
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 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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








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
Хорошая приятная игра. Типа пампинг джек. Коридорная слешер. Кайфы.
if you don't think it's good or it's too bright and colorful. Just turn up the difficulty.
Ottimizzato veramente male, sistema di combattimento pessimo.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, 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
7/10 Best way to describe it is an okey story with souls combat. however the combat felt like it was lacking weight and so you get stun locked alot. choice of graphics was good enough, liked the art style!
There is a nice game hidden somewhere under all the problems this game has, and for that I can just barely recommend it at the discounted price. The game also gets way more dull by the end, so if the first two hours don't intrigue you even a little bit, then just don't bother with this. It's a shame because I believe this game is fixable, but since it came out in 2023 it's still in a bit of a rough shape, so I'm not holding my breath for big patches.
Sinceramente non conoscevo il gioco, non ne avevo mai sentito parlare. Devo dire che l'ho apprezzato parecchio. Gameplay divertente, personaggi divertenti e con un buon doppiaggio. Bello da esplorare. Lo consiglio!
The game's mechanics are alright, the thing is it gives me the feeling of playing an idea for an older game but made in a modern engine that cant capture the nitpicks of what it could have offered. But, if u cant distinguish between unreal engine 5 games and other more polished and more suitable engines for each game, then u wont see a difference and it wont matter, but if u do, the games just wont feel the same. Also, it has some issues here and there.
推薦給喜歡探險尋寶的玩家,東西各種藏,還有筆記裡寫藏寶地的小尋寶, 魂系的模式但摸神殿只是存檔,補血果實隨處可見殺怪也會掉,雖然初始有選擇難度但在設定中能隨時更改自訂, 地圖會隨著時間進程而改變,一開始去不了的地方過些時候返回就忽然能去了,每個區域能獲得的東西地圖都會標示,取得能力後才能到達獲取的物品位置也貼心的直接標示出來,不用怕想不起來當時需要能力才能去的地方, 武器樣式種類豐富,每種武器出招皆不同,甚至同類武器處決動畫都不只一種,敵人有四種勢力,三個集團的人類跟一個原生態生物,大約20個左右不同招式的敵人,不過就地圖大小而言感覺有點貧乏, 角色升級只有技能點不引響其他,每個武器精通都能取得被動技能,變換各種武器體驗不同戰鬥風格也是樂趣之一,死亡懲罰大概就是不能跳過的復活動畫,一路找東西殺過去基本上不會缺物資,沒有練等級刷材料的必要, 全成就需要DLC,一周目就能達成,沒有多周目要素 缺點大概就是容易遇到敵人卡物理的BUG,還有平A都能出處決動畫還關不掉的設定, 最後給要玩的一個小提示,激活後的傳送點只要開地圖就能使用不用特別跑過去...
Stray Blade gives off a good first impression with it’s weapons mechanics and cheerful World of Warcraft aesthetics, but the more time I spent with the game, the less I enjoyed it, and by the time I reached the end credits I was more than ready to put it down. The hook that drew me to the game in the first place is a good one. In Stray Blade you amass xp by killing enemies in traditional soulslike fashion but all this actually does is reward you with skill points. The only way to truly grow stronger is to invest these skill points into stat upgrades you unlock by mastering the game’s various weapons. So clear enough combat encounters with a spear, for example, and you’ll unlock the opportunity to invest a skill point in health. Kill a bunch of dudes with a pair of daggers and you’ll eventually be able to increase your stamina. It’s a really neat idea as in most soulslikes I usually play around with a weapon or two before picking my favourite and never touching the others, but here you don’t have a choice, you have to try out every single axe, blade, scythe, and hammer you come across or you’ll be left severely underpowered. You occasionally find blueprints for weapons in chests scattered around the semi-open world, but in most cases they drop from enemies, forcing you to engage with all manner of beasts and baddies to expand your arsenal at a forge. It was only after a few hours that I realised that this system had a few unfortunate problems. The first is that some of the weapons are severely underpowered compared to the others, especially the heavy weapons that just can’t connect consistently enough, partly due to their speed, and partly due to some wonky hitboxes (more on that in a moment). The second is that you can slot runes into every weapon you find, and one of these runs doubles the amount of mastery points you get from every kill, basically meaning you can master a weapon in five or so minutes. So, after about six hours I had not only found all the 22 basic weapons in the game and three of the eight legendary weapons, but mastered them all too … so there was no longer any point in engaging with any of the enemies. I could just run past everything to my next objective, picking up a few items and consumables along the way. It's a problem many indie souslikes run into, where everything starts from a good, original idea, but the team then lack the resources to push it to its full potential. The biomes are another good example: big, colourful, and varied, they unfortunately reuse so many assets that I frequently got turned around with no idea where to go. I love some good exploration in my souslikes, but there’s a difference between diving into the unknown and passing the same tree for the hundredth time without being sure whether I’d been that way before. Combat is fine, though missing that extra spark that would make it fun and addictive. You have your traditional dodge, block, parry, light and strong attack, with perfect parries or dodges giving you a bit of stamina back. I found the parry system to be too imprecise for me to rely on it entirely, whereas the dodge was far more generous, with even a simple sidestep awarding you with some nice i-frames. Enemy hitboxes are a bit janky, as is there overreliance of hyper-armour as they shrug off a hammer blow to the face as if it was nothing more than a light tap before interrupting your own animation with a well-placed swing. Surprisingly, I also found the simplicity of the combat a bit grating after a while. You’d think that with so many weapons to play around with things would stay pretty fresh, but a fair number of these have incredibly similar animations to the point of being identical, and there are apart from the afore mentioned rune-system, there are only two other simple systems added to the mix. The first are the three powers you’ll unlock during the game, allowing you to either zap to an enemy, ground pound him off his feet, or freeze him in place. You can also order your travelling companion, Boji, to pester an enemy for you. And that’s … kind of it. No real magic or other abilities beyond those linked to the weapons you’re using, and even those were only slightly stronger than an upgraded light attack meaning I mostly abandoned using them altogether. I don’t come to my soulslikes for the story, so I won’t judge Stray Blade too harshly on that front, but it’s your pretty standard “go to these biomes and fight these bosses”, with only a handful of lore items to flesh things out. Boji will add a bit of flavour text now and again, and is pretty well voiced for an indie game, but there’s not enough pathos there to form any meaningful connection. Don’t expect any NPCs or sidequests either. It’s just you and Boji against the world. Oh, and the resurrection animation is one of the longest I’ve ever seen in a soulslike. Luckily, Stray Blade is a fairly easy game, and most of my deaths were due to me either falling off a cliff or hanging around for too long in the penultimate area’s annoying poison environments, but still … fifteen unskippable seconds. That’s how long it takes for you to get back into the game. Every. Single. Time. How the dev’s thought that was a good idea, we’ll never know. So that’s Stray Blade in a nutshell. A good concept that makes an interesting first impression that then trips over its own feet when it tries to maintain that quality of its combat and world over a dozen or so hours.
傻逼游戏有地图都找不到路地图上标的在哪里去到了没反应操
Players by region
Where this game's players are, estimated from review languages.
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