
Build your battle-top and become King of the Streets! Collect 60+ parts, Merge their Powers, and Dominate opponents in this Chill Roguelite! Skate around a vibrant Y2K city, winning Cash and Upgrades on your way to the top. And if you Die in the game, you Die in real life.
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About
Slay the day away in a run-based battle-tops game from the creator of Nanomon Virtual Pet, Kardboard Kings, and Desert Child.
Build your Slayblade
Battle your Slayblade
Bet your lunch money on your Slayblade
Collect over 60+ parts for your Slayblade
Break the law with your Slayblade
Visit a miniature PS1 city with your Slayblade
Save the city from a rich loser with your Slayblade
✅ What Slayblade IS:
A snappy experience: Colourful lo-fi visuals, simple/satisfying battles, and fun customization.
Intuitive gameplay mechanics: The whole game can be played with a Mouse and left-click.
2000s vibes: Battling 'blades on the street corner, hand-drawn character art, and amazing music!
Lots of replay value: Over 60+ Blade Parts to collect, and Loads more Unlockables.
❌ What Slayblade is NOT:
No big story mode, just a brief intro+Outro cutscene.
Not a multiplayer game.
If you read this far, and you leave a Steam review, somehow use the word "Crumpet". People will be so confused.
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Themes across 287 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I so far really like this game, a little bit easy ngl. I am hoping for more content in the future, as it can be a bit lacking at times. I like the replayability, though. The "powerups" you can unlock after every run to spice up the next one can be really fun, and I do really like it. Music and art is great, Love the rng. My main criticism so far is it is really short. Only three main fights to end the run, I wish there were more areas or more main fights. I would like to see this game do good though!
good game
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Languages: English, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Japanese, French, Italian, German, Spanish - Spain, Spanish - Latin America
Hours played at review time, across 287 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Unfortunate that this game has small amounts of content, because this is some of the most fun I've had with a roguelite in years. I'm going to mirror a lot of things that some of the Not Recommended reviews have, although I personally DO recommend the game. The game's style is exactly what Beyblade's about, it's controlling feels really good with very few exceptions, I am halfway through the modified run presets that were given and it overall feels pretty fair for an asking price of 5 dollars. Some improvements I'd like to see down the line: -An update to the Autobattle AI (probably by far the single most actively frustrating modifier in the game) -An endless mode with difficulty increase related modifiers -Some sort of extra character interactions: I know this game isn't much of a story game, but we only really see our character, the shopkeeper girl and the big bad; it would be cool if there were some faces to the names of Mewthree, Fat Blaster and Jesus Christ -A battle log with each slayblade part and how many battles and runs we won with each -Additional slayblade parts -Extra (maybe optional) stakes related to the tournament itself (mandatory attendance, risk of knockout, etc; unlike the "game ends in 6 days" modifier) -A skip button for the ending cutscene This might still be yet one of my favourites if not my favourite roguelite by far, I'd love to see this game get a few content updates if possible.
I can't recommend this game to anyone confidently. I can only recommend to people which is head over heels for Beys and want a little nostalgia. Because the game's "replay value" consist of either getting the Nuclear War Head and Targeting tip which just deletes any opponent the moment you get a second power up OR just getting any parts that IMMEDIATELY deletes your opponents RPM. This boils the part number from 60+ down to 5 or 6 parts that actually do any work VERY FAST and without any penalty. Sure you can do wacky combos with some parts which is actually fun but if you don't wanna do that the choices are obvious. Still, it is pretty faithful to it's core idea so props to devs. And the artwork is phenomenal.
finally a fun beyblade game! must play if you are into beys but also a good rouge like!
Fun game with great potential. I think maybe the roguelike element could do with a little bit more tension, rather than allowing the player the choice to enter the tournament, I think there should be a display showing tournament in x days to make the player feel a sense of urgency, currently you can kinda farm around doing not a whole lot so it doesn't feel as high stakes. I think the tournament could do with being best of 3 and played sequentially at the end of the days etc. Fantastic idea and great execution I'm really excited to see what this game builds apon an already great foundation. Adding single use abilities would also be sick, ideas like a poison gas trail behind you etc, as well as a multiplayer addition would be sick. Definitely worth the games low cost. I also think a mode where you ante your beyblade parts and lose the run when you run out of parts to give would be a cool idea to explore rather than the money aspect of the game, replacing the mow the grass with a gatcha element rather than $$$ reward, where the peice is based off performance.
