
A colossal blade has pierced the world of Armorial, unleashing a storm of enchanted swords from the heavens. Collect and wield an arsenal of these spellbound blades, turning them against the very force that summoned them. In this roguelike ARPG, you will defy the Celestial evil consuming the world!
Modeled estimate, not a reported figure. How we estimate →
About

Test your mettle (but also your metal) as you discover and unleash the power behind a multitude of magical swords to defeat an otherworldly Celestial evil! Your quest will challenge your reactions, lead you through treacherous biomes, and pit you against the most formidable enemies and bosses.

A giant blade has plunged into the world of Armorial, bringing a hail of smaller blades along with it. The calamitous sword seems to be draining the power of the planet itself, and with each passing day, the rain of swords grows heavier and heavier. To undo this vile corruption, you’ll play as Colt, an unwitting hero who has gained the ability to wield the fallen blades. It's time to make a stand against the Celestial evil that seeks to destroy the kingdom!

As you venture forth, each new sword you find will come with a unique ability, aka its Swordcery. These abilities allow you to perform magical feats like: hurling your sword out in boomerang-like fashion, thundering down as a bolt of lightning, opening up hellfire fissures, or summoning a ring of protective icy swordflakes!

Every blade you find is categorized into a Sword Class, which has its own set of offensive maneuvers. From specific combos to unique abilities, each Sword Class may be more advantageous due to the terrain or combat situation. It is up to you to master and acknowledge which Sword Class's attributes and attacks will work in unison along with your mighty Swordcery abilities. Enemy encounters will test your ability to recognize patterns, reactions to telegraphed attacks, your ability to utilize both melee and various magical attacks, as well as your resource management skills while in the heat of battle.

