
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
Fantastic game! Despite few (not that relevant) quirks it's super fun and different enough to have kept me interested and playing all the way until end and even into the new game+
Honestly, I really love this game. It feels like a breath of fresh air. AAA, eat your hearts out.5 As far as the mechanic design of the gameplay and the world, it is like a combination of a Souls game, and God of War 2018/Ragnarok, in how the progression and exploration work. What makes the game shine in the mechanics department is the weapon system, and it scratches that autistic weapons nerd itch perfectly. In total there are something like 35 weapon types, tons of metals, multiple parts for each, I spent SOOOOO much time tweaking my weapons for performance and style. Combat-wise, it has an interesting system of armor sectioning, and different strike directions that felt new to me, compared to most other games in a like genre, it lends a methodical nature to combat, rather than just slash away. The enemy variety was fine, nothing crazy, but none of the fights felt REALLY unfair (I was playing on the second highest difficulty, Steel, which felt like the right amount of difficulty. There is definitely jank, and a know a lot of people struggle with the second area of the game (Crimson Fort), and while there were some annoyances there, it was... bearable. All I can say is to approach it like a souls game. Slow is smooth, smooth is fast. The real shining gem of the game, though, is the character design. The dialogue is well written, each character felt unique and interesting and fun, and there is a LOT of fantastic VA work where you could tell they were having a blast. Another thing of note is how you learn the backstory of the main character as you play, there is no exposition dump, and a lot of the information is told through lore entries, and optional dialogue. This game is beyond worth the $40 it costs, I'd pay more, for the amount of content provided, especially if it raises the chances of a sequel one day.
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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
游戏是不错,很有新颖,战斗系统和锻造没话可说,只是这个地图真的让人恶心,又臭又绕,真不明白那些说地图有含金量的是啥想法,跑图自虐倾向吗?几十个小时的游戏体验其中至少一半是在绕路,真的是绕来绕去,尤其是地图分层引导几乎为零,我是坚钢开局,怪的出招就很奇怪,BOOS都好打,小怪出招就很奇怪,总之游戏还需要打磨,如果出2代强烈建议改地图,要么就把引导做好,真的恶心
Loving my time with this so far. Graphics are great and the style gives me a bit of Fable vibes. Combat is unique and fun, feels almost like a fighting game baiting out enemy attacks and punishing them on recovery with the directional attacks. Story is intriguing enough but I love the way the journal fills as you fight enemies, learning their weakness and tells and such. All in all, a great package that I look forward to putting many hours in.
vraiment très bon. Je n'avais pas ressenti un tel kiff depuis No Rest For The Wicked. Le jeu se veut plus simple et sobre que les souls et jeux d'action classique (d'où sa discretion) mais il n'en reste pas moins génial. La DA et l'univers sont super beaux et équilibrés. Quand au gameplay c'est super bien travaillé: - Le système des 4 directions, permettant de faire ses propres combos avec une vraie liberté de mouvement. La stamina est toujours à surveiller, mais des combos de 2-3 coups à chaque fois suffisent; - La forge qui permet de créer les armes comme on le veut, et donc de plus "ressentir" ce que l'on joue. - Tuer certain types d'ennemis pour débloquer de nouvelles armes, donnant un sens à revenir sur certaines zones sans s'ennuyer. C'est un super jeu avec beaucoup de liberté, exigeant mais faisable si vous êtes malins. Très bon pour se vider l'esprit et trancher des tête avec panache!
还不错
还行,挺稀奇的类魂,剧情一般,地图设计只有那骷髅孩子那关傻逼,全jb推怪
Absolute boring of the game!
В общем игра мне понравилась. Из плюсов: - оч много оружия на свой вкус (из всего ладаута понравились парные топорики) - хоть игра и выглядит как open world, по факту это коридорка с возможностью облазить левую щель - разнообразные враги требующие иные подходы для убийства - графон и саунд приятный, как и сами локации Из минусов: - Боёвка хоть и интересная, но когда перочинным ножиком прерывают тяжелую атаку кувалдой уже не так интересно, - Враги любят спамить атаками (не все), из-за этого тяжело нанести удар, так как ты вечно в микростане - [spoiler]В дополнение пункту выше, меня сбесил финальный босс ибо у него 2 рапиры (маленький и большой меч), пока ты наносишь ему удар, ты уже не наносишь удар, так как тебя успел тыкнуть босс с третью твоего лица.[/spoiler] - Если любите гриндить локу, а потом проходить сюжет, забудьте, сначала пройдите сюжет потом всё остальное, что не успели собрать, ибо некоторые части локаций открываются только при подходе к финальному боссу, буквально.
[In Progress; Currently 6.5 hours in] A solid take on the souls-like genre, with an actual story and a narrative sidekick that explains the world and the lore. An interesting and fluid combat system, where enemies are resistant or invulnerable to different types of damage (crushing, slashing, and piercing), making you switch weapons and weapon styles on the fly (e.g. swords have a slashing moveset and a piercing moveset). You have 4 quickslot weapons you can switch between, and each weapon has 4 directional attacks (the 4 buttons), plus the heavy version of those attacks (hold button). As weapons hit enemies or the world, they degrade, forcing you to sharpen (field repair) them or switch weapons until you get to a forge (bonfire) to fully repair. The weapon crafting system is OK so far. You have a forging minigame where you hammer the steel to reach a predefined shape (look it up online--it's hard to describe). How well you forge determines how many times you can repair the weapon (how many stars). You get to make meaningful choices on the materials used in the forging and options for each component (e.g. pommel, edge, etc.) that affect damage, durability, stamina cost, parry cost, and block efficiency. Thankfully, you can skip the minigame on subsequent forges of the same schematic, so if you maximize the stars for it you don't have to go through it if you don't have to. Technically, I've only encountered one repeating crash in the crimson fort (3rd or 4rth area), and I was able to work around it by fast travelling and approaching the area from the other side. The game looks gorgeous, and runs great on Linux on my specs.
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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