
A dark fantasy adventure where forging steel shapes combat, progression, and fate.
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): 1.43/day in the week to Sep 10 → 1.33/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.
About
Blades of Fire is a dark fantasy adventure built on a single, uncompromising idea:
Steel is Destiny.
You are Aran de Lira, the last warrior capable of forging true steel in a world where metal turns to stone. Your journey is not about collecting weapons, but about forging them through intent, sacrifice, and consequence, and surviving long enough to master their weight.
Combat is deliberate and unforgiving. Every strike commits you. Every mistake costs you. Victory is earned through patience, positioning, and understanding both your enemy and the blade you forged to face them.
The Steam release includes Version 2.0 of the game, featuring major updates and improvements, plus the Adventurer Pack, the Artbook, and the award-winning original soundtrack by Óscar Araujo.
FORGE STEEL. SHAPE YOUR FATE.
At the heart of Blades of Fire lies a forging system that is not crafting — it is commitment.
Weapons are forged at the anvil through deliberate choices that permanently shape their behaviour, balance, and purpose. There is no endless loot. No disposable gear.
Every blade reflects:
The materials you chose.
The enemies you prepare to face.
The kind of warrior you decide to become.
Because steel remembers.
COMBAT WITH WEIGHT AND CONSEQUENCE
Combat in Blades of Fire is methodical, grounded, and lethal.
Timing, spacing, stamina, and defense matter more than aggression.
Enemies punish recklessness and reward observation.
Weapon choice is tactical, not cosmetic.
You do not overpower your foes. You outlast them.
A WORLD THAT REWARDS CURIOSITY
The world of Blades of Fire does not unfold through constant exposition.
Much of its history, myths, and meaning resides in Adso, Aran’s companion — a young, learned mindscholar with deep knowledge of the world and an eagerness to share it.
He writes down everything and speaks when spoken to.
Story is discovered through dialogue and reading, not through cutscenes.
Knowledge comes from interest, not obligation.
The world reveals itself only to those who ask.
A GAME FOR PLAYERS WHO SEEK MASTERY
Blades of Fire is designed for players who value:
Deliberate pacing.
Meaningful progression.
Difficulty rooted in understanding, not reflexes.
Power is not given. It is earned at the anvil.
VERSION 2.0 – CONTENT & IMPROVEMENTS (NOW AVAILABLE)
NEW CONTENT
New Game Plus.
New Challenge Level: Titanium
New Weapon Parts & Skins (only available in New Game Plus)
Elements Transmutation, which allows players to change material types.
Photo Mode.
Boss Revival Mode (a new game mode where you can replay boss fights and earn rewards).
Adso’s Spells on weapons for a deeper combat (rewards tied to Boss Revival Mode introducing spells that enhance weapon abilities).
Now you can pet the Ox in Blades of Fire.
IMPROVEMENTS
Expanded death and mutilation variations.
Improved animation transitions.
Nvidia DLSS4 implementation.
OTHER
Full key remapping for keyboard and mouse control.
New Achievements.
Steam Deck Support.
Sums Steam only; PlayStation, Xbox, 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 | $29.99−25% | 687reviews | 76% | — | $516.1K |
| $39.99 | 4.1Kratings | 72% | — | not modelled | |
Engagement
Reviews
Themes across 130 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
西班牙制作的动作游戏,游戏很难,感觉像魂游,有难度选择还不错,但是怎么我选最低难度也打不过啊,游戏在地图上给主线剧情的攻略地点有标注,还有快速移动,这点好评,解密很难,地图绕来绕去的,跟迷宫一样,这点差评,感觉大部分时间都花在解密和找路上了,收集元素很多,大部分很难找,还得看攻略才能找全,游戏特色锻造武器很失败,可能本来是想用不同的武器对付不同的敌人,但是很多敌人都有重甲,大部分武器不能破甲,结果玩家只用1~2种武器,游戏还特别喜欢堆怪,打击感还行,拳拳到肉,刀刀见血,身边的男孩(忘了叫啥名了)老对男主嘲讽,真想揍他,画面还行跟得上时代,没有光追,优化还行,满分10只能给6分,除非没游戏玩否则不推荐
weapon degrade way to fast, constantly trtying to get matrerial to build/repair weapon instead of progressing ....
