
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 → 1.14/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
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% | 688reviews | 76% | — | $516.1K |
| $39.99 | 4.1Kratings | 72% | — | not modelled | |
Engagement
Reviews
Themes across 131 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Давайте про плюсы: Механика крафта и всё , что связано с оружием(модификации и подгонка под свой стиль) Музыка, визуал, сюжет. Минусы: Бой не сбалансирован. Проблемы появляются со второго акта. Куча спамящих врагов на аренах как телефонная будка при том, что каждый удар по тебе стагерит тебя.Играя через двуручники у меня такой механики(стагера ) нет.Получается , что при ношении двуручного оружия - должен выбирать позиционку, менеджемнтить стамину, думать про анимацию - а где профит(поощрение) . Фарм ресурсов на оружие,разбор уже имеющегося даёт очень мало как и прокачка его на максимум и обмен на ресурсы, Я не могу экспериментировать, хотя разрабы как раз выставляли эту механику как основную. Чтобы пройти на ИСТИННУЮ КОНЦОВКУ требуется пылесосить игру . Просто по сюжету можно добежать и получить зацикленную игру. Идеальное парирование не работает(кроме мелких монстров никто не реагирует),а смысл с мелкими пытаться парировать - нет. У мобов встречается двойной хит бокс по тебе. Уворачиваясь заметил, что получаю урон в конце анимации удара моба . Боссы спамят атаками и тебе приходится ждать по 20 сек для окна атаки. Первые боссы становятся рядовыми врагами и идут по двое ии не переработан. Убивая одного , он уже не воскресает. При анимации добивания(хотя это вшито в игру и проигнорировать невозможно) противника тебя продолжают избивать остальные. Не рекомендую игру.
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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 131 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I recommend playing this game. But turn on the "show next objective" in the settings and read some of the online guides. Else, you will be running in circles and killing the same baddies fifty times. Graphics, music, and story are good. When you figure out the weapons and which to use where and how, the combat starts to flow in a good way. When fighting groups, you have to line them up and then hit and move, hit and move. This game is not a button spammer. I'm glad I played this game, and got the good ending.
The game is fairly mediocre overall. It has some enjoyable moments, but nothing that really stands out. My biggest issue, however, is the performance. The FPS drops randomly throughout gameplay, causing the game to freeze for around two seconds before it resumes. These stutters happen often enough to be frustrating and completely break the flow of the game. It makes the experience feel unpolished and significantly less enjoyable. If the developers can improve the performance and fix these random freezes, the game would be much easier to recommend. As it stands, the technical issues outweigh the positives.
Overall I like the game, but not being able to play it with a controller made it very difficult and frustrating for my first time experience. I will continue to play with a controller in the future since I see the potential especially after I figure out the pretty intricate forging mini games and star systems. Fighting with the wrong weapon can be long and frustrating especially for mini bosses but with the right control scheme and learning the Forge system, I think we will be able to overcome the learning curves.
СЛИШКОМ НУДНО,ЕЛЕ ДОПИНАЛ ЕЁ ЧЕРЕЗ СИЛУ,ОБОЖАЮ ЛОКАЦИЮ БАГРЯННЫЙ ФОРТ(РАЗРАБОТЧИК НАДЕЮСЬ У ТЕБЯ ТАКИЕ ЖЕ ЛАБИРИНТЫ ДОМА),ПОСТОЯННО НАДО КОВАТЬ ОРУЖИЕ ПЕРЕД ЭТИМ ПОСМОТРЕВ 100000 РОЛИКОВ И ПОСЛЕ,У ИГРЫ ЕСТЬ ПОТЕНЦИАЛ И КАКОЕ ТО ВРЕМЯ ОНА УВЛЕКАЕТ НО ЭТО ДО ПЕРВЫХ ПОВТОРНЫХ КОВОК И ПОИСКОВ СРЕДИ ЛАБИРИНТА КАРТЫ КАК ТЕБЕ ВЫЙТИ КУДА ТО ДАЛЬШЕ ЧТОБЫ ТОЛКНУТЬ СЮЖЕТ НАДО БЫЛО ДОДУМАТЬСЯ перед последним боссом сделать ПОСЕЩЕНИЕ ВСЕЙ КАРТЫ, ЗАЙТИ В КАЖДЫЙ УГОЛ!!!! ЧТОБЫ ДОЙТИ ДО БОССА!!!! А после его убийства нужно перепылесосить карту чтобы получить ИСТИННУЮ КОНЦОВКУ! Просто клоуны, сами себя загнобили такими идеями по "растяжению" геймплея.
