Video update for Blade Symphony. Entirely new branch of Source engine, new attack moves for every character, brand new interface, new game mechanics, new map.

Posted by mflux on Aug 27th, 2012

Blade Symphony on Portal 2 Engine - Mod DB

Hey guys, Flux here with the update video as promised. In this video I'll show you all a brief tour of what Blade Symphony looks like now, and all the things we've been working on, like the new UI, map, stances, effects, etc.

One Year Anniversary

As I'm uploading the video I just realized that, as of this Tuesday the 28th, it's been a whole year since we've been backed. That seems crazy, and almost unbelievable. We've made you wait and wait and.. well.. there's going to be more waiting.

I want you to know that, even though we haven't posted updates at all for the past few months, we've literally been working day and night around the clock on Blade Symphony.

If you were a backer you would demand some kind of explanation. And you would be totally justified.

What's taking so long?

The biggest hurdle we've had to overcome in the past half a year was business development. This means working together with Valve, making sure we're set up properly as a business, and getting a ton of legal things sorted away. The fruit of this endeavor is to secure us the Source engine license, without which we wouldn't be able to give the game to you in its final released state. It's the single most important part of getting the game out into the world, so it's not just a Source mod, but a real game.

This also meant that, during the time we were in pseudo sketchy legal status, we couldn't talk about the game. At all. Zip. Because, that would have jeopardized our success in securing an engine.

Thank the heavens that part is over with.

What's next?

We still have a lot of work to do, since we've just barely ported the game to the Portal 2 version of Source about a month ago. The interface for the game had to be entirely re-coded and designed, as shown in the video. We're also adding a ton of cool things to combat and gameplay which I'll post videos of when I'm able to tear myself away from not working on the thing.

In the words of Gabe Newell, "These things... they take time."

Again, thank you for being patient with us. Your support is all the world to our team, we're nothing without you!

Post comment Comments
Domineeto Aug 28 2012 says:

Awesome, glad to see some updates from this, I've been wondering what happened to it since the kickstarter.

Is the old alpha demo still playable? It would be cool to get me and my friends back on for a few fights!

+4 votes     reply to comment
KindredPhantom Aug 28 2012 replied:

I am fairly certain that the beta version we had up for PHAN's to play is still in place but no longer supported. Though I am not sure if any of the servers are still up.

+1 vote     reply to comment
Armageddon104 Aug 28 2012 says:

Great to hear some news on this. I really like the menu and character/sword selection screen.

You probably can't talk about this but I'm interested to know how you would buy a Source license from Valve? Do you have to pitch a game or just throw money at them?

+1 vote     reply to comment
darkelf1 Aug 28 2012 says:


+1 vote     reply to comment
medve Aug 28 2012 says:

the movement feels slow

+1 vote     reply to comment
Spiffy664 Aug 28 2012 says:

the characters feel clunky, I understand its WIP though. In general feels jittery, is this because of the recording or just WIP?

+1 vote     reply to comment
KindredPhantom Aug 29 2012 replied:

I'm not sure how it can feel jittery when you have not played it yet. :)
It is likely a mixture of the two things, the recording and the fact it is still WIP. Can you give any specific details of what "feels clunky" to you?

+1 vote     reply to comment
poppsy Aug 28 2012 says:

Sweet! This looks like Soul Calibur in third person, me gusta!

+2 votes     reply to comment
FightDr Aug 28 2012 says:

It's awesome to see the game being updated. This is definitely one game that I'm excited for it's release.

+2 votes     reply to comment
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