
Experience True HEMA Combat in VR. Step beyond button mashing. Death Duel VR uses physics-based leverage to let you authentically execute historical European martial arts techniques against live opponents. Master real guards, leverage, and tactics in heart-pounding PvP duels to the death.
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About

Hello Duelist’s, This is Community Manager Tyrus Rechs. It has come to my attention that not alot of people know about our discord server.
We primarily engage with the community over discord.gg as it's easier to manage discussions over there.
You may also find people to fight with in the Looking-for-game chat by @ the role that notify people to you willingness to fight.
Experience Historically Accurate VR Duels, Powered by Physics. Death Duel VR is a competitive online melee combat simulator.
Master authentic HEMA techniques – real guards, strikes, and grappling – against live opponents in physics-driven PvP.
Wield swords, shields, polearms, flails, and more with realistic collision and leverage.
Engage in intense foot combat or test your skill in mounted jousting.
Step into the medieval tournament arena, recreated for VR controllers. Duel with history, duel with skill.
Key features:
Fencing with sword, shield, flail, polearm and etc.
Jousting
Absolutely! Experience the "Way of the Duelist" roguelike campaign. Hone your techniques solo, collect XP and credits through challenging runs, and unlock legendary weapons to wield in PvP.
To report bugs please post them on Discord where I answer questions most of time.
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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TLDR: Slightly janky, melee-only, Blade And Sorcery but for PVP. Try it. It's on a massive redemption arc. Disclaimer: I have been a playtester for this game, for about 3 months, so add 60 hours to the playtime of this. This fact will not influence the review, and merely shows more 'experience' of the game. [h3] DDVR, and a Redemption Arc [/h3] Death Duel VR (DDVR) is a somewhat-buggy, yet very well done take on a player-vs-player sword fighting game. This game is quite simplistic and player driven, but the PVP nature of it opens itself up to a theoretically-unlimited playtime. It used to be extremely buggy, barely playable, hence the mixed ratings, but it has had a massive update that improved generally everything, except the PvE "Way of Duelist" gamemode, which remains functional and barely changed anyway. As many have said, you are better off joining the official discord to find people to play with, unless the game suddenly ramps up in player-count. One can hope, after all. In DDVR, there are several gamemodes like Free for All, 1v1, Team Deathmatch and Warlord. There is also one PVE gamemode called "Way of Duelist". Warlord is unique in that one player is a fully armored up 'Warlord' with access to every weapon, while every other player must use relatively low tier weapons like 'basic' swords and inferior shields to eliminate the Warlord. Way of Duelist is a singleplayer, DLC-locked gamemode (the only paywalled gamemode.) in which players fight out enemies in numerous arenas, with a visible escalation in weapons and armor as they reach higher tiers of equipment and levels. The player may use their earnings here to transfer it to the ranked gamemode, reducing the grind against players, but introducing a very lengthy grind against AI. The gameplay here is comparable to Blade and Sorcery but with a lot more jank. It's still serviceable. The rest of the gamemodes needs no explanation. The game itself has had much improvements in every way, from weapon balancing being improved across the board, to the mechanics being finetuned to allow for bladebeats, structurally-sound blocks, and others. [h3] How the game plays, pt1. [/h3] There is a Boot Camp mode where players may try out any weapon and any armor combination they please, without the DLC. This allows them to have a fair chance of trying each and every weapon out in an arena that can support any fight format, so long as the entire lobby abides by that format. This already provides a lot of potential fun as long as you have someone to play with. The "Ranked" multiplayer component (where all the interesting gamemodes are,) requires the players to grind points to unlock more weapons. They can also grind 'experience' that unlocks armor. Some weapons are locked behind a paywall, which are mostly fancy, non-meta picks. The grind is much slower if the player is constantly losing their fights, and they will be at a disadvantage against players with far superior gear, but it is always possible to win against overwhelming odds once you have unlocked a decent weapon. (from experience, a polearm may be optimal, but is not necessary for this) I will say that the starting points for a player is far too low (I started with 250), but it's workable, as it still unlocks a decent shortsword that can carry the player through the early stages of the grind. [h3] How the game plays, pt2 [/h3] This is the part of the review that also serves as a 'guide'. The update as of 2026's New Year's Eve brings us.. - Vastly improved netcode, where hits are only registered if they strike the defender. This remains highly functional even if you're playing across the world at 700 ping. (This is not an exaggeration.) The optimal way to play is to defend yourself first and foremost, attacking only when you see the enemy's weapon no longer threatening you. - A 'structure' system in which holding the weapon closer and more securely to your body (as opposed to keeping your arm outstretched) will decrease your susceptibility to blade beats and also increase your damage output. *Previously, this didn't exist at all. - Improved blade beating, a mechanic where hitting the top half of your opponent's weapon with the lower half of your own can displace their weapon, allowing you to punish people who rely on keeping their arms outstretched for maximum range. *Previously, it was impossible to keep track of your weapon once you got into a fight, as your weapon would be bladebeaten by the slightest of impacts and wiggle everywhere. - Improved weapon balance. Fights with sharp, really-pointy swords can last anywhere from 5 seconds to entire minutes as fighters take a lot more damage, with the only way to 'guarantee' longevity being