Просто невероятно затянутая игра. После 3 главы супер душно. Сразу чувствуется рука клоуна из BOD. Не знаю кому из разрабов в голову пришло заставить собирать все слезы и активировать статуи для этого. Но это худшее решение эвер. Надеюсь когда они с работы идут им нужно собрать 13 частей ключа от двери по всему городу перед тем как попасть туда. 0/10 Разочарование года
Первые 5 минут игры пялилась под ноги в немом восхищении, разглядывая местную снующую туда-сюда экзотическую фауну:) Мое почтение тем людям, кто построил эти обалденные лабиринты, которые нужно было пробежать десятки раз, чтобы собрать все плюшки:) Душевные НПСы, прикольная музыка. Все, как нарисовано понравилось) ковать оружие тоже было увлекательно:) в общем 8 кузнечных молотов из 10:)
[h1]这是一个“昊天斗罗”当铁匠的故事![/h1] 想不到吧?《烈焰之刃》取着这么RPG名字的一款游戏,最为亮眼的地方竟然不是剧情、不是战斗、不是音乐、也不是画面,竟然会是它的锻造系统!!!单单这点就能看出它不平凡的地方了! 《烈焰之刃》的故事发生在一个钢铁被诅咒的世界。帝国女王利用魔法将所有钢铁都变成石头,这可以让手持普通武器的人们再也无法和她的军队抗衡。而我们的主角,一个酷似《斗罗大陆》里主角唐三的父亲、强大的“昊天斗罗”唐昊的埃岚·德·利拉,是这个世界里少数还掌握锻造真正钢铁能力的人(这难道就是昊天锤武魂的另一个作用?)。为了寻找失落的锻造知识,也为了揭开这个世界背后隐藏的秘密,我们的主角就此踏上了冒险的旅途!不得不说,这真是一个相当王道的故事! 《烈焰之刃》的战斗系统也算是较为有特色的了,不是现在市面上常见的快速连招的路数,而是选择一板一眼的一下一下的攻击,而且是最为简单的四招:从上至下的劈砍、从下向上的撩击,左横斩、右横斩。在这里用手柄的小伙伴能得到最适配的战斗手感,主要就是四个按键分别对应四个方向的战斗动作,再加上轻按就是快速轻击,长按就是蓄力重击,操作起来简直不要太简单! 而且游戏里身着不同装备的敌人,会有不同的部位的防御效果和弱点,因此我们还得根据他们的装备类型,来选择合适的的武器来战斗,然后再着重攻击敌人的弱点来获得战斗优势!比如敌人穿戴重型胸甲,我们就可以怼着他的腿部来攻击就对了! 当然,能盯着红(无伤)、黄(部分减免)、绿(全额伤害)三个颜色练成条件反应的应对才是最高效的破敌习惯!反正游戏支持多把武器实时切换,可以用来应对不同装备类型的敌人,再家伙是哪个还能精准的打击破坏敌人的肢体,习惯了后,整个战斗的打击体验还是相当不错的! 另外,需要注意的是,在游戏里我们的主角是没有属性成长的,整个战斗里完全由我们自身打造的武器决定。而且《烈焰之刃》的装备打造系统并不像其他游戏里只是让我们收集材料就能简单打造,在这里是真把锻造系统制作成“铁匠模拟器”的样子的! 