Media

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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, Simplified Chinese, Traditional Chinese, Korean, Japanese, Portuguese - Brazil, Russian*languages with full audio support
| $29.99−25% |
| 425ratings |
| 74% |
| — |
| not modelled |
| $29.99−25% | — | 87% | — | not modelled |
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 130 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
这几天花了点时间体验了一下《烈焰之刃》这款游戏,这款由MercurySteam操刀的黑暗奇幻动作RPG着实是给我一记沉重的巨拳,而且结结实实的砸在了我的强迫症上!那么这款在Epic独占一年后带着2.0版本登陆Steam的游戏究竟体验如何?本篇我会通过我的游玩体验带各位小伙伴们直观的了解它。 游戏的背景故事发生在一个所有钢铁都被女王变成石头世界里,玩家作为少数还掌握真正锻造技艺的铁匠之一的埃岚·德·利拉踏上了一段拯救世界的旅途,而需要做的事情也很简单,打铁铸造兵器,前进杀掉女王。 [h1]核心玩法[/h1] 《烈焰之刃》最核心的逻辑和大多数RPG完全反着来,别的游戏是玩家打怪升级,在这个过程中会获得更好的武器,但是在这里,在烈焰之刃里,玩家只能靠自己打造武器,而且并不能保证武器会更好。 因为自己锻造会有好有坏,最多只能确保和最好的一次相同,最最关键的是武器不仅会钝化,还会坏掉甚至丢掉,这就是本作不同于其他同类游戏的具体点,但这样也会带来一些问题。 这个问题是因为锻造而延伸出开的,作为这游戏的绝对核心玩法,玩家可以用蓝图打造不同武器,至于蓝图怎么来就得靠击杀特定类型的敌人来解锁,比如砍翻5个长枪兵就能解锁长枪的蓝图。 而锻造会成为我口中的问题最大的原因还是因为这个过程太真实了,真实的就像真的在打铁,不仅要控制力度角度,还要确保钢胚的温度和形状,一通锤下来往往达不到想要的预期。 锻造过程中玩家可以调整使用材料,武器参数等等,这些会直接影响这把武器在战斗中的表现,全部调整好后就会进入最折磨人的环节:捶打!玩家要尽可能把钢胚捶打的贴近蓝图的形状,越贴合武器星级越高,星级越高越厉害。 但在这个过程中并没有听起来那么简单,总是会左边打低了右边就高了,右边高了左边低了,越打越烦躁,捶打还有次数限制,直接把我的强迫症治好了,玩到后面主打一个能用就行。 [h1]游戏特色[/h1] 游戏中除了锻造外,战斗也是一大特色,我过完新手教程的时候只觉得我的鼠标已经被各种操作塞得不能再满了,左键左横斩,右键右横斩,滚轮向上是上劈,滚轮向下是下劈,每个按键又可以通过长按来蓄力变成重击,这就八种攻击方式了。 而且敌人身上会出现不同的光芒,绿光是弱点,代表现在手里这把武器克制对方,黄光是减伤,代表能打动但不会很顺利,红光就是基本免疫,武器打上去就被弹开,得换一种类型的再打,很考验玩家的随机应变能力。 加上七种武器类型(匕首、双刀、军刀、长剑、大剑、锤子、长矛)各有不同的攻击模组和持握方式,切换武器打不同敌人就成了游戏里最需要花费时间学习的操作,这套博弈系统莫名有点像《只狼》的架势博弈,但节奏更偏向快攻而不是防守反击。 [h1]写在最后[/h1] 在最后我想说,如果你对亲手锻造武器这个玩法有兴趣,愿意花时间研究锻造细节的话,那《烈焰之刃》确实值得花上几十个小时去慢慢品味,但如果你想要的是无双割草的游戏爽感,用神装轻松扫图的话,那我只能说这款游戏绝对不对你胃口,慢节奏探索和缓慢的提升战力都不是爽游配置,而且它真的太克制强迫症了!! [quote]寻找游戏里的独特风味,发现玩法中的创意挑战 点击关注[url=https://store.steampowered.com/curator/45063541/]鱼汤里的咸鱼[/url] 欢迎加入[url=https://steamcommunity.com/groups/YTLDXY/]鱼汤里的咸鱼群组[/url] [/quote]
As of casually finishing main campaing with most of exploration on "STEEL" difficulty: One of the best pseudo souls-like metroidvanias i ever played. Combat is fluent and easy, parry and evade is beginner/casual friendly, enemy design is fun and comes in good variety, minibosses and bosses have fun-to-counter gimmicks and moves. Crafting feels respectfully meaningful and game gives you A LOT of extra resourses, you almost never going to run out of crafting or repair materials. General exploration is also fun, going into corners never leave you unrewarded and bypassing extra enemies is fun due to good combat. Game is pretty well optimised along with looking really distinct with cool artstyle. I read that situation is different at "Titanium" difficulty, but all i have to say: don't play hard difficulties if your skill aint up for it. I know i don't do, sticking to casual modes. On the downsides i can only note few annoying enemies with long or medium length combos that don't really stop even if you parry them, so you have to either chain parry or dodge away, letting them to chill. Once i get through remainder of the "endgame" i will update the review.