armor. Armor in this game reduces damage instead of negating it, with only certain weapons being able to bypass armor, such as a thrust from a longsword or greatsword, cut from a heavy axe, or the classic bludgeons like maces. *Previously, even unarmored players can spend a full minute hacking at each other with Messers (single-edged shortswords of German origin.) and remain alive. - Improved accessibility. While it's not perfect, there is now a left handed mode, a few options to adjust the player's settings, wrist angle, and all that. It is advised that the player picks up a one handed sword in their free hand, and adjust their 'wrist angle' until they are satisfied. [h3] How the game plays, pt3 [/h3] There are bugs. The devs are, however, very quick to fix them (taking less than 3 days) during the playtests, and I am sure they will be quick to fix them now. The bugs that do exist as of time of writing (and will probably not exist within a month or two.) are - Weapon Set (loadout system) occasionally drops the weapons on the floor instead of properly equipping on the player. (8/10 likelihood) - Two handed weapons occasionally cannot be held in two hands. (1/10 likelihood) - Picking up a weapon sometimes causes the weapon to spasm uncontrollably, requiring the player to drop it and pick it back up. (6/10 likelihood) - Occasionally, a weapon will fall through the floor. (7/10 likelihood) - [FIXED] Sometimes, you will be stuck in an infinite loading screen, requiring a game restart. (1/10 likelihood, depending on game mode. This kind of bug is something the developers will be very quick to fix.) *Note: As of time of writing, the bootcamp works flawlessly, so even if you're scared of the (not very consequential.) bugs, just grab a friend, give it a shot. It's a free game. [h3] The Devs [/h3] While I have playtested this game for the devs (consisting of one coder and one community manager), they have been quite welcoming. Bugs were usually fixed within less than a few days (discounting periods of inactivity that could last at most, a week.) and feedback is often heard and responded to, even if not accepted.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
would be a good game if the hands weren't so ♥♥♥♥♥♥ up every other game has them down pat why start with your hands angled like you are a disabled potato and customizing the angle is the most mind numbingly furiating process
game is insanely unoptimized and the menus are incredibly convoluted and the main lobby where everything is takes way too long to load into (unoptmized). 90% of the game is behind a paywall and No i will not take the excuse that its "just a demo" game is incredibly unfinished and not fully thought out all the way
TL;DR: go to discord, find players to duel, much better than bots. im usually available after 9pm eastern US time. leaving a thumbs up for now, ive been looking for more VR pvp swordfighting games for ages now, and most resort to interesting ways around the issue of VR and netcode and physics, but these guys are trying to actually tackle the issue, i'd advise everyone to PLEASE join the discord and FIND someone to duel, the game is free but still doesnt have too many players at the moment. its alot more fun than playing against the bots. also letting the devs know about bugs like crashes (POLITELY) would be helpful too...they seem active on their discord. yes, there's alot of jank, currently for me the prologue (aka tutorial) is bugged and softlocks when picking up the sword, but looking at the update cycles im confident these guys are invested in this and will keep working on it best they can.
This is the first VR game to try and tackle multiplayer sword play in an authentic manner. There were some games that tried this before but they had gamey artifacts due to limited technology and uncharted territory so they felt a bit too "gamey". This game however goes above and beyond. If you like what games like Hellish Quart seek to do, this one does a similar thing but in true VR. It certainly isn't perfect but I can tell you that the developer is very passionate about this project and it is incredible how much it has improved over the span of a couple months. I highly recommend giving this game a chance! Especially after the recent update. They run occassional tournaments too if you want to cross swords with players in a competative format :) .
It's bad. Like extremely bad. But after all it is only two guys who aren't professionals and are making this game as a hobby. One thing I will never understand is why they released the demo as a full game and made the DLC the actual game. The only good thing about this game is the "Way of duelist" mode which is vs AI since nobody plays this or at least not multiplayer (this games peak is 11 players and as of writing this the only big number is 1 (me). Also I don't know if you noticed but the english version is quite bad e.g. "way of duelist" there is also not a menu, there are only portals so you can't leave the game quickly or go to the options because you want to adjust mid-game, no instead you have to walk the hill both ways, go through 5 different portals and then you can go to the main menu in space to change it. Also the AI has way too much HP but at the same time you can cut all of their limbs off with any type of sword which makes the game too time wasting at start and too easy at the end. The only reason why you can die in vs AI is because 1. The game spawns 10 enemies which the game engine can't handle or 2. You get hit from all sides. So the game is just not fun. How to fix it? Make the enemies harder, make less enemies spawn at the higher levels, and for the love of god optimize your game.
the older versions were way better. are you seriously telling me that i have to spend 12 dollars for PvE that was FREE like 2 months ago. ♥♥♥♥♥♥♥ ridiculous. and also calibration somehow got worse your character walks like its retarded
Working and feeling like asset flip dog sh1t
the pan/lomng sword meta goes crazy, didn't horses so i know they were'nt horsing aroun. doCtoR Horse did not have a hand in this development.a i broke my hand onn my closet, as the game was too immersive and playful! i fell into a fit of rage upon seeing the sheer beauty that was the templar, truly slivating graphics! #betterthanbl4deands0rcery!!!!!!!!!
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.