
Stray Blade is an action-adventure where you play a rogue Adventurer exploring the ancient Valley of Acrea with your companion, the Xhinnon wolf Boji. Unveil the history of the forgotten valley and master the powers of the three Acrean Metals to restore balance to this war-torn land.
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): 0.29/day in the week to Sep 11 → 0.33/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Sums Steam only; PlayStation, Xbox, GOG, 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 | $7.99−60% | 530reviews | 72% | — | $160.5K |
| $7.99−60% | 1.6Kratings | 69% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I don't mind the do-over necessary in a souls-like, or in this case a game aping some of the souls' formulae. But there are a few problems with how things are done here. First, healing is a consumable that you can find in the world and from slain enemies. When you die your meager beginning stock of 1 is refilled. Sounds good, right? Except that not every enemy drops a heal for you, The ones you find in the world are apparently one-time use. So the gank squad that you're currently struggling with will get harder to tackle because you only get back the one heal in your inventory. Second, enemies don't respawn, at least not all the time. Once you've cleared an area of enemies, they're gone never to be seen again. No griding for levels, no farming for materials, and no farming for heals. When you die you respawn at a bonfire-adjacent. All the enemy groups you've already killed are still dead, all the ones you haven't killed are still alive, and all the consumable heals in the world that you've already consumed are still consumed, leaving you with just the one heal you get with a respawn. Third, there doesn't seem to be a currency like a souls game. So there's nothing to drop and heighten the tension of a runback to recover it. I'll leave this one alone beyond that, because I threw in the towel before I got to any kind of leveling system once I encountered my next gripe. Fourth, there is no clear save system in place. Yes, you read that right. The game autosaves at the pseudo-bonfires, but not necessarily every time you get close enough, and not necessarily every time you press 'X' to activate it. This one blew my mind, especially when I confirmed it by clearing the first few enemies, crafting the first sword you unlock, going back to the ersatz-bonfire, and activating it to possibly save my progress. It did not save my progress. Dying and respawning at one of these sites also [u]does not save your progress[/u]. As far as I can tell, saving is performed by RNG, astrological convergences, or magical garden gnomes if they're feeling particularly helpful. Gripe four-and-a-half: in addition to not saving your game or respawning enemies, faux-bonfires also don't restore health or healing items. Unless you die and respawn, your interacting with one, apart from setting a new respawn point, seems to do nothing beyond a misleading swell and flash of light. Pretty, but pretty useless. The combat system seems serviceable, if heavy and sluggish due to input delay and long animations. Enemy attacks are tough to read sometimes, and they tend to stagger you if anything connects. But those are things I expect in a souls-like and can learn and adapt to. The heavy dialogue was very tiring, even in the 30 minutes or so of progress I made; I can't really imagine how bad that could get, so maybe this broken save system is a blessing in disguise for me. Ultimately, this is just a broken design for something that has been reasonably well established in game development for over a decade: players need a clearly defined and consistent way to save progress. Maybe the rest of the game will be worth it for you, dear reader, but this alone is a big NOPE for me. Add to that the quasi-souls respawn system that doesn't affect anything in the world except you, and you run into some awkward resource management issues. Why not just reload from a checkpoint and dispense with the whole 'I can't die' plot device?