Each new run, you can expect to discover new swords, find various relics to add to your playstyle, choose new sword class upgrades, and trek through procedurally generated dungeons.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
English**languages with full audio support
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 62 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I Kickstarted this over 5 years ago, by my count, and managed to miss every playtest until early access finally hit. I have to say, after a total of 8 years of development I simply cannot recommend this game in its current state. It's missing certain basic features, its UI is atrocious to navigate with a controller, and its progression was seemingly designed from the ground-up to be a slog. For all the titles inspiring this one it seems like the devs chose the wrong lessons from them in a lot of cases. I will say the gameplay itself is actually not bad! Combat overall feels pretty good but has some rough edges that need to be smoothed out, and collecting weapons is a neat idea though ultimately not very useful. The good: * Combat overall feels pretty good, and is different enough from similar games that it feels unique * The art style, while not exactly unique or distinctive on its own, is at least clear in motion and overall pleasing to the eye The bad (in no particular order except what came to mind as I was writing this): * You can't change the controls at all except between choosing 1 of 2 different default configurations (IMO this is one of the most basic things you should have in a game and the fact it's not available after 8 years honestly flabbergasts me) * The hub area is relatively huge and mostly space you can't interact with, so traversing between areas takes way too long for basically no reason, which is especially annoying because you have fast travel in a regular run between any completed room, so not having it in the hub feels like you're just wasting time going from A to B. * Rewards in a run are random, so trying to build for/around a specific weapon feels like a fool's errand. * The in-run shop is also priced in a way that you basically won't use it until you spend a significant amount of shards on discounts (instead of things like damage upgrades and the like). * Challenge rooms are often just a hassle since the rewards aren't improved in any way. It's just hampering yourself to earn the same level of reward as any other room. It's such a pain to do something like "kill only using swordcery" just to get 25 gold to the point that I will fail certain challenges on purpose just to get through the room faster. Note: this is also compounded by the fact that random upgrades mean I can't bank on anything being synergistic with my build anyway. * I've only made it through the first boss fight thus far but it's such a boring fight that I have actively stopped myself from starting runs because I didn't want to go through it again. * The meta-progression is abysmally slow. Every skill point requires a number of shards that increases every 2-3 skill points you unlock, so even meager upgrades early in a tree take several runs to achieve while costing more shards the more you've unlocked, not to mention some of the rewards are just pathetic. What do you mean I have to spend at least a half-dozen shards just to unlock "+1% crit chance"?! * For being designed around a controller I can't understand why the menus function the way they do. Navigating the skill tree itself with a controller works, but you can't select the "convert" option to turn shards into skill points except maybe by scrolling all the way up first? I don't know, I got too frustrated trying to get there with a controller that I just use my mouse for it instead. Bear in mind: this issue is present on [i]every[/i] in-game menu from upgrades to just regular navigation. I often end up just pressing one direction a bunch until I finally get an option highlighted correctly and then have to be very careful in going the wrong direction and losing which option I'm highlighting again. Overall I think this is one to at least keep an eye on, assuming some design changes are made and the overall UX is improved. Until then, I'd skip it.
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.
Hours played at review time, across 62 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
At the time of this writing im roughly 2 hours into this game. I must say, Im a Early Access Andy / Early Access Enjoyer and im very impressed with the breadth of content and polish of Swordcery. It has some room to grow and definitely needs some polish in some areas but I can tell the devs of this game are really passionate about what they are building. I cant stand games that keep the training wheels on me for too long. Swordcery takes a page out of modern successful Roguelites like Deadcells and Hades with a quick-to-the-point tutorial thats not heavy handed. Its very imaginative with the "sword" hook and the game boasts a significant amount of them in-game. If you pay attention to the details the Devs took careful consideration with giving each a well developed backstory in its flavor text. Whoever wrote these has a passion for puns The upgrade UI is detailed and offers alot of permanent progression options. Navigating it is clunky on a controller but the issues I have with it can be solved during the early access window. Blocking is pretty OP and is one of my favorite mechanics. It takes some crafty gamer hands to block the correct direction while auto-targeting. The gameplay loop is fantastic and does a great job of leveraging the time spent earning rewards in runs into meaningful permanent progression. That progression is spent on classic talent trees and town upgrades. The characters come across while in town are each cooky and interesting, especially the swole NPCs running the smithing forge. Overall Swordcery is a fantastic game. I can see the vision. Its a classic Roguelite experience that players of the genre will really enjoy. There is a massive collection of swords to pick up and experience. Ive come across maybe 15 swords so far and judging by the UI Ive barely scratched the surface. I can tell the game devs behind this game are passionate about what they are building and have already mostly delivered on that vision. I cant wait to see the level of polish they are going to add to this over the next few months. Now to go chop some more shardlings with a pizza roller!
I will not leave a bad review on the game because this definitely has potential, but right now I'd suggest letting it cook a bit because there's a lot that's just unpolished and combat doesn't feel super clean atm. Let's just say this is EA for a reason. But I would definitely keep an eye out and see how this develops. If the devs make things feel snappier and more fluid and maybe make everything look a bit less goofy overall (not a fan of the aesthetic whatsoever, it gives MMO slop vibes) then I would definitely repurchase because the premise is fantastic.
Hard, this game is hard. Not sure I like how punishing it is. I kickstarted. For now, Cannot recommend. Pros: -A lot of potential -Interesting concept with the swords and upgrades -Feels relatively solid for early access Cons: -Very punishing with its damage, Very few ways to heal, at least that I've found so far. -Time trial rooms, Very hard to win. Maybe I'm just weak at the moment, but I've never beaten one.
This game promises on its vibe. Lots of silly and cool swords The combat is solid. There's some polish that should to go into it, but the devs are active on Discord and are addressing a lot of the feedback! I have high hopes for this project!
This is a funny game with funny swords!! It's got some cute characters & a charm to it. I highly recommend trying it out!!
Love the idea of the weapon style, but game is too hard for me, lack of ways to help reduce game difficulty.
FRESH and CREATIVE take on the roguelite genre!! The sword concepts are hilarious, and each one adds a unique playstyle to the combat. I have been impressed with the improvements in each update the mods have made. AWESOME GAME!!
This game is fun, challenging and whimsical. The swords are clever and funny, the combat is manageable but also challenging, and the talent tree aspect is really helpful! I have followed the devs from the inception of Swordcery and I know that a lot of heart, time, and effort went into the game, and it shows!
This is the exact game I've been looking for! Great middle ground between mindless Hack n' Slash and Souls-like combat.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.3K | 7 | 100% | $7.99 | |
| $14K | 42 | 86% | $11.99 | |
| $2.8K | 11 | 100% | $10.99 | |
| $2.2K | 18 | 83% | $5.99 | |
| $1.9K | 11 | 100% | $6.99 | |
| $1.9K | 7 | 86% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $29.6K | 148 | 93% | $14.99 | |
| $29.6K | 167 | 88% | $14.99 | |
| $29.6K | 297 | 86% | $4.49 | |
| $29.6K | 123 | 88% | $9.99 | |
| $29.6K | 84 | 48% | $14.99 | |
| $29.6K | 83 | 66% | $14.99 |