Prove that you are the world's greatest swordsman in Blade Symphony: a slash-em-up featuring a highly detailed and in-depth sword fighting system. Face down other players in skill-based tactical swordplay, in 2vs2 team duels, or participate in sandbox FFA game modes.

Image RSS Feed Latest Screens
Control Point and Attachments update Control Point and Attachments update Blade Symphony Official Release
Blog RSS Feed Report abuse Latest News: Team-based game mode, character attachments and FREE WEEKEND!

1 comment by urinal-cake on Oct 16th, 2014

Hey all, Blade Symphony’s got a huge update for you this weekend.
First up, we’ve created an entirely new game mode based on your feedback. The game’s not just about duels anymore, now you can participate in a team-based game mode called Control Points. Check out this update video below.


The new control point game mode ships with 3 new maps specifically made for the game mode. They are terrace, a map that plays with vertigo; sequence, where chokepoints become important; and docks, an open map with both indoors and outdoors combat.

Control Point and Attachments update

You also now have the ability to directly influence how game balance is structured.

We’ve created a game balance github so you can make pull requests for game balance. The community has stepped up and already there are numerous changes pulled in based on community suggestion. See the full game balance changelog resulting from community discussion.

Control Point and Attachments update

Each character in the game now have separate attachments that you can install. These cosmetic attachments are integrated with Steam Workshop so players can create their own skins, armor, and anything you can imagine.
To date, players have created 589 pieces of content, including swords, masks, maps, and graphics modifications.

This weekend we’re throwing a huge party by celebrating the launch of this patch with a free weekend from October 16th to the 19th. On top of that, we’re throwing in a 75% discount for purchasing the game on Steam.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Compound

Compound

Jul 26, 2014 Multiplayer Map 0 comments

A small map made for my Blade Symphony server.

Post comment Comments  (600 - 610 of 624)
Harimau
Harimau Jun 4 2008, 1:03am says:

Hmm, how about different sword-styles? I notice that the character you've already got in game uses a very athletic style (or so it seems) with a single-handed grip. Will there be back-handed grips, double-handed slashes, full-turn-slashing (dunno what you call it), fencing, etc.?
Probably not for the first instalment of the mod, though, but in the future?

+2 votes     reply to comment
mflux
mflux Jun 4 2008, 1:45am replied:

Definitely. There are three sword styles that are planned and they should balance each other out.

Balanced - is what you're seeing now. It's got a medium speed, medium range, and medium damage (30 per hit, 1 damage per blocked). It's got its own counter-attack and special moves (not yet implemented).

The other two that are planned:

Heavy - A really guarded, high damage stance. It moves the slowest, but has the highest range and biggest damage (40-60 per hit, so basically a two-hit kill). This looks most like the style a samurai might use (kenjutsu-based).

Reverse - A very fast but short range stance, with light swipes that can be chained almost endlessly. This stance is more fictional, and more like the stance that Kadaj uses in FF7:AC. Each hit from this takes about 10-15 damage, but the attacks come relentlessly.

+1 vote     reply to comment
Ienris
Ienris Jun 3 2008, 8:53pm says:

I have to agree with mflux, sometimes sword battles look like hack n slash from distance, but when your actually in one, its much, Much more calculated and tactical.
-Edit: Ive also got a suggestion. Put some play customization in, at the least color choices, at the most armor and sword choices.

+1 vote     reply to comment
Jkupo
Jkupo Jun 3 2008, 8:59pm replied:

Yeah, there's going to be far more customization as far as picking characters and weapons. The weapons however are planned to be on an unlock system, allowing the players to visibly see their opponents veterancy (a tree branch for a novice, a wooden sword for an initiate, an iron sword for a veteran, a glowing blade for a master, etc), however it won't affect damage potential, it'll be purely for aesthetics.

+1 vote     reply to comment
Hellbender
Hellbender Jun 3 2008, 7:54pm says:

I like the music in the video. And it doesn't look *that* random, any more than someone who is very good at a game can do things very quickly. For instance, mario time trials. :P

+1 vote     reply to comment
Tyranus107
Tyranus107 Jun 3 2008, 6:57pm says:

I'm sorry but I really have no idea what this is supposed to be. Obviously a type of sword-fighting but in the video it looks like your just running around randomly spamming the jump and attack keys. If this is how the game is to be actually played then the combat system really needs to be redone.

+1 vote     reply to comment
mflux
mflux Jun 3 2008, 7:32pm replied:

Those are fair criticisms that we are going to address, especially the jumping. There are a few important things that make you see the game differently than we do:

1. We've played this gameplay style a lot so far in many other sword fighting games (a lot being three to four years). Many moves we're doing seem random but are actually patient and calculated.

2. There are no UI indicators of things like combo count, block radius, or stance (which are not implemented yet). Much of the game requires you to "feel" your way through trial and error, something that we want to improve on.

For example, you can only swing four attacks before having to rest briefly, leaving you open for counterattack. It's very hard to see this in a video, but it's very obvious when playing the game.

3. Random hacking and slashing would be a viable strategy for newbies but advanced players would be able to kill that style very easily. This has yet to be fully proven, but this is why we need testers to try every combat style they can think of :) That way we can balance the game for more depth.

Thanks for your feedback!

+1 vote     reply to comment
Midnitte
Midnitte Jun 3 2008, 7:11pm replied:

You realize that was a demo of the game so far, not the finished game yes?

+1 vote     reply to comment
Tyranus107
Tyranus107 Jun 3 2008, 7:13pm replied:

Yes I realize this but even for a play demo it just looks like random key strokes and button clicks wich isn't much of a good way to show off a game.

+1 vote     reply to comment
Harimau
Harimau Jun 2 2008, 8:30am says:

You guys ever read Vagabond by Takehiko Inoue?

+1 vote     reply to comment
mflux
mflux Jun 2 2008, 2:29pm replied:

Hey thanks for that reference. I'll definitely go check it out, looks pretty cool. I'm sure Kupo already knows about this.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Blade Symphony
Platform
Windows
Developer & Publisher
Puny Human
Engine
Source
Contact
Send Message
Official Page
Blade-symphony.com
Release Date
Released May 7, 2014
Game Watch
Track this game
Share
Community Rating

Average

9.5

84 votes submitted.

You Say

-

Ratings closed.

Lowest Rated (2 agree) 1/10

pay2play mod? lol

Feb 12 2011, 9:11am by Krej

Style
Genre
Fighting
Theme
Fighter
Players
Multiplayer
Project
Indie
Boxshot
Boxshot
Embed Buttons

Promote Blade Symphony on your homepage or blog by selecting a button and using the embed code provided (more).

Blade Symphony Blade Symphony
Blade Symphony
Statistics
Last Update
6 months ago
Watchers
1,745 members
Addons
1
News
59
Features
9
Reviews
16