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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, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
| $7.99−60% |
| 332ratings |
| 70% |
| — |
| not modelled |
| $7.99−60% | 13ratings | 72% | — | not modelled |
| $19.99 | — | — | — | $0 |
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 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
*This review was machine translated from Korean to English. Stray Blade Gorgeous to Look At, Misery to Play: An Action Game Without Common Sense 🎨 The Saving Grace: Decent Visuals and Motion Variety To be fair, the game looks decent. While the combat itself isn’t mechanically smooth, the developers didn’t just copy-paste the attack strings. Instead, they put effort into designing distinct animations and execution moves for each weapon category. It gives the combat some visual variety and makes trying out new gear okay to watch. The world is also reasonably well-designed and nice to look at. The art direction does its job, creating a solid backdrop that functions well enough. The developers at least knew how to make a game look presentable. 🎮 Clunky Movement and a Baffling Control Scheme Right off the bat, the game feels fundamentally sluggish. Attack movement has a noticeable delay, and the hitboxes are completely disconnected from the actual animations. When an enemy attacks, you're better off just blindly blocking or parrying because visual cues mean utterly nothing here. But the absolute worst offender is the default control scheme. It’s downright baffling. Every single critical combat maneuver is crammed onto the right side of the controller: RB for light attacks, RT for heavy, Y for parry, and B for dodge. Meanwhile, what is your left hand doing? nothing. LT is mapped to 'guard,' which becomes useless for half the game because two-handed weapons can't even guard. LB is tied to a special ability with a cooldown, effectively turning a premium bumper button into a dead zone 90% of the time. God gave us two hands, but the developers apparently think you only need one. It literally feels like you’re being forced to play an action game with one arm tied behind your back. ⚔️ Forced Weapon Variety: The Illusion of Choice Soulslikes usually give you a massive arsenal because player preference is half the fun. Some like spears, some want sword-and-board, and others—like me—prefer heavy two-handed weapons. But I suppose from a developer's perspective, it feels like a waste of resources if players just pick one favorite and ignore the rest of their hard work. So, the developers came up with a galaxy-brain solution: a forced weapon mastery system. To unlock your character’s progression tree, you are required to max out the proficiency of every single weapon you find. If you try to stick to the weapon you actually enjoy, you are actively sabotaging yourself. Essential, non-negotiable upgrades—like healing item charges, max health, and stamina pools—are tightly locked behind these masteries. They designed a variety of weapons, got terrified that players might actually exercise their freedom of choice, and decided to force the entire armory down our throats instead. To make matters worse, the weapons themselves are garbage. Dual blades don't actually deal damage—they just tickle the enemies, while heavy weapons are a complete joke because of how slow they are. As for spears, they are total trash and ruin the entire point of using a long-range weapon. The light attacks you spam the most are just horizontal swings that waste your reach, and to top it off, they're slow and hit like wet noodles. 💀 The Worst Kind of Death Penalty Dying in this game comes with none of the traditional penalties. There’s no currency or "souls" to retrieve, meaning you never have to make a grueling corpse run, and you don’t lose any of your gear. You might think, "Hey, that sounds great! It probably encourages exploration and experimentation, right?" Wrong. Instead, the game inflicts a far more agonizing penalty: the respawn time. I actually clocked it myself—it takes a whopping 16.23 seconds to get back into the action. Sixteen seconds! The developers apparently thought that forcing us to sit through a lengthy loading loop and listen to unskippable dialogue over and over would make for a "great player experience." How could anyone get it so completely wrong? I guarantee you, after dying just a few times, you will do absolutely anything to avoid it—not because you fear losing progress, but because you utterly dread sitting through that mind-numbing timeout again. At first, I figured this was a pathetic attempt to inflate the game's runtime. But it’s actually worse than that. They went through the trouble of fully animating the sequence and recording dialogue for it. Which means the developers put actual, honest-to-god effort into crafting this nightmare. It perfectly shows that the developers have no clue what makes a Soulslike actually work. It’s honestly mind-boggling. I’d happily let the game wipe all my souls if it meant I didn't have to stare stupidly at the screen for 16.23 seconds every time I die. 🛡️ The Hyper-Armor Nightmare: Rules for Thee, But Not for Me Seriously, I’m not making this up—you actually wouldn’t believe it. Every single trash mob in this game possesses ridiculous hyper-armor. You can hit them with the heaviest, most devastating attack in your arsenal, and they will just meat-tank through it without flinching a single millimeter to deliver their own attack. But the absolute kicker? The rules don't apply to you. While enemies are immune to stagger, your own attack animations get interrupted instantly, even if you are in the very last frame of the sequence. One tiny scratch from a mob, and your character folds like a lawn chair. There is no actual combat flow here. It’s strictly reduced to hitting once and running away over and over again. On top of that, this broken system makes ranged enemies an downright nightmare. In any sane game design, ranged enemies are glass cannons—low health to balance out their distance advantage. But not here. Oh no, these archers are acting like main battle tanks, possessing even more health than the frontline melee grunts. And of course, they have that same hyper-armor. Thanks to their hyper-armor, they will just stand there and shoot you point-blank in the face while you are actively slashing them. It honestly makes me question if the developers have ever played a video game in their entire lives, let alone understood the basic conventions of the soulslike. It defies all gamer common sense. It’s so broken I dropped the max difficulty, but still cleared it on Hard. Scream 'git gud' all you want. I dare anyone to boot up the game and try getting past the third or fourth mob encounter. That single crossbowman will straight up tear you apart. Imagine fighting frontline melee grunts who have hyper-armor, while a brick-wall tanky sniper takes chunks of your health from afar. Don't forget, that crossbowman has even more HP and the exact same hyper-armor. Good luck trying to prioritize and burst him down first; the game literally punishes you for trying to play smart. So no, this isn’t a legitimate challenge—it’s just definitive proof the developers skipped playtesting entirely. ⚖️ The Verdict This game missed its calling. It should've been a puzzle-filled walking simulator, not an action game. If it had been, at least I wouldn't be suffering from this hot mess. It’s cute how badly the developers wanted this to be a Soulslike action game. To ensure it was difficult and 'unique', they made the brilliant decision to slap hyper-armor on every single mob. Truly remarkable. Because nobody puts hyper-armor on literally every enemy, right? Well, congrats on thinking outside the box—too bad the result is completely outside of sanity. The world itself is actually decent to explore, but obviously, enemies live in it. To explore, you are forced to fight—but remember, every single encounter here is pure pain, misery, and a mind-rotting ordeal. "Was this game generated by AI? I refuse to believe an actual human wasted time making something this unhinged."
