
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
Очень крутая игра надеюсь, что с течением времени многие обратят на нее внимание!
[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]
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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% |
| 426ratings |
| 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
Not designed to be played on PC; it is a console port. Feels awkward on PC
Игра откровенно скучная. Любое оружие убивает почти любого врага с одного удара. Теряется смысл разнообразного оружия. Слишком много лифтов, лестниц, дверей, рычагов, канатов - абсолютно невозможно запомнить локации, да и карта абсолютно не информативна. Прохождение быстро превращается в рутину.
A very fun game with a lot of exploration and collectibles. I chose to play on easy because i just want to have fun and not get stuck on enemies and it seems like harder difficulties you get a bit of a grind fest. All of the different weapons and different variation you can build with them is a fun concept to play around with.
The most annoying game ever!
Крайне скучная игра пока что не осилил. Середнячок.
It`s good? It`s bad? I dunno, framerate gives only regrets
Beautiful game--absolutely ♥♥♥♥♥♥♥ combat. Why even implant a heavy strike mechanic if NO ENEMY ever provides you with the opportunity to use it? ♥♥♥♥ this.
Не зря ждал пока зарелизят в Steam 👍
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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