
Build your battle-top and become King of the Streets! Collect 60+ parts, Merge their Powers, and Dominate opponents in this Chill Roguelite! Skate around a vibrant Y2K city, winning Cash and Upgrades on your way to the top. And if you Die in the game, you Die in real life.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
Slay the day away in a run-based battle-tops game from the creator of Nanomon Virtual Pet, Kardboard Kings, and Desert Child.
Build your Slayblade
Battle your Slayblade
Bet your lunch money on your Slayblade
Collect over 60+ parts for your Slayblade
Break the law with your Slayblade
Visit a miniature PS1 city with your Slayblade
Save the city from a rich loser with your Slayblade
✅ What Slayblade IS:
A snappy experience: Colourful lo-fi visuals, simple/satisfying battles, and fun customization.
Intuitive gameplay mechanics: The whole game can be played with a Mouse and left-click.
2000s vibes: Battling 'blades on the street corner, hand-drawn character art, and amazing music!
Lots of replay value: Over 60+ Blade Parts to collect, and Loads more Unlockables.
❌ What Slayblade is NOT:
No big story mode, just a brief intro+Outro cutscene.
Not a multiplayer game.
If you read this far, and you leave a Steam review, somehow use the word "Crumpet". People will be so confused.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 284 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This one is tough. I can appreciate a game developer that doesn't try too hard to rush something out of the door with too many features and not enough polish. There are plenty of games that have had too much scope and not been able to clean it up enough to the point the game just works. Slayblade DOES work, and it works very well with what it's got, very clean, very good performance on my PC, and a slick presentation with no bugs that I encountered. Unfortunately, there is a point where this bites you in the behind. You know that cool 1-minute trailer you watched just above this review? That's all there is to the game. If you've watched that, you've seen pretty much everything there is to do in the game. There are no new locations, no alternative game modes, no bosses or tournament brackets or anything (there is a "tournament", but in practice this is just playing one game at a time until you win three, you can't be knocked out of the tournament and there's no time limit to complete it). It is VERY barebones, to the point that if you play the free demo of the game, you have effectively seen all there is to the game. Sure, there are modifiers, but these don't make a very meaningful difference to the game, and if they do, it's in a negative way (big heads just slow down the game, dogzilla adds a random lose element that doesn't feel earned if it benefits you, or fair if it doesn't). It is thankfully quite a cheap game and the devs clearly have had a vision in mind and completed that, so I'm happy to let them keep the three quid. This does not feel like a complete game though. This truly does feel like a paid demo. This needs some serious content additions to be playable for more than 20 minutes. I'll probably spend as much time writing this review as I have playing the game, and that's ridiculous honestly. My personal suggestions for where to go in terms of future additions to the game would be: - A proper tournament bracket structure in which you can view your position, scout out other entrants' combos, be knocked out via loss, or DQ'd via not turning up one day. (perhaps making it free to enter would prevent this being a feels-bad situation) - more areas to explore; maybe once you beat the tournament in the starting area, you unlock more places in the city, or can go to other locations/countries/etc to fight and buy stuff in different places. - alternate game modes that aren't just "regular game mode plus obstacles". Maybe a race course, or control tests (hit all targets in a certain time), or maybe even drawing with your blade Combat of Giants style. - some kind of pokedex-type log where you can see which parts you've seen, bought, which parts you've won the most matches with, and gives you an idea of how much content there is left in the game to see. - Some kind of story through the game, a reason to fight and win, and being able to meet characters in this slayblade-obsessed world (that isn't just a janky, overly-quick cutscene of you defeating a randomly introduced Big Bad instantly). As it is, for the fact that the only addition to this over the demo is a tournament which isn't even a tournament, and a cutscene which doesn't make any sense or feel rewarding, I cannot recommend this game. -
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Japanese, French, Italian, German, Spanish - Spain, Spanish - Latin America
Hours played at review time, across 284 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its pretty fun but I think overall I dont like how important power cubes are. I feel like the game has really good combat and physics, and I like hitting my opponent and finding angles to hit them with more force than they hit me. But the best way to place is to minimize interactions before the power cube spawns by circling the arena and barely engaging. I wish the upgrades on the items did special effects to my Blade instead of to power cubes, because I feel like that removes a lot of the power fantasy I was expected coming into the game. I want to upgrade my blade, how it behaves, the special things *it* can do; not some random cube mechanic
Hmm this is a tough one. I played a good 10 hours of the demo was very eagerly awaiting release finished the game in first run with literally no issues. Great game but very limited content it just requires more things to do on each run. The balance of individual parts seems to be super broken. Control system is amazing and the customization is very intricate however none of this matters when the game boils down to drive over a power up instantly win the game. The additional runs only unlock modifiers some of which are quite cool but there just isnt really enough game here which is a real shame.