Stray Blade is an ambitious action RPG from Point Blank Games, published by 505 Games, and it strives to deliver a blend of fast-paced, parry-centric combat with an adventurous, treasure-hunting journey through a fallen fantasy kingdom. The premise follows Farren West, an explorer who becomes bound to the ancient land of Acrea after accidentally awakening its dormant magic and dying in the process. Revived by this mysterious power and accompanied by a small, talkative companion named Boji, Farren sets out to unravel Acrea’s history, confront the warlords and forces that once destroyed it, and ultimately free himself from the magical tether that won’t allow him to leave. Instead of painting the world as heroic or triumphant, the game frames it as a place defined by tragedy, cultural collapse, and forgotten ambition, making the journey feel as reflective as it is adventurous. Combat forms the heart of Stray Blade, and the studio makes a clear effort to balance accessibility with intensity. Encounters revolve around precise dodging, timed parries, stamina management, and reading enemy color-coded attack cues that signal whether a strike must be blocked or avoided. This system creates a rhythm that rewards patience rather than button mashing, and even early fights can punish careless play. Weapons feel distinct—swords, axes, spears, and heavier arms each have different attack flows, recovery times, and upgrade paths that encourage experimentation. The game further incentivizes weapon variety by tying character progression to usage: defeating enemies with a weapon unlocks skill points for that weapon’s tree, preventing players from relying on a single tool for the entire adventure. The result is a combat system that constantly pushes players toward adaptation and growth, even if it occasionally feels rigid due to its heavy reliance on visual cues. Boji, the player’s magical companion, adds another dimension to both combat and worldbuilding. He can research relics, decode ancient texts, unlock new abilities, and weaken certain enemies with his spells. Rather than functioning as a passive guide, he becomes a partner in both narrative discovery and mechanical progression. His presence also creates emotional grounding, offering light humor, companionship, and commentary that keeps the tone from becoming too bleak. Their evolving relationship—between a determined human explorer and a scholar desperate to preserve Acrea’s memory—gives the story warmth and purpose, making even quiet stretches of exploration feel character driven. The world of Acrea is where Stray Blade shows the most personality. It’s a vibrant, hand-crafted environment filled with colorful wilderness, ruined palaces, overgrown battlefields, ceremonial structures, and magically corrupted zones. Each region has its own history and visual identity, and environmental storytelling plays a major role—murals, relics, collapsed cities, and lore entries reveal how the land fell long before the player arrived. Exploration is encouraged through hidden chests, crafting materials, shortcuts, optional bosses, and world-altering discoveries. One distinctive design choice is the world’s dynamic evolution: defeating major bosses can reshape certain areas, visually and mechanically reflecting Acrea’s destabilization or renewal. It gives the world a sense of responsiveness that extends beyond simple quest progression. Progression integrates multiple systems—weapon mastery, armor upgrades, crafting, skill trees, and special magical abilities tied to defeated warlords. These layered mechanics ensure that leveling feels meaningful rather than cosmetic. New abilities add variety to combat strategies, while exploration rewards perseverance with tools that open previously inaccessible paths. Crafting, however, leans toward simplicity and functions more as a support mechanic than a central pillar, ensuring it doesn’t overwhelm players who prefer combat and exploration over resource management. Visually, Stray Blade favors a stylized, painterly aesthetic rather than gritty realism. The colors are bold, outlines soft, and environments designed with clear visual readability, making navigation and combat easier to process. Enemy designs, while not wildly unconventional, stand out through sharp silhouettes and distinctive animations. The soundtrack complements the world’s mystical tone with orchestral themes, subdued percussion, and atmospheric ambient tracks that shift based on biome and narrative intensity. Voice acting varies in execution, but Farren and Boji’s performances carry enough personality to keep dialogue engaging. Like many mid-budget action RPGs, Stray Blade has limitations. Enemy variety can feel repetitive in longer play sessions, and some players may find the combat’s reliance on telegraphed color indicators overly restrictive, reducing improvisational freedom. Technical performance has historically varied across platforms, with occasional frame pacing issues, animation hiccups, or pathfinding oddities. The world, while beautiful, is more segmented than open, which may disappoint those expecting a sprawling