⭐ ANÁLISIS DE SLAYBLADE | EL ARTE DE LAS PEONZAS CALLEJERAS, LA FÍSICA CINÉTICA DE RPM Y LA REINVENCIÓN ROGUELITE DE LA ERA Y2K El tándem creativo formado por Oscar Brittain y Rob Gross (bajo el sello y estudio Henry's House, reconocidos por obras como Desert Child y Kardboard Kings), presenta en PC (Steam) Slayblade. Desarrollado sobre GameMaker Engine, optimizado en un paquete ultraligero de apenas 500 MB, con compatibilidad verificada para Steam Deck y la posibilidad de controlarse íntegramente con un solo botón de ratón, el título irrumpe como una de las propuestas de acción física de peonzas (top-battler), simulación arcade, economía de riesgo roguelite y nostalgia Y2K más ingeniosas, compactas y adictivas de la escena independiente contemporánea. 🧠 PREMISA Y NARRATIVA | LA VENGANZA DEL PATINADOR, EL TORNEO DE $40 Y LA SÁTIRA BEYBLADE La propuesta argumental rinde un hilarante homenaje a las series de animación comercial de peonzas de combate de principios de los 2000, abordando su universo desde la comedia negra y el absurdo: La Deuda Familiar: Encarnamos a un joven patinador callejero cuyo padre cayó en desgracia tras competir en el circuito clandestino de peonzas, empujándonos a reclamar la gloria sobre el asfalto para limpiar su memoria. La Cuota de Inscripción de $40: Para salvar la ciudad de la privatización impuesta por un magnate multimillonario, debemos explorar un diorama urbano, vencer a los campeones de cada distrito y reunir la cuota obligatoria de 40 dólares para disputar la gran final. Sátira sin Filtros: Sin interrumpir el ritmo con cinemáticas densas, la narrativa se apoya en retratos expresivos de rivales, descripciones cómicas de piezas y la célebre advertencia paródica de que "si mueres en el juego, mueres en la vida real". 🎮 JUGABILIDAD Y SISTEMAS | GESTIÓN DE RPM, MÁS DE 60 PIEZAS Y EL CONTROL CON UN SOLO BOTÓN El núcleo jugable (core loop) traslada la tensión de los duelos físicos en tazón cóncavo a un esquema de control minimalista donde la inercia, la economía y las sinergias modulares lo son todo: Exploración Urbana y Minijuegos: Recorremos la ciudad en monopatín arrastrando el cursor del ratón, recogiendo monedas del suelo, segando césped con la peonza para obtener ingresos extra y visitando la tienda con inventario rotativo o la máquina de gachapon a 10 dólares la tirada. Físicas de Colisión y Medidor de RPM: La barra de vida tradicional se sustituye por las revoluciones por minuto (RPM); cada choque, fricción con el piso o activación especial drena el giro, decretando la derrota si el contador llega a cero o si salimos expulsados del perímetro del tazón. Personalización Modular Tripartita: El chasis se compone de más de 60 piezas divididas en Cabeza (superficie de impacto y rebote), Cuerpo (masa e inercia) y Punta (adherencia y velocidad basal), permitiendo crear desde máquinas pesadas de noqueo hasta variantes ligeras de robo de giro (spin drain). Economía de Riesgo (Money as Health): El dinero es la verdadera salud de la run; apostar en duelos diurnos o peleas clandestinas nocturnas implica que caer en bancarrota termina la partida de forma fulminante. Power Cubes, Torneo en 3 Fases y Episodios: Durante el combate emergen cubos de energía que activan los poderes equipados al impactarlos. Al alcanzar la meta financiera superamos una eliminatoria final de 3 fases consecutivas y desbloqueamos los caóticos Episodios (modificadores extremos con perros gigantes que aplastan la arena, batallas 2 contra 1 o modos de combate automático). 🎨 APARTADO VISUAL Y SONORO | DIORAMAS DE 32 BITS ESTILO PS1 Y LA BANDA SONORA URBANA DE "YOPPI" En el plano visual, Slayblade deslumbra con una dirección artística que fusiona dioramas 3D low-poly inspirados en la era PlayStation 1 con retratos de personajes dibujados a mano e interfaces que homenajean al menú de inicio de consolas clásicas como Wii y Nintendo DS. En el apartado acústico, el compositor Yoppi firma una soberbia banda sonora original de 12 pistas que combina lo-fi hip-hop, breakbeat y melodías de sintetizador retro, acompañada de un diseño de sonido crujiente donde cada choque metálico, derrape y detonación de módulos transmite un peso físico impecable. ⏳ DURACIÓN, DIFICULTAD Y REJUGABILIDAD | PARTIDAS DIRECTAS, 50 LOGROS Y RANGO 30 Incursión Completa (Single Run): Superar el ciclo preparatorio y vencer las 3 fases del torneo final toma entre 10 y 30 minutos de intensa gestión. Episodios y Variantes: Experimentar la rotación de modificadores alternativos y dominar las peleas nocturnas requiere entre 2 y 4 horas de juego. Completismo y Maestría (100%): Coleccionar las más de 60 piezas del catálogo, alcanzar el Rango 30 de cuenta y desbloquear los 50 logros de Steam eleva la rejugabilidad a más de 6-8+ horas. Accesibilidad Integral: Cuenta con modo de control operado al 100% con un solo clic de ratón, soporte para mandos y ausencia de eventos de acción rápida (QTE). 