
The Swordbreaker game is interactive fiction with lots of illustrations where you and you alone get to choose the storyline and the ending!
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 406reviews | 83% | — | $32.5K |
| $1.99−60% | 152ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
interactive choose your own adventure visual novel
[h1][b]Not Recommended[/b][/h1]
Норм) Неплохая трата времени.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian**languages with full audio support
| $4.99 |
| 54ratings |
| 84% |
| — |
| not modelled |
| $4.99 | — | — | — | 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 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Неплохая трата времени. Очень быстро проходится после запоминания действий.
отличная игра, несколько часов провел в ней с огромным удовольствием)
Swordbreaker The Game is a deliberately old-school interactive fiction experience that embraces the spirit of classic choose-your-own-adventure books and translates it into a richly illustrated digital format. Developed and published by DuCats Games Studio, the game places narrative choice above all else, asking players to navigate a dangerous, mysterious castle where curiosity is both the primary driver of progress and the most common cause of death. It is a title that values discovery, consequence, and replayability far more than mechanical complexity, and it commits fully to that identity. From the outset, Swordbreaker establishes a tone of uncertainty and risk. You step into the role of a lone adventurer entering a fog-shrouded fortress armed with little more than a sword and a peculiar device known as the swordbreaker. There is no lengthy exposition or tutorial to ease you in; instead, the game immediately begins presenting choices that can lead to success, unexpected encounters, or abrupt failure. This design philosophy reinforces the idea that survival is never guaranteed and that knowledge, not power, is the most valuable resource you can acquire. Gameplay is almost entirely text-driven, supported by detailed hand-drawn illustrations that bring the castle and its inhabitants to life. Each screen presents a short narrative description followed by a set of choices, and selecting one pushes the story forward along a specific branch. There are no traditional combat systems, puzzles, or stats to manage in a conventional sense. Instead, the tension comes from understanding the implications of your decisions and remembering past outcomes. A single careless choice can end a run in seconds, encouraging players to start over with greater insight and caution. One of the game’s strongest qualities is the sheer breadth of its branching structure. The castle is not a linear sequence of rooms but a tangled web of paths, encounters, and outcomes. With hundreds of illustrated scenes and multiple endings, Swordbreaker is designed to be replayed many times. Each playthrough reveals only a fraction of the total content, and progress is often measured not by how far you get in a single run, but by how much of the castle’s logic and hidden structure you begin to understand across attempts. This approach turns failure into a form of learning rather than frustration. The choices you make also shape the moral tone of your journey. Actions influence a karma system that subtly alters how events unfold and how characters respond to you. You may find yourself becoming more cautious, more ruthless, or more compassionate depending on the paths you take, and these tendencies can unlock or close off future possibilities. While the system is not always explicitly explained, it reinforces the sense that the castle is reactive rather than static, responding to the kind of adventurer you become rather than simply to isolated decisions. Visually, the game’s illustrated style is a major contributor to its atmosphere. The artwork is expressive and often striking, giving personality to monsters, environments, and moments of danger or intrigue. These images do much of the emotional heavy lifting, compensating for the absence of animation or cinematic presentation. The overall aesthetic feels intentionally reminiscent of fantasy gamebooks, grounding the experience in nostalgia while still benefiting from digital convenience. The soundtrack and sound effects are restrained, serving mainly to support mood without distracting from the text-focused experience. The writing itself varies in tone and pacing, sometimes feeling terse and clinical, other times leaning into evocative fantasy imagery. Occasional awkward phrasing or translation quirks can appear, but for many players this becomes part of the game’s charm rather than a serious flaw. The emphasis is consistently on clarity of consequence rather than literary flourish, ensuring that players understand what is happening even when the outcome is grim or sudden. Swordbreaker The Game is not designed to appeal to everyone. Players who prefer action-heavy gameplay, intricate mechanics, or strong character development may find the experience sparse or repetitive. Reading and re-reading text is central to enjoyment, and patience is essential, especially when early deaths are frequent. However, for players who enjoy narrative experimentation, exploration through choice, and the satisfaction of slowly mapping an unknown space through trial and error, the game offers a deeply engaging loop. Ultimately, Swordbreaker The Game succeeds because it fully commits to its core idea: a dangerous fantasy world where curiosity must be tempered with caution, and where progress is earned through understanding rather than power. Its replay-focused structure, extensive branching paths, and evocative illustrations make it a compelling example of interactive fiction done with confidence and intent. While its appeal is inherently niche, those drawn to choice-driven storytelling and old-school adventure design will find a surprisingly deep and rewarding experience hidden within its unforgiving castle walls. Rating: 8/10
не плохой такой комикс, и вроде даже разные варианты развития, в общем читаем, любуемся..
Though some decisions are absolutely random, it's joy to explore the castle in search of new ways and fun or beautiful or glory scenes. Especially in a good company 💞
i need Chinese louguage
Love this game! I hope the developers can do more with this series.
Players by region
Where this game's players are, estimated from review languages.
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