Bladesong on Steam - User reviews, Price & Information

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The ultimate swordmaking game. Forge unique weapons with freeform blade shaping and modular hilts, perfectly balanced to your customers’ needs. Master the art of smithing and uncover the secrets of Eren Keep, a last haven of a dying world – or so they say.

Bladesong is a early access, shop keeper and crafting game developed by SUN AND SERPENT creations and published by Mythwright.
Released on January 22nd 2026 is available only on Windows in 5 languages: English, German, Japanese, Polish and Simplified Chinese.

It has received 1,043 reviews of which 993 were positive and 50 were negative resulting in a rating of 9.0 out of 10. 😎

The game is currently priced at 19.99€ on Steam, but you can find it for 9.49€ on Gamivo.


The Steam community has classified Bladesong into these genres:

Media & Screenshots

Get an in-depth look at Bladesong through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Requires a 64-bit processor and operating system. Windows 10
  • Processor: Intel Core i5-7500 / AMD Ryzen 5 1600
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1050 / AMD Radeon RX 580
  • DirectX: Version 11
  • Storage: 5 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Feb. 2026
Ive had a lot of fun with this game, and im very excited to see what happens with it, but it NEEDS a way to save the swords you make. I hate that once I hand over a sword i can never see it again. Give us some kind of gallery to see your past creations.
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Jan. 2026
Come for the weapon crafting, stay for crafting anything but a weapon but still falls within the parameters of the client's requests. (And then stay again for the weapon crafting as you can decorate weapons to look badass too. But also make anything but a weapon.). Here are a few things I made in my first session playing: A Chakram. A Nike symbol A sword so wide my friends were classifying it as a "Tower Shield" or "Piece of Sheet Metal." A trowel A circular bladed pizza cutter. A sword named "Lofi swords to eat soup out of." A sword that weighed 2.11 ounces. It was the lowest possible settings I could give it for the length of the blade. And a seemingly normal sword whose name is an entire paragraph about the Blacksmith's paranoia over the guards inspecting him. The world is gritty, broken, mangled, but here I am making the stupidest swords in existence, so it has that going for it. And maybe that is all it needs. Edit after 2nd session: Loved where the story was going, it is very interesting in its design. I have beaten the first chapter we have, and I am not complaining about how long I will have to wait. While I don't know who would want the sliders in the Creative Mode (maybe if you were in a rush), I can appreciate that even in their UX they understand the benefits of versatility and player choice on that. If this game stopped developing tommorow, I would be absolutely ok with what we have. If there was one modification I wish I could make to the blades that I have to do manually right now, is that we need a sharper flamboyance option than scalloped. If I wanted to have a small sawblade (serrated edge) on the back half of my cutlass I have to manually grind down each individual triangle to my desired thickness like 12 times just to get it done, though that complaint is offset by the fact that tapering works both positive and negative, and can be used to make points beyond what the game would typically allow and my cutlass has a killer asymmetric point to it. Also, while the sound design the game has is perfectly OK, if you want a song or two that pairs well with this game, I recommend "Blacksmith, Blacksmith" by Chase Noseworthy, "We all lift together" by Warframe, and "Dead Man Walking" by WAR*HALL. While I know that the game cant really... incorporate them, you can always have it open in a tab and play it yourself, though I do recommend playing it low and cutting it at important dialogue moments in the main campaign.
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Jan. 2026
wanted this game to make swords got annoyed that they shoved a story mode into it then the story got really really good do not skip the dialog honestly these guys know what they are doing i look forward to future updates
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Jan. 2026
I played this game's demo, waited for a ♥♥♥♥♥♥♥♥♥ months for this game to release, and as an early access, it promises everything it presented in the demo, AND more. HOWEVER. I'm conflicted. And the score can be no higher than a 6/10. And here's why: 1-Better forging mechanics/Multi-layer syster. I want My blade to have a fancy "hollow ground" cross section, not just a simple concave diamond shape that for some reason takes away sharpeness (?). And a better flamberge. They were sharpened to the EDGE, to cut down enemy poles in one single swipe of the blade - the game doesn't allow you to sharpen them further than decoration. Curvatures too. A scimitar is a delightful slashing weapon - not in this game apparently. Sharpness unchanged regardless of how large the curvature is. 2-Current lack of viable customizations. Sounds so... controversial, since this whole game revolves around making your own sword, but unless I go onto the "customize" section of the game, I cannot make an estoc in story mode ( Historically a 3 edges blade focusing pureky on thrusting ). Can't do it, even if I accept a diamond cross-section instead of a triangular one, because "You cannot turn this sword in. it's not sharp!". Same goes for a rapier - I am forced to turn it into a bilbo ( not the guy from TLOTR ) sword, instead of a proper rapier. And I currently find myself always repeating those 4/5 types of swords that fit every need of my customers ( mainly just plain arse broad swords or some one edged variables ) I have to be the one incentivizing myself to build different swords that aren't simply those 4/5 presets I've created, to not make the game stale. Like, I tried to make a bar mace - not viable. A spear. Not viable. A beautiful ♥♥♥♥♥♥♥♥♥ Nodachi ( And I'm not a fan of katanas etc, but damn that thing was a work fo art. ) - again, not accepted because it wasn't stiff enough... I had a 3x5cm thick spine on that blade, how the hell is that not stiff