Blade&Sword on Steam - User reviews, Price & Information

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This game is an action role-playing game, in which players will be in the ancient time of more than 3000 years ago and use their swords to fight against the spirit of the Emperor Jo of Country Jo who is trying to annex the world.

Blade&Sword is a rpg, adventure and action game developed by Beijing Pixel Software Technology Joint-Stock Co. and Ltd. and published by Beijing Happy Entertainment Technology.
Released on February 23rd 2022 is available only on Windows in 3 languages: English, Simplified Chinese and Traditional Chinese.

It has received 696 reviews of which 458 were positive and 238 were negative resulting in a rating of 6.4 out of 10. 😐

The game is currently priced at 4.99€ on Steam.


The Steam community has classified Blade&Sword into these genres:

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System requirements

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

Windows
  • OS *: Windows98/2000/XP/Vista/7/8.1/10
  • Processor: Pentium II 266 MHz
  • Memory: 128 MB RAM
  • Graphics: 4MB VRAM
  • DirectX: Version 8.1
  • Storage: 1400 MB available space
  • Sound Card: Windows Compatible

User reviews & Ratings

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

March 2026
It's not easy to get this game to work these days but when it does...wow. This might be the best ARPG Diablo-like out there in terms of combat. The combat is so well done with so many options you won't believe it. I play it on Nightmare just to maximize the options. Where do I even start. You'd have to have played various other games to understand. For example lets start with Vermintide 2. In Ver2, attacking different types of enemies WHILE they are attacking can cause a trade, because depending where in the animation frame you and the enemy are, it directly impacts the stun threshold. And then the enemy's class/type itself on top of that. In B&S, it's the same. You can pick from 3 heroes and lets say you pick the female. Her combo chains are amazing but if you miss your opening (get to that in a sec) you're risking your attacks missing and the damage on Nightmare takes her health to more then half per hit from the most basic first encounter in the game, the zombie. The best way to combo the zombie with her on Nightmare (the hardest difficulty): 1) Fight 1 by 1, attract one zombie then return to familiar/cleared territory 2) Wait infront of the zombie and get it to miss then retreat. This does something to the zombie's anticipation and takes it more off-guard, as long as you didn't retreat too far back to take advantage of it. Immediately move in and do your combo, go for knockdown. The combos themselves can be reset by mixing attacks like 2 stabs, 2 kicks, 2 stabs, 2 kicks, then 2 stabs again and finish with the kick combo to knockdown. It won't kill but it will optimally keep the zombie chained for max damage. Avoid dragging the fight too far into other zombies or they'll come after you and you can't do more then 2 at a time on nightmare, at least not right off the bat when you start with new character. It's like one hit takes like 90% health on the female character in one zombie hit. 3) By pointing the mouse somewhere around the zombie and mashing space, you can effectively dodge the zombie's attacks in time like a counter attack; However I wouldn't recommend it on level 1 or even 2 or 3 (on Nightmare) because the enemy's awareness of you somehow keeps the stun integrity mostly intact and this means you risk missing more attacks then hitting, increasing your chance to get hit instead of the zombie. Best way to do it in the beginning is to just step away as it's trying to hit you then immediately step back in. Your combos work then. Do it too soon and you get hit by the attack you're trying to dodge. Do it too late and it's awareness (I don't know what else to call it) resets back, meaning it's stun threshold resistance to your upcoming combo is very high. 4) The characters all auto-target based on closest enemy. It even animates your hero to move while looking body AND head separately, from the enemy it's...pretty amazing for such an old game to have, someone animating all this. Drag the enemies to the wall, knock them down with combo, get up in their face as they get up, wait for them to try and hit, dodge it. This formula is mostly for the zombie on Nightmare difficulty and especially important with the female (she does lots of combos but has very weak power and stun capacity and has very little health and scaling health) but it can apply to most enemies on map 1. 