seamless landscape. The narrative, though heartfelt and thematically cohesive, leans more on world history than character-driven drama, which may not satisfy players seeking deeper interpersonal arcs or story twists. However, Stray Blade’s identity lies not in perfection but in earnest, imaginative design. It’s a game built with clear affection for exploration, ancient ruins, and skill-based combat, and its distinct artistic tone sets it apart from more traditional dark fantasy action RPGs. For players who enjoy measured combat pacing, collectible-driven worldbuilding, and a whimsical but melancholic atmosphere, it offers a rewarding and memorable journey. It may not have the scale or polish of the genre’s biggest titles, but its sincerity, creativity, and strong sense of place give it staying power. Ultimately, Stray Blade succeeds as an adventure about restoration—of a kingdom, of forgotten knowledge, and of a life interrupted. It invites players into a fallen world not just to conquer it, but to understand it, and that philosophical undercurrent makes the experience richer than its action alone. For those willing to meet it on its own terms, it delivers a colorful, thoughtful, and engaging trek through a land worth saving. Rating: 7/10
Not terrible, but not good. Mid game. Tries to be souls-like but just hasn't had any real thought put into why. Combat is mid. Very mid. Story/lore is meh. Loot/craft system is not a system. 4/10 (If you have young kids learning arpgs, this is a decent shoe in the door game) extra stuff for whoever. The gear levelling system is really dull, i don't know how else to put that. Simple as an autistic chihuahua and as basic as the ♥♥♥♥♥ that carry 'em in bags. You just arbitrarily find a blueprint for better weapon/armour, have/farm easy rss, make, use, repeat. The combat holds up, needs a lot of work, but by mid game you can complete fold enemies without dodging and it's too easy. The hit-boxes are jank (especially with the chuffing Raider Axe, I'm a pagan and that slow-ass butter cutter made me question if anyone in the production team has ever even held an axe) The assets are stylised and tolerable, visuals are not terrible, the art and enemies look okay. The voice acting is probably the most redeeming factor. They did a good job. though there script often doesn't make a lot of sense contextually and waiting still for boji to finish monologing or just rambling on every corner of every map gets tedious as all heck. Why he can't talk while i walk i will never under stand that choice. buy it cheap for kids.
Finished Stray Blade after about 18 hours. It’s a classic “jack of all trades, master of none” soulslike. The game tries to be an open-world Metroidvania with crafting, weapon mastery, and interconnected areas… and ends up being mediocre at almost everything. Here’s my honest review: POSITIVES: - The world of Acrea is genuinely beautiful — large, varied, and atmospheric. - Performance was fine on PC (smooth 60 FPS the whole time; the issues that exist never felt game-breaking). - Lore is delivered in proper soulslike fashion through item descriptions and scattered notes. NEGATIVES: - Navigation is terrible. The world looks great but is a confusing mess to actually move through. There are way too many looping shortcuts that just send you in circles, and because it’s only semi-open, you constantly get lost. - No map markers + Metroidvania ability gating is a brutal combination. Good luck remembering where that one spot with the special rocks was after you’ve explored for 10 hours. - Weapon-mastery leveling system is awful. You can only spend skill points tied to a weapon after you fully master it. Hate daggers but they gate health upgrades? Too bad — you’re forced to grind them anyway. I finished the game with around 20 unused skill points because I didn’t hunt down every weapon blueprint. - Enemy respawn logic is confusing. Enemies don’t respawn when you rest at checkpoints (which also don’t heal you). If you clear an area, it stays empty until you die. The day/night cycle feels like a band-aid fix. - No fast travel between checkpoints, only specific teleport points. In a big map full of skill-gated optional content, this gets extremely tedious. - Frequent glitch: The teleport-to-enemy ability often clips you inside enemies or bosses, leaving you completely stuck. The only fix is letting them kill you. - Only one save file. Starting a new game can easily overwrite your current playthrough, and the menu defaults to “New Game,” making accidental deletion way too easy. This is a bad design. - Way too easy. Even on the hardest difficulty, the combat feels repetitive and unchallenging. Enemies have massive poise and rarely get stunned, yet I never felt threatened. MY FINAL THOUGHTS: Stray Blade has some charm and that “good jank” some people enjoy, but it tries to cram too many systems into one game without properly polishing any of them. It really needed more QoL updates, and it doesn’t look like the game has been touched in a long time. My final score is 5/10 — Fine for a quick, cheap soulslike fix, but nothing special.