Очень люблю MercurySteam. Дилогия Castlevania Lord of the Shadow навсегда в моем сердце. Когда узнал, что вышел новый проект от этой команды, я не думая купил и принялся изучать огненные клинки. По перву играл на одном дыхании, но со временем появились приколы. Как и прошлые проекты, Blades oi Fire не идеальна, но несет в себе фирменный почерк своих создателей. Чутка душно, чутка неинтуитивно, но на сколько захватывающее приключение получается по итогу. Из плюсов отмечу -Любопытную боевую систему которая заставляет тебя понимать чем и против кого ты воюешь. -Большой и красивый фентези мир. -Большое разнообразие противников. -Интересный лор. -Приятные персонажи. Из минусов - запутанные локации. Да, тут крайне часто будет возникать вопрос "куда мне идти дальше?". Причем к концу игры это будет уже вызывать патологическую болезненность, словно разрабы из кожи вон лезли чтобы запутать тебя, а карта по просту не информативна. Еще хочу отметить огромный факап в конце игры. - ДАЛЕЕ СПОЙЛЕРЫ- Прямо перед финальным боссфайтом главный злодей с помощью темной магии закинет вас в стартовую локацию игры. Прямо к дому главного героя в лесу. При этом главгад скажет фразу - "Передавай привет аббату Дорину", тому самому Дорину, что погибает в первой же кат сцене. На радостях я подумал, что раз нас закинуло в прошлое , то мы сможем спасти своего друга аббата и это изменит что-то в истории! Возможно даже будет лихой поворот и мы сумеем предотвратить гибель нашей возлюбленной! НО ХЕР ТАМ ПЛАВАЛ игра просто началась заново! Еще раз. Это не НЬЮ ГЕЙМ ПЛЮС, а просто в самом конце игры меня кинуло в начало игры — слетела вся прокачка, все локации вновь закрыты, ни один оружейный свиток не изучен. Персонажи никак не реагируют на этот странный ход с возвращением во времени, все катсцены как в первый раз. Никакого намека на заигрывания с временными петлями. Просто все с нуля! ( на этот момент было наиграно 38 часов!) Я полез в отзывы стима и нашел лишь одного человека, кто так же запорол себе концовку. Далее пришлось изучать ютуб дабы узнать что там было в итоге. Оказалось надо было не лететь сломя голову спасать своих друзей, а полазать по первой локации. Изучить пространство на опушке леса и в кустах найти призрака, который смог бы снять проклятие злодея и тогда бы меня вернуло обратно к концовке игры. Далее был бы финальный босс файт на 5 минут и титры. Фрустрация была невероятно сильной. Я даже хотел поставить негативный отзыв игре за такой прикол. Но в любом случае я не могу перечеркнуть все заслуги клинков огня из-за этой странности в концовке. Путешествие выдалось прекрасным.
Rigoberto Patapocha se parte la pierna y se le quea toa pocha, recomienda este juego Que pena que esté juego, no es que esté infravalorado, es que no está nada valorado y me da pena en parte porque 505 games tiene mucha culpa con la exclusividad de Epic de un año y por otro lado la tendencia youtuber de enterrar un juego antes de que salga y todos los borregos que repiten como papagayos y no intentan descubrir algo por su cuenta y tener una opinión propia! Joya oculta no, joya invisible y es una pena! Si tienes una mínima duda de jugarlo, por favor hazlo, no digo que sea perfecto, pero es un juegazo que merecía mucho más y que estos grandes desarrolladores no hubieran sido despedidos el 50% de ellos por no alcanzar las ventas iniciales y hubieran podido continuar con una segunda parte o un nuevo juego o lo que quisieran, que ojalá algún día sea posible. Como siempre decisiones de corbata que pagan los desarrolladores!
Overall, the game is okay and probably worth the money on sale, but I just can't recommend it. After about 15 hours, the game felt more and more like a chore. I pushed through to the end, but it wasn't always enjoyable. The story and characters aren't very well written, and while the combat is fun for a while, it loses its appeal after a certain point. In particular, it felt strange that the heavy attack seemed somewhat useless. Though maybe I just didn't fully master the combat system. The crafting system, on the other hand, is really great. I thoroughly enjoyed building customized weapons and pushing for the highest quality.