Let me be clear, I love the concept and core gameplay of this game, the way you control your blade and the feedback you get from hitting other blades is amazing. The problem appears when you introduce, and then heavily rely on power cubes. They will randomly spawn in a spot in the stadium periodically, sometimes you'll get to it first, sometimes the opponent will. Every single blade part (every single one) has an effect that is triggered with this power cube. This can range from shielding or damage dealing auras to instantaneous effects like healing or a nuclear bomb. The natural progression a player encounters when building their blade is typically to maximise spin reduction, which is effectively your damage dealing option in this game. Once you get 2 or 3 of these parts on a single blade, that's it. You have now won every single battle provided you pick up that power cube, it will end any battle instantly. And I think even without this incredibly powerful setup currently in the game, it still has issues, because the fun of this game doesn't come from anything the power cubes can do for you, it comes from controlling your blade and hitting the opponent. That is something the game doesn't let you expand upon much, if at all. You DO get passives for each part that increases or decreases a stat, but they aren't meaningful. Personally, and I don't know if others would agree with me here, I would balance the game much less around power cubes and more around how blade parts interact with eachother passively, so that the player is encouraged to engage more with the opponent instead of sheepishly circling the stadium avoiding them until a power cube spawns. The whole thing could have been so much more if the focus was put on the blades rather than the cubes, and I think with some sort of overhaul it could be a very good game.
for 5 Dollars, you really cant complain, idk why there is any negative reviews for this considering how much replayablity there is and how cheap it is. Its fun for short sessions. Im sure more content will be added in forms of updates or DLC. Solid little roguelite beyblade battler.
The game doesn’t feel fully finished, as though something is missing from the overall experience. It has potential, but unfortunately, it falls short of what I expected.
Having been a beyblade kid, I was really hyped for this game. I want to start with the good. I like the art style, the game runs well. I really think there is a good foundation to a good game here. With some time and refinement, this could be *the* beyblade game we've not had for ages. That being said, I think this game really needs some balancing. As others have mentioned, getting parts that reduce spinning makes the game way too easy. Worse is that the power-up cube is just too strong. It can literally decide matches that easily and reduces the game to camping for the cube. Unlike most roguelites, there doesn't seem to be progression between runs. In Slayblade's case, I think this is important because I find it very difficult to really explore many builds as well as it can open the door to a bigger variety of things to do. If you always have the same amount of money and the same starting gear, your strategy will default to: Get money See the shop for parts Buy if anything looks good Repeat Because of this, in theory, you can very easily beat the game in your first run. My recommendations would be the following given all that: Create outside progression Create more branching paths (more challenges and more things to do) Create more ways to acquire blade parts Increase the pool of blade parts Have the modifiers give you better rewards (meaning, if you opt in for more modifiers, you get access to better parts or more money or more outside progression exp). Lastly, and this is the most subjective part of my review, I do not like the references to Musk and meme culture. They make me cringe a bit, but this is not a big deal. It's just a personal pet peeve. The cherry on top of the cake would be to make other npcs more relevant. Have npcs who help you and rivals (much like in beyblade). Much like Hades, for instance, have npcs give you quests and rewards. You introduced a gangster/criminal challenge, make something related to that. I say this is the cherry on top because this game needs other refinements before story. TL;DR: This game has a solid foundation but lacks depth and balancing. Focus on improving balance and roguelite mechanics (e.g progression between runs, branching paths/builds, more difficulty, more items in shop etc...) and then improve on the story/npc interactions.
I enjoyed the Nextfest demo and was very much looking forward to the release of this game, but my initial impression is that the entire experience can be had with the demo. I’m disappointed to say the least. The game has a lot of potential. I enjoy the mechanics of the battling and the little pixel world is cool, though limited. The big feeling I got is that the game feels unfinished, like it’s missing something. The progression moves at adhd speeds; the battles are so quick and the flow throughout the game in kinda awkward. It’s cheap and has potential, but at its current price and the fact that it’s not listed as early access makes me think this is it. Seems like too much effort for a cash grab game, but who knows. If you’re thinking about buying, save the few dollars and just play the demo.
一周クリアしてエピソード何回か遊んだ状態でのレビューとなります。 面白くないというわけではないけど、 パワーアップアイテムがスキル発動条件になっているため、アイテムを先に取ったもん勝ちになりやすく、 さらにいえばスタジアム中央の方がスピン値減らない仕様(のはず)なので、 スタジアム中央で待ち構えて耐久しつつアイテム出たら取るだけのしょっぱい戦闘になりがちです。 外側走らせるとうっかり場外に飛び出て即負けになるリスクもあり、 勝ちだけを狙うなら本当にしょっぱい戦いになります。 ぼくの考えた最強のカスタムでスタジアムを縦横無尽に駆け回ってバチバチぶつかり合うバトルがしたかったのにどうして……
Really anticipated this one and was really let down. Not seeing what this adds over the demo aside from some minor cosmetic flourishes. It's also just far too short at any price. My playtime is from one run where I went VERY slowly and I feel no need to jump back in.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2M | 4.6K | 82% | $11.99 | |
| $5K | 47 | 87% | $4.99 | |
| — | 0 | — | — | |
| $48.7K | 130 | 89% | $9.99 | |
| $140 | 1 | 100% | $4.99 | |
| $933.6K | 2.7K | 85% | $12.34 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $61.7K | 289 | 37% | $5.99 | |
| $61.7K | 148 | 80% | $14.99 | |
| $61.7K | 267 | 72% | $9.99 | |
| $61.6K | 483 | 79% | $6.99 | |
| $61.6K | 163 | 70% | $14.99 | |
| $61.7K | 119 | 84% | $19.99 |