
An room-scale VR arena swordfighting experience featuring one-on-one fencing with AI opponents.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
💋
This is truly many games in one - slice eggplant a la fruit ninja, sneak in the shadows like Thief, engage in dashing and dastardly swordplay. Or, if there isn't a sword handy, beat an unsuspecting guard to death with whatever is handy: torches, bottles, or that perfectly prepared eggplant from earlier.
enjoyed playing this game - and will continue to enjoy it. I found the one thing that when you disarm an NPC he walks over, picks up his sword and kills you almost immediatly while you stand behind him/her swinging, stabbing etc etc to no avail. I still enjoyed it and yes was sweating a tad after an hour. - thumbs up for this one.
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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
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
やたら賛否両論なので何事かと思ったら、あーこれかな、と言うのは。 敵がマジ避けします。 いやVRのルームスケールで、敵がサイドステップとかバックステップとかやっちゃ駄目でしょう。 何故って、こっちはそんなに動けねえよ。 これ見よがしに電車も走ってるので、バックステップを誘って轢かせろって意味なのだろうが。 正直敵兵のガードが硬すぎて、闇雲に振ってても全く当たりません。 仕方なく私は、角に追い詰めたり、しゃがんで足元を狙うとかやってますが。
2 liraya VR deneyimi daha ne olsun
Stolen Steel VR, developed and published by Impromptu Games, is an experimental first-person virtual reality title that aims to deliver a compact but intense sword-fighting and stealth experience. Built for room-scale VR, it casts the player into small arena-like environments where the goal is simple but satisfying—grab a weapon, eliminate enemies, and rack up points through swift, calculated melee combat. At its best, it captures that visceral thrill of holding steel in your virtual hands, pairing responsive motion controls with the immediacy of VR immersion. While its scope is undeniably modest, it succeeds as a fascinating showcase of how physical combat, stealth, and scoring systems can blend in an interactive virtual space. The visual presentation is more polished than one might expect from such a small-scale release. The game unfolds in dimly lit environments—a mix of medieval corridors and torchlit halls—where flickering lights cast sharp shadows and the glow of steel against stone adds atmosphere. There’s a strong sense of physical presence when crouching behind pillars or peering around corners to line up a stealth kill. The weapon models are simple yet convincing, with enough visual heft to make every swing feel impactful. While the environments are few in number, they are well-crafted and immersive, giving the game a sense of place that enhances the tension of its duels. The lighting, reflections, and overall environmental design reinforce the illusion that you’re fighting for survival in a tangible, gritty world. The gameplay loop is built around fast, one-on-one engagements and stealth assassinations. You can either rush into combat or use shadows and silence to eliminate guards unnoticed, with stealth kills awarding higher scores. The mechanics hinge on motion-controlled swordplay, letting you swing, parry, and stab freely using your VR controllers. When everything clicks, the swordplay feels surprisingly authentic—timing, positioning, and precision all matter more than simple flailing. The physics model encourages clean strikes and controlled movements rather than wild slashing, and this realism makes combat tense and rewarding. However, the artificial intelligence of enemy guards often undermines that sense of immersion. Enemies react to sound and sight, but their behavior can be inconsistent—sometimes perceptive and dangerous, other times easily tricked or oblivious. This uneven AI design makes encounters unpredictable, which can be both entertaining and frustrating in equal measure. Movement within the game relies on teleportation, a standard solution for motion sickness in VR, but one that clashes somewhat with the game’s stealth and combat ambitions. Teleporting allows players to reposition quickly, but it can also trivialize certain encounters by letting you blink behind unaware enemies for instant kills. This mechanic works well for accessibility but less so for realism or balance. During intense sword fights, teleportation can feel awkward or even break the flow of combat, as spatial awareness is disrupted by the sudden jumps. Some weapon-handling bugs also emerge during these moments—swords occasionally lag behind your hand position or clip into objects. These technical hiccups are minor but noticeable, especially in a game that relies on precision to sustain its immersion. Despite these flaws, Stolen Steel VR succeeds in giving players a sense of personal involvement that only VR can deliver. The tension of peeking around a corner with your weapon ready, the physical act of parrying an attack, and the satisfaction of landing a perfect counterstrike all create moments of genuine intensity. The leaderboard system, which tracks player performance and displays the top scores as in-world wanted posters, adds a clever competitive edge. This feature not only motivates players to refine their technique but also reinforces the game’s theme of outlaws and blades-for-hire in a dangerous, close-quarters world. It’s a small touch that goes a long way toward giving the experience replay value, even when content is limited. However, that limitation is impossible to ignore. With only two main arenas and a handful of weapons, Stolen Steel VR feels more like a proof of concept or a well-crafted prototype than a full game. The core mechanics are strong enough to hold attention for short bursts, but longevity suffers from a lack of variety in enemies, maps, and objectives. The score-based structure provides some incentive for replay, but without deeper progression systems or new challenges, the experience eventually plateaus. Still, given its very low price point and indie origins, the game’s brevity is understandable, and its focused design works to its advantage as an accessible, low-commitment VR experience. In the end, Stolen Steel VR is a compact but engaging showcase of virtual swordplay. Its combination of stealth mechanics, tactile combat, and competitive scoring makes it an enjoyable diversion for players looking to test their reflexes in a physically responsive environment. While its AI, teleportation system, and limited content hold it back from greatness, it demonstrates a strong understanding of VR’s unique strengths—immersion, tension, and motion-driven gameplay. It may not rival the scope or depth of larger VR combat titles, but it delivers a satisfying, visceral slice of virtual sword-fighting for those willing to step into its dark, atmospheric arenas. Rating: 5/10
《盗剑VR》是一款格斗对战类的VR游戏。 玩家在游戏中扮演了一个入侵者,不得不击败所有的守卫才能存活下去。游戏采用的是车轮战的形式,玩家必须连续不断地击杀敌人,然而敌人刷新的速度着实有些快,要是不迅速击杀敌人的话,难免不被包围,落得个腹背受敌的惨状。 应该说,这是一次创新,游戏让玩家可以使用手中的武器格挡对方的攻击,并且手感十分不错。 这是目前为止最为出色的刀剑格挡体验,不止手柄有震动,要是没有迎刃挡住,甚至还会受到伤害,特别是,在一段时间内,玩家的剑对敌人只能造成一次伤害,避免了乱拳打死的状况发生。 总的来说,这款游戏的质量十分不错,要是能够加入冒险元素,而不是单纯的格斗,相信可玩性还会大大提升。 http://www.83830.com/game/201702/171542361.shtml
This feels very much like Thief The Dark Project, but in VR. This is very much the sort of genre I like to play
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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