enough? Throw in my "paper plane thin" broad sword? "My God Smith! This blade is perfection!" A bevel would've worked to make that nodachi stiff and sharp, but bevels aren't a thing in this game either. Broad swords all the way. 3-Story telling is rushed. Every day? New quest! New progress! New discussion! New this, new that! "I will need some times to figure things out, smith". Says the pompous good looking guy, and the very next day he's ready for me to find him immediately, while 3 more new locations and quests pops out, some feeling more important than other with "I need to hear from you soon" or " I'll meet you tonitgh" so, if I don't follow their quests first, I'm breaking the immersion again. Aside from pulling me out of the experience, it's just overwhelming - let me have fun with my swords, please, without the looming anxiety of "omg that guy's gonna die/Omg I'm turning into a ♥♥♥♥♥♥♥♥♥ criminal and I won't be able to make my swords anymore. One touch I really like is how there are requests from SOME customers, that are intertwined with each other - that's a really nice touch. And also it's such a cool concept having customers asking you "hey, can you make this swords that was from my great great grandather that we don't have anymore?" And then you have to make it, but then I find myself getting pulled out of the immersion because they say something like "OMG it's exactly as I remembered!" When I know ♥♥♥♥♥♥♥♥♥ hell it aint, since I just gave them one of my "preset" blades. Instead needing to fit parameters, a cool way ( MUCH COOLER ) would be: They give you a piece of paper, with the image of the sword and based on the image of the blade, you try to recreate it. THAT, would make me ♥♥♥♥♥♥♥♥♥ proud and definitely pull my heart strings when they then fcking die. Overall... it definitely is an early game. But the thing that really makes me cautious about placing any hope in this game is how the "early" part feels like it's only talking about the story ( which leaves on a really captivating cliff hanger ), while the technical aspects of the game leaves much to be desired. The forging itself honestly felt secondary to the story, when this game should be first and foremost, about making swords, and becoming a master bladesmith yourself. Knives, daggers, swords, maces, spears - give me the options. Give me the immersion. Make me scavange through ruins to make a living. Give me the pride I'll feel when I offer a majestic beauty to a noble and get paid handsomely for it. Give me the key to drown myself in this game for hours and hours every single day by meticulously crafting every blade to my heart's content. Because so far, this game absolutely has the base for it. But the story should be the background; The forging should be the forground. And as of right now, their roles are inverted. So i'm keeping one eye open for disappointment, even if I really want to fall for this game fully.
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Jan. 2026
I've been part of several beta tests of this game, played the Demo and have bought the game the moment it hit Early Access. Gameplay wise the swordbuilding is excellent. The story follows a young swordsmith trying to make his way in a world torn asunder by a cataclysm. There isn't much there yet but first chapter offers a good 10 hours of story and is fully implemented into the game already and offers glimpses into a deep lore and what seems to be an intriguing story. Creative mode with a ton of parts and customization options is unlocked immediately so if you only want to forge swords you can do so without having to play the story with absolute freedom and liberty. The devs themselves state on the discord that they have no interest in attaching rails to the swordbuilding, you are free to build whatever you want. On said discord you can find creations that range from historically accurate pieces to crazy creations like hammers, axes, smartphones and laptops. The only limit is one's imagination. What I found the most refreshingi is the open and transparent communication between the dev team and the users. It takes a few hours at most to get a response from one of the developers on bugs reported on the discord and they are usually fixed quickly - this was the case both during the beta test and in the 24 hours since release. They are also very transparent about the roadmap and upcoming updates and engage the community with regular sword building contests. Apparently they're also working on making the sword models exportable, so you can use them in 3D modelling software to print them. That's not something I am personally interested in but should be mentioned. There is a video on YouTube by Man at Arms where they use that feature to make an actual swords which they've designed in-game which seems crazy cool to me. Overall, I highly recommend this product as the best swordmaking game there is. I mean, who doesn't like swords?
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Frequently Asked Questions

Bladesong is currently priced at 19.99€ on Steam.

Bladesong is currently not on sale. You can purchase it for 19.99€ on Steam.

Bladesong received 993 positive votes out of a total of 1,043 achieving a rating of 8.96.
😎

Bladesong was developed by SUN AND SERPENT creations and published by Mythwright.

Bladesong is playable and fully supported on Windows.

Bladesong is not playable on MacOS.

Bladesong is not playable on Linux.

Bladesong is a single-player game.

There is a DLC available for Bladesong. Explore additional content available for Bladesong on Steam.

Bladesong does not support mods via Steam Workshop.

Bladesong does not support Steam Remote Play.

Bladesong is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Bladesong.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 15 March 2026 00:46
SteamSpy data 08 March 2026 17:50
Steam price 15 March 2026 04:49
Steam reviews 12 March 2026 21:45

If you'd like to dive deeper into the details about Bladesong, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Bladesong
  • SteamCharts - Analysis of Bladesong concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Bladesong compatibility
Bladesong
Rating
9.0
993
50
Game modes
Features
Online players
122
Developer
SUN AND SERPENT creations
Publisher
Mythwright
Release 22 Jan 2026
Platforms
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