In the history of videogames, few subgenres have become as ubiquitous and pervasive as the soulslike, and while this is not the time or place for a wanky dissertation on why soulslike good, it is a genre that is always aimed squarely at our monke-given pattern recognition: Fail problem, identify, address, resolve; repetition that tempers frustration as much as rewards being avoided. This is all to say that Blades of Fire is a soulslike that is at its best when avoiding being a soulslike. BoF puts the player in the boots of Aran (no relation, I think) de Lira (no relation, I hope); beefcake extraordinaire, who, alongside his Union-appointed twink, Adso, will carve a path of destruction across an entire realm on a very much "I had nothing better to do" basis. While cutscenes are very well voice acted and animated, showing surprisingly emotive and nuanced performances; the story follows its Carmackian mandate as a thinly veiled excuse to move the action across 3 frankly enormous areas that will gradually open up to allow access to all manners of character upgrades. The graphics are excellent, performance is rock solid, the music, while occasionally over-excitable and a tad repetitive, is an epic and sweeping earworm, but the crown jewels of Blades of Fire are its intertwined crafting and combat systems. So, in Blades of Fire you can craft weapons, and it is absolutely ♥♥♥♥♥♥♥ bonkers. It starts very straightforward: as you fight enemies, you will progressively unlock weapon types; once unlocked, you can craft them. There's 7 broad categories, more or less sharing moveset and general attributes, however, the player is provided with a mind-bogglingly amount of freedom as to the specifics: blade shape and length, pommel, handguard, fuller, and particularly, the material of each part, with all available types of steel organized in a triangle between damage, durability, and defense; but also with each one having a different weight which, in combination with the size and shape of each part, will contribute to every stat. Make a part bigger, or make it out of a heavier steel, and the center of mass will shift, changing its attack speed, stamina cost, parry window, guard damage, armor penetration, raw damage. There's a limit to what each type can do, of course, but it goes beyond "part X out of material Y does Z" to instead become this very tactile, vibes-based and very expressive process that at the same time allows the player to decide how it interacts with its combat system. When fighting, each of the face buttons in a controller will aim for a different body part: head, torso, or arms. Most enemies will have differing levels of armor on those parts, which, in turn, will dictate how much armor penetration you need to defeat them. Most weapons have two movesets (typically slashing or stabbing), with one doing more damage but worse penetration and viceversa. In addition to this, both fighters are governed by a stamina bar, and a guard bar: essentially, Aran will need to guard to regain stamina, meaning that you will need to strategically decide when to take a breather, and the beauty of Blades of Fire is how these three different systems interlock beautifully to allow the player to decide how to interact with them. While Adso will keep taking notes on enemies, providing suggestions and tips on how to fight each enemy type, I found it more fun to just try different tactics and see what worked better for me. The game relies heavily in managing your spacing and learning enemy movesets, and baiting them into opening for an attack never gets old, but guarding, parrying, or plowing through their guard are also options that the player can take advantage of. The game is not really hard, even in "hard" difficulty, with heals being immediate and being given a generous amount of, and if everything fails it is remarkably easy to just run away back to a bonfire (penalty for dying is just dropping your weapon anyway), and that's where the game is at its best: somewhat permissive, playful and satisfying experimentation. In contrast, unfortunately, the game sometimes also remembers it's a soulslike, and that's when things get ♥♥♥♥♥. The sub-bosses and bosses are probably where Blades of Fire shows the cracks in its armor: unforgiving, hard hitting (sometimes one-hit) enemies with tight timing and Plesioth-sized hurtboxes, that most of the time seem completely unburdened by the stamina system, are some of the worst parts of this game, with some of them leaving me just about giving up on the game, and while it's also true that there's a reason I have beaten this game and not Elden Ring, it is definitely one of its weakest aspects. The labyrinthine levels, while very intricately interconnected and full of nooks and crannies to find stuff in, were also a frequent source of frustration while exploring and finding my way around, but that is mostly due to a combination of a map system that could stand to be a bit clearer, and the metroidvania-y nature of levels being full of "come back later" doors. To finish with the list of cons, the game does drag on quite a bit towards the end trying to stretch things out, which I would have minded if combat wasn't so thoroughly entertaining. I don't usually get to finish games, so the fact that with this game I even tried to go for 100% says something. Blades of Fire is not a perfect game, but it definitely deserves way more success than what it's seen. It is a quirky, unorthodox videogame that while parting from very clear inspirations, very much succeeds at doing things its own way, allowing for a metric ♥♥♥♥-ton of player expression and providing an incredibly solid experience throughout. An absolute cult classic in the vein of Kingdoms of Amalur that I hope it gets its recognition in due time. 8.5/10.
Neat concept and the combat is fun with a decent amount of variety. I don't like when games intentionally slow you down to make it longer though. Maybe I'll give it another shot in the future.
It was so nice of 505 Games to allow me to play for 5.5 hours without issue. After that, I've experienced crash after crash after crash. After that 5.5 hours, I would crash 6 times over the next two hours (it's not like I could get a refund anymore at that point). It got to the point where it was crashing after getting into the game anywhere from 30 seconds to 1 minute. THEN I finally thought I had figured it out and was able to play for almost half an hour and it crashed again, while running around with the boney prince and running from his dead father. I'm done. This is insane. I have zero issues with other games. I'm so pissed about this because I was actually having so much fun with this game. I'm not the only one with these crashing issues. I read 505 games in a subreddit blame nvidia drivers. I dont have an nvidia card. Thanks for allowing me to play long enough to not be able to get a refund. Go ♥♥♥♥ yourselves.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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