🌟 VEREDICTO FINAL | 9.5/10 ⭐⭐⭐⭐⭐ Slayblade es una joya brillante del action roguelite sobre cómo rescatar la esencia nostálgica de las batallas de peonzas y transformarla en una experiencia arcade inmediata, profunda y desbordante de personalidad. Al entrelazar un sistema de colisiones basado en RPM con una economía de alta tensión, más de 60 piezas modulares, una irresistible estética de 32 bits y la formidable banda sonora de Yoppi, Oscar Brittain, Rob Gross y Henry's House entregan un título redondo, fresquísimo y absolutamente imprescindible. #Slayblade #Steam #PCGaming #IndieGames #HenrysHouse #OscarBrittain #GameMaker #Beyblade #Roguelite #GamingEspaña 📋 Nota: Reseña realizada gracias a una clave facilitada directamente por el equipo de desarrollo (Henry's House / Oscar Brittain & Rob Gross).
This is really fun and as someone who grew up with Beyblades this is such a nostalgia hit. I've set my review as recommended but i feel like its closer to being mixed. The game is fun, looks good and plays really well, there are a bunch of different parts and abilities and on top of that there are the modifiers. Unfortunetly the game kinda gets old after some time, there isn't a story to progress through and each run is upwards of 30 minutes. There are episodes but from what I've seen all they do is set different modifiers, I'd probably play the game longer if there was little bits of story at the end of each episode but there isn't it's the same cutscene. I hope for the future the devs add more to this game like story, more abilities/parts and even more areas/modifiers. It's still very good for the price though! Steam Curator Page: https://store.steampowered.com/curator/10995314-Szamer's-Collection/ First Look Review: Coming Soon
Slayblade builds an entire roguelite experience around the simple pleasure of launching customized spinning battle tops into an arena and watching carefully chosen components turn into unpredictable destruction. Developed by Henry's House and Oscar Brittain and published by Henry's House, it combines physics-driven battles, equipment collecting, light exploration, and an intentionally nostalgic early-2000s atmosphere. Its premise initially sounds like a novelty, but the game gives that idea enough progression and customization to make experimentation the central attraction rather than relying entirely on the humor of watching spinning blades collide. The basic progression loop is pleasantly direct. Players travel around a miniature city, encounter challengers, battle their Slayblades, collect money, and invest those earnings into additional parts. Winning therefore has an immediate purpose because every successful encounter can contribute toward another upgrade or an entirely different build. The game avoids burying this system beneath excessive complexity. Instead, it encourages players to learn through experimentation, gradually discovering which pieces work together and which combinations produce amusing but ineffective results. Customization provides most of the strategic substance. There are more than 60 blade parts to discover, allowing a considerable number of potential configurations. Individual components can influence how a Slayblade performs, while combining complementary effects creates synergies that can dramatically change a run. This makes acquiring a new part genuinely interesting because its importance cannot always be judged in isolation. Something that appears mediocre might become valuable when paired with the correct equipment. That constant temptation to modify a successful setup gives the roguelite structure much of its replay value. Combat itself remains intentionally approachable. The controls are extremely simple, with the game designed around mouse movement and a left-click input rather than a complicated collection of commands. Much of the spectacle comes from physics as the competing blades collide, ricochet around arenas, and attempt to outlast or overpower one another. The simplicity makes it easy to begin playing, although players expecting highly technical real-time combat may find the direct mechanical interaction relatively limited. The deeper decision-making occurs largely before and between battles through construction, purchasing, and synergy management. The surrounding city gives these encounters more personality than a sequence of disconnected menus would have provided. Players can