游戏有多种武器可以锻造,包括匕首、成双武器、军刀、长剑、大剑、长柄武器、长矛、大锤等,不同的武器有不同的战斗风格,但我们要锻造这些武器,却是真的要我们像一个真正的铁匠打造武器一样,把材料一下一下锤成对应武器的形状!我们可以从众多武器外形中选择自己喜欢的款式来打造!反正从材料、武器类型、武器形状、属性、重量、属性等等全由我们自己选择好后,在小游戏里一锤一锤的打造起来,而且最后还能给最终成品的武器命名!是不是想想都有点小激动起来了? 另外,制作组为了让大伙多参与锻造,直接给每把武器都加上了耐久度,我们每次挥动武器战斗都会消耗武器的耐久,耐久度过低还会降低武器属性,虽然身为铁匠的我们是可以对它进行修理的,但贴心的制作组又给每个武器增加了修理次数限制,这就直接限定了我们无法从一而终的使用一把武器打天下,而是需要多体验锻造的乐趣! 对了,游戏的战斗难度不低,需要一定的时间适应。需要注意的是,我们的主角死亡后武器会在原地变成石头状态,需要我们返回捡起来,不然后面可是要赤手空拳打天下的! 整体而言,《烈焰之刃》就是一款披着第三人称动作冒险游戏外衣的“铁匠模拟器”!有那么一种强大的昊天斗罗躲在圣魂村当铁匠打铁的感觉(难道制作组是《斗罗大陆》粉丝?)。《烈焰之刃》的名声虽然不够响亮,但整个游戏处处都是自己新颖特色的想法,也许游戏目前还不够完善,但制作组不停优化更新的态度还是值得赞赏的(现在已经更新到2.0版本了),还是相当值得一试的! [quote]关注「 [url=https://store.steampowered.com/curator/45145702//]左邻右里鉴赏组」 [/url] [/quote] [u][b] 游戏好不好玩,只有玩过才知道! [/b][/u]
Not designed to be played on PC; it is a console port. Feels awkward on PC
[h1]IGN5分的游戏还真不是史?3D恶魔城《烈焰之刃》血腥又爽快! [/h1] 最近,505这款被IGN打了5分的《烈焰之刃》终于登录了steam,怀着无比新奇的心情,我主动品尝了这份媒体口中的不及格作品。但没想到,其实游戏没有想象中的那么不堪,甚至还有点上头! 地图体量还挺大的,每个区域都有通道连通起来。可探索的内容非常丰富,即使走到了死路,你也很可能找到一个宝箱或者其他可互动的物品;战斗的话手感还可以,特别是断肢系统搭配处决敌人血浆横飞的场面增强了这种视觉反馈,所以无论哪种武器用起来都有特别的爽感。 [h2]探图体验 [/h2] 这游戏可以用一个特别经典的标签来总结,那就是味道非常纯正的“3D恶魔城” 游戏的地图设计其实很有水平,这里最明显的就是墓地后面的三个水塔,你从不同的入口进入都会有不同的探索体验,最后三座水塔还会用移动平台等方式互相连起来,当时探到这里简直惊了,因为大家经常探讨的类魂游戏其实也很少能把地图做到这么精妙。不过也有缺点,那就是游戏的地图还是有点太落后了,根本看不出来这些立体结构的具体分布,所以迷路也是不可避免的。 不过制作组也搞了很多不错的物品放在宝箱里,来缓冲玩家这种迷路的迷茫感。还有游戏特别的武器获得系统,也是与游戏的地图设计有关。因为本作武器解锁的方式是击杀某中国敌人一定次数后才会解锁,所以反复探图刷怪其实加速了这个获得装备的进度。不过制作组好像没有考虑敌人的数量,所以堆怪现象有点严重。 [h2]锻造系统 [/h2] 游戏的第二核心就是这个独特的锻造系统。游戏里的武器是需要我们自己做的,每种材料每种部件都会给武器带来不同的属性加成。比如长柄武器的尺寸越长,伤害越高,但同样格挡值就会下降,有些材料甚至会提升伤害降低耐久,不过总体来看,等级越高的材料提供的基础加成就越多。 武器的锻造环节看上去复杂,其实很简单。