Cons: - Where the hell am I? what is this map? - Too many framedrops. - Where the hell am I? what is this map? - Not optimized to an absurd degree. - Where the hell am I? what is this map? - Where the hell am I? what is this map? Pros: + Souls-like with an actual pause button. + Progression is very good. + Combat is very good. + Can choose difficulty and advanturer 2/4 is very balanced (Final boss too impossible. need to fix) + There is a story, that is skipable. Conclusion: Not good enough to recommand, the most annoying thing is that you have always trouble to tell what the objective is or where it is. The "not knowing where to go" is a huge downside, to the point I really hated playing this.
What I like most about this game is the combat system. You can cancel most of your attacks with a parry. Because of this, you can juggle offense with defense. If you are good at doing that, you can break their stance meter well before their health, allowing you to execute them early. I really like mechanics that incentivize exploring all the game mechanics. In this case, your build is based on what weapons you have "mastered", meaning you've actually killed some stuff with it. The amount of kills needed is not much, meaning you wont be stuck with a bad a weapon long, but still get rewarded for experimenting. This does add some randomness to the early game. A lot of weapons are drops, and health and energy upgrades are super important early on. In my first game on hardest difficulty, I got a weapon which increases health. I restarted on the difficulty below that and didn't get this same weapon until I had already found all the basics, so I was without this health upgrade for a while. I found the hardest difficulty a bit unforgiving, and having finished the game, I'm glad I didn't put myself through that. I do like their clearing mechanic, where if you kill all the enemies in an area they do not respawn. As the game goes on, more and more annoying enemies show up. I really don't like having to chase after my enemies non stop, and there are a few that are either constantly back stepping or dodging most of your attacks until parry. They really slow the game down, and often are difficult to have any chance of fully depleting their stance. You get a teleport to enemy ability later, but it doesn't interrupt, meaning you have to defend right after using it. I wish the game had some better wake up gameplay. Getting knocked down is tedious, especially when there is a pack of enemies that all charge you with knock downs. I appreciate the map and fast travel from anywhere, considering the level design is a giant maze, but I wish it would auto center on the player when opened. The way the story is told wasn't my cup of tea so I skipped almost all cut scenes. The writing is trying to be funny, but it was on the cringe side for me. The bosses are mostly easy and boring, hardly taking any advantage of the combat system. The game definitely has optimization issues - one of the few I have had to lower graphics for. One thing that cannot be forgiven is unskippable rebirth cutscenes. Dying is punishment enough, why prevent me playing immediately too? It's definitely not perfect, but an easy recommend.
[Would be a neutral review if it would exists] Not really, long story short, a classic example of trying to add souls like to a game that would be much better without it. Combat is too clunk to be a souls thing, and "if you ever read people saying that some games you can't feel the weight of the attack" this one will be a perfect example of it. Could be fine with just a normal explorer rpg, without the unneeded craft system for no reason. Like those games that you just hit the enemy flashes red then you can hit again, that would make this much better. Or they should refine more the combat animations and timings. All enemies have the super long attack that winds for like 5sec so you dodge until you run out of stamina, I mean ALL, from the very basic solider to the most common spider..... It is OK-ish, buy it during a sale or something if you want something else to play, but hold your expectations
It says it is playable with a controller but it's a lie, i had to use Steam Input. Not a big deal but it was the first annoying thing. The second was that some help bubble are hidden by other texts in the menus so it seems the devs have not played their game. The third is the menu not remembering the last menu page I went to so everytime I want to see the map I have to go to inventory and then select the map. The fourth is the map not being centered on my position but instead being centered on an undiscovered (blank) area everytime I open it. I will stop playing because in less than one hour the game annoyed me way too much. If only I tried it less than 14 days after buying it I would request a refund but I guess I will just uninstall. Clearly this product is not finished.
Body type instead of a real gender choice. I didn't know it used it. I am tired of having to bend my knee and genuflect to non-biological genders that are likely less than 5% of the population. Anyway, hopefully I can return the game. If not, I'll just delete it. Anyway, I do recommend this game to anyone who has deluded themselves into believing there are 52 genders or more.
Players by region
Where this game's players are, estimated from review languages.
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