skate around the environment while looking for opponents and opportunities, helping the game feel like an eccentric street adventure. Battles can involve wagering money, and the entire setup deliberately presents competitive spinning tops as though they were part of an underground street culture. It is ridiculous by design, and that willingness to embrace the absurdity of the concept becomes one of its strongest characteristics. Its visual identity complements that attitude particularly well. The miniature city, colorful environments, hand-drawn character elements, and retro-inspired presentation evoke an era associated with playground crazes, skating culture, chunky electronics, and exaggerated youth trends. Rather than pursuing visual realism, the game relies on distinctive art direction and a deliberately lo-fi aesthetic. The soundtrack reinforces the same period-inspired personality, helping the exploration sections maintain energy even when players are simply traveling toward another encounter or shopping opportunity. Storytelling is considerably less important than gameplay. There is a loose objective involving rising through the street hierarchy, becoming King of the Streets, and confronting a wealthy antagonist threatening the city, but anyone expecting an elaborate narrative adventure should temper those expectations. The plot mainly supplies context for battling and progression. Character development and extensive dialogue are not the main attractions. In practice, the more memorable narrative becomes the player's personal progression from using an ordinary setup to assembling increasingly strange and powerful combinations. This narrow narrative focus benefits the pacing because little interrupts the build-battle-upgrade cycle. Runs revolve around adapting to whatever equipment and opportunities become available instead of following lengthy scripted sequences. Unlockable content adds another incentive to continue playing, particularly for completion-oriented players who enjoy discovering everything a system offers. The potential weakness is repetition. Since customization carries much of the experience, enjoyment over longer periods depends heavily on whether experimenting with components continues to feel rewarding. One omission that stands out is multiplayer. A game built around battling customized spinning tops seems naturally suited to competitive matches between human players, yet the experience is designed for single-player play. The existing roguelite progression gives solo players a clear reason to keep improving their builds, but direct competition could have added another layer of longevity. Players specifically looking for an online or local competitive battle-top game should therefore understand that the focus here is firmly on solo progression and experimentation. Steam Deck compatibility requires a more cautious assessment. The game's lightweight presentation and extremely simple mouse-oriented controls suggest that running it on Steam Deck hardware should not be especially demanding, and the limited input requirements may be manageable through the Deck's trackpads or controller configuration. However, without treating an official Valve verification status as guaranteed, it is more appropriate to consider Steam Deck play potentially workable rather than definitively Verified. The mouse-focused interface may also feel less natural than playing with a conventional mouse unless an effective controller layout is available. Players purchasing specifically for handheld use should therefore distinguish between a game being technically capable of running and having an officially confirmed, fully optimized Steam Deck experience. Overall, Slayblade succeeds because it takes an intentionally silly premise and supports it with a meaningful customization system. The combination of more than 60 collectible parts, synergistic builds, physics-driven battles, skating exploration, wagering, unlockables, and nostalgic presentation creates a distinctive identity. Its combat is deliberately simple, its narrative is minimal, and the absence of multiplayer limits an obvious avenue for expansion, but those weaknesses do not undermine the central pleasure of repeatedly rebuilding a Slayblade and discovering what happens when a new combination enters the arena. For players attracted to compact roguelites, experimental builds, physics-based chaos, and unusual retro-inspired games, it offers an entertaining and refreshingly peculiar interpretation of the genre. Rating: 7/10
NECESITA UN MODO PVP CONTRA PLAYERS URGENTE!!! ESTE JUEGO ESTA HERMOSO!
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