, Portuguese - Brazil, Russian*languages with full audio support
| $29.99−25% |
| 426ratings |
| 74% |
| — |
| not modelled |
| $29.99−25% | — | 87% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 132 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
É um jogo interessante onde a melhor mecanica dele de forja é algo MUITO unico q faz brilhas, infelizmente o combate com MUITOS flertes a souls-type faz com q ele brilhe menos do que poderia, entretanto é um jogo MUITO otimizado, no steam deck e no PC rodam muito bem, entretanto ainda tem algumas questoes sobre mouse e teclado que voa ficar em aberto devido ao pessimo acordo com a epic que fez esse jogo chegar aqui depois da hora. mesmo em não promoção, vale a compra! sem contar uma trilha sonora muito bonita, inimigos que sao desafiadores no seu modo de combate uma vez q alguns nao basta bater, as vezes é necessário perfurar e por ai vai. Gostaria da mecânica de forma expandida, porem com q ele oferece ja é algo que outros nem pensam em reproduzir
Como estoy disfrutando este juego, menuda joya. En cuanto te hace click no puedes parar. Un combate muy divertido, un diseño de niveles brutal, el arte, la música, todo muy cuidado. Que pena que el juego no tuviera la acogida merecida, espero que la gente le pueda dar una oportunidad porque la merece.
Very good game, much better than expected. Level design is nice and forging weapons feels very satisfying.
I really wanted to like this game, I've beaten it and doing some clean up stuff. I was going to originally give it a recommendation but I got to an optional murlock cave and it just showed me much of what was wrong with the game. I've died in that area more times than anywhere else in the game, just from the mechanic not working properly. That sums up much of the game write there. It kinda works; but WHEN it doesn't it just becomes irritating and a slog to finish.
When it came on the EGS last year, i played a free version of it and overall, while it managed to charm me enough to beat it once, it also had a lot of rough edges that rubbed me the wrong way. But at the end of it, despite moment to moment frustrations while playing, my memories of the game remained positive. So now, finally releasing on the real PC storefronts (GOG and Steam) i decided to buy it and give it a fair chance because i heard they are finally adding NG+ with the 2.0 versions. The game is still charming as ever. Old school 3D metroidvania where you can get (literally) lost in for hours looking for how to progress forward, something modern action games have devolved away from to a sections of liear corridaros followed by a circular fighting room, rince and repeat. This is very much not that, so as expected the Modern Gamer is bouncing off hard from this game. My biggest issues with the game seems to be unchanged from versions 1.0 to 2.0 - the directional attack system still does not serve its intended purpose, as certain moves (stabs) are simply superior for most situations, and despite taking all 4 of your face buttons, there is no combo system whatsoever. But the combat is impactful and the gore and dismemberment very welcome in this age of child proof internet. The exploration - superb. The crafting mechanic - once you learn how to do it, it pays off hugely for the weapon variety and fine tunning your gear to enhance the desired playstyle. You can tune block, parry frames, durability, damage and what not, with tradeoffs and gains towards one another. What most people refuse to do and don't understand that you are expected to treat the weapons as disposable, as this is exactly what they are, and are treating their loss as a massive blunder - before getting to end level materials, scrapping and recrafting weapons is your best option, even if you manage to keep up to them, there is little point. They even further incentivise getting rid of them with the notoriety mechanic. The level design and enemy variety are superb. Mercury Steam haven't lost a bit from their Rebel Act Studios and Lords of Shadows days there, i would say Blades of Fire is even a step above compared to their old work. Bosses are a weak point to the game, and it's weird to me they doubled down in 2.0 by introducing challenge rematch option without improving the bosses themselves in the slightest. Hell, they even made them worse in the challenges, but throwing waves of adds for no reason. The boss mechanics are simply not up to snuff with the greatest games in the genre, i have to say Lords of Shadow bosses even were better. Story is servisable, it stays out the way, but the looming threat of the bad guys is ever present. If you manage to unlock the TRVE ending, while predictable, still a heartwarming twist that managed to catch me offguard. Overall, a true gem of a game for people who value old school gameplay first uncompromising design with no handholding. Predictably, the zoomer crowd is not enjoying it much, but that's to be expected. It's sad that a much more compromised and shallow experience like Crimson Desert managed to sell 6m copies, while this gem struggles to find any audience, but thas the curse of the EGS exclusivity, and also complete lack of marketing push. Hell, i bet me sharing the store page in few discord servers sold more copies than whatever 505 was doing to promote it.. Recommended without a doubt.
alles in allem solide! -erfrischend agiles und in seiner Einfachheit ein durchaus faires Kampfsystem. -Story ist durch aus interessant leider nicht sehr atmosphärisch umgesetzt und daher eher Randerscheinung. -Die Hauseigene Engine ist Stark in Optik Präzision und Performance! (sieht geil aus und läuft flüssig) nur Wasser sieht nicht so fein aus! -wer auf adventure steht und mal was fern ab der AAA seuche will, macht hier nix falsch! Der Preis ist Fair (im Sale!)
Sorry guys...the performance is just terrible. Mercury Engine does not seem to be well polished.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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