每把武器都有星级判定,这个星级并不是代表武器的品质好坏,而是代表武器可以修理的次数,每次武器耐久降到非常低的时候进行修理就会消耗一颗星,因此好用的武器尽量让它的星级变高,这样也方便我们的战斗。而星级的上限与收集品有关,一种类似竹简的收集品可以增加点数,我们在具体的界面可以用这些点数提升锻造的星级或者其他属性。 选定武器种类,选定部件和锻造材料,最后开始锻造。锻造的方式是通过不同方向的捶打将铁块贴合成武器曲线的形状,形状越接近星级越高,捶打过程就是不断转换角度和强度,把多的地方通过材料的挤压打进少的地方,这里调节起来确实麻烦,但只要打造出来一次最高星级的武器,后续我们就不需要再这么锻造了,直接按照历史锻造记忆生成一把新武器就好了。 [h2]血腥战斗 [/h2] 游戏的战斗也比较特殊,武器可以从上下左右四个方向进攻,注意敌人格挡的方向,比如敌人是举着武器格挡,我们就可以打他的侧边进行打出伤害。但伤害的判定还有一部,那就是弱点部位,我们可以按下有摇杆观察敌人身上的眼色,如果是红色证明我们的武器对敌人造不成什么伤害,黄色代表可以正常打出伤害,绿色则是代表打出非常有效的伤害。但具体的敌人往往是两色甚至三色混合的,所以我们要根据敌人的部位进行对应方向的攻击。当然也要注意空间,本作有卡墙系统,实在太狭窄的地方武器的横向攻击是施展不开的。 而且每把武器会有不同的进攻状态,比如说长矛这类武器,第一种状态下是横扫直劈的攻击方式,切换成第二形态就是经典的戳棍玩法了。每种武器我们可以在地图上寻找雕像进行新部件解锁,也可以通过不同颜色的精灵给我们的装备附魔,对特定种类的敌人造成更倍数的伤害。 [h2]一些建议 [/h2] 游戏本身的乐趣主要还是在探图,所以冲着这份“3D恶魔城”乐趣来的可以适当调低难度。因为游戏堆怪还是挺多的,所以玩起来很需要玩家适当跑路,不与敌人正面作战。因为打赢了也没有经验奖励,局外成长全靠武器和收集品。 地图上也有特殊敌人,有些石像我们可以通过重击解锁,这类特别敌人类似精英的定位,伤害高,招式有趣,还有比较长的血条,感兴趣的玩家可以多试试;另一种石像是需要“虹彩之鸦”解锁的,攻击石像后,上方的地图方位图标会现实鸦的大概位置,触发之后可以激化化为石像的敌人,有些甚至还是BOSS。 [h2]总结 [/h2] 《烈焰之刃》虽然有堆怪和武器掉耐久等缺点,但总体的游戏体验还是不错的,特别是游戏的地图设计非常牛,很多场景都是互相连通的,对探图感兴趣的玩家可以尝试一下! [table][td]闲暇时光,不妨试试游戏 欢迎关注[url=https://store.steampowered.com/curator/45653622] 闲暇時光鉴赏组 [/url][/td][/table]
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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| $2.2M | 2.2K | 70% | $19.99 | |
| $473.5K | 1.9K | 75% | $11.24 | |
| $194K | 222 | 46% | $34.99 | |
| $144.4K | 241 | 68% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $515.9K | 4.3K | 95% | $3.99 | |
| $516.3K | 901 | 82% | $15.99 | |
| $516.3K | 870 | 59% | $14.99 | |
| $516.4K | 596 | 87% | $39.99 | |
| $516.5K | 2.4K | 84% | $14.99 | |
| $516.6K | 890 | 81% | $19.99 |