5) Your primary attack (the girl has 2 primaries, the dudes have 1) have a combo chain you can execute with right click as if holding shift in diablo or poe to attack in place, for example. Each subsequent attack in that combo before it ends has stronger chance to stun the enemy then the last. If you manage to execute it so that the last few hit the enemy, you have highest chance to successfully hit them and knock them down. It's the starter attacks that are the riskiest (on Nightmare) because they can wiff based on your stats pretty hard and you won't have reaction time to avoid getting hit. This is mostly for you to understand if fighting more then one enemy and you don't want to leave the map and re-enter it to reset enemy awareness of you, because that works btw. You leaving the map lets a group of enemies stop following you indefinitely, useful to know when you are overwhelmed. The combat in this game is insanely good and detailed and you can't see it at first glance. It's only on harder difficulties where you have to apply everything you got to survive and level up. I didn't even talk about the skills in the game which are great and add even more flair then the opening combat system, which lets you: - Block/Parry. Block is different from parry and applies differently to projectiles which are timed blocks vs just holding block. Blocks completely absorb damage for most enemies and parries help you counter attack. Zombie bile vomit, for example, can be parried but not blocked. The Wolves you encounter after the zombies have a much larger arsenal of attacks, akin to Mount & Blade combat, where they can block with shields when you try to combo, but then kick you while they're blocking you, causing you some damage and small stun. The combat is pretty fast paced too which is good, but not too fast, allowing you to react. You can mash space and point mouse where you want to dodge around and try to push through their stun threshold because they're very versatile on Nightmare. I haven't been able to yet defeat one single Wolf with the girl on Nightmare at level 1, but I beat the map with the guy in the middle that uses a short sword and the big guy with the big two handed sabre-looking sword, he's got the highest stun-inducing impact, shortest combo tho, so knocks them down the soonest which means combat takes longer, per enemy, to kill. The girl can do the most jugging for the most damage, per knockdown. - You develop higher tolerance to damage, stun and are capable of admitting stuns to enemies more reliable from your starter attacks in the combo chain more "accurately", so to speak, as you level up. About level 3-4 you will start to nice the zombies become easier, the Wolves enemies become easier, on map one, on Nightmare for all but the girl. The girl needs few more levels but once she's got those levels, she's so fun to play because of her combos. Diablo 2 assassin female character has got nothing on the combo options of this girl in S&B. That's what I'm trying to tell you also: The combat in S&B is so much more interactive with so many more details and options compared to Diablo and PoE and PoE2, because you have way more control over it, without special effects flying allover the screen to tell you who/what is activating who/what and it looking like a tornado of fireworks at some rave party on LSD, to the point where you can't see diddly anymore on higher levels, to figure out what kills you. S&B isn't like that. Everything makes sense to me and can see everything the enemy does and it's completely my fault if I don't react to it. It's clean, it's beautiful. They made a S&B2 but I don't see it accessible in North America or on ..nevermind its on steam too! I love this game and it sucks no one copied it for modern graphics and multiplayer compatibility. It should be the standard for ARPG combat. It's never boring, never feels repetitive, you can always do something new or different to get enemies downed faster and get good to the point where you can take out a bunch of them at the same time, from your own skill alone, NOT THE STATS. I'm especially talking at level 1 Nightmare, you get to truly visualize how, with all the options you got at level 1, from your hero, the stat difference between you and the enemy still let you punch through because of the level of interactivity and game design of the gameplay they implemented into it. Try that ♥♥♥♥ on Diablo 1 or something like that and it's impossible unless you've leveled up your character on Normal, then Hard because those ARPGs rely a lot more on stat-based combat.
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March 2026
Amazing game! I am really a fan already!
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Feb. 2026
Blade&Sword, developed by Beijing Pixel Software Technology Joint-Stock Co., Ltd. and published by Beijing Happy Entertainment Technology, is a classic action RPG rooted in early 2000s design philosophy and steeped in ancient Chinese mythological themes. Originally released long before its arrival on Steam, the game carries the unmistakable DNA of an era when hack-and-slash combat, tight isometric arenas, and arcade-inspired mechanics defined the genre. While modern action RPGs often emphasize loot systems and sprawling skill trees, Blade&Sword takes a different approach, focusing heavily on player execution, martial technique, and timing-driven combat. Set in a mythic version of ancient China, the story unfolds against the backdrop of spiritual corruption and supernatural upheaval. The vengeful remnants of a fallen tyrant disturb the balance between worlds, unleashing demonic creatures and chaos across the land. Players step into the role of one of three heroes tasked with restoring order. While the narrative framework is relatively straightforward, it provides a strong thematic foundation, drawing from Chinese folklore, spiritual traditions, and legendary warrior archetypes. The setting differentiates it from Western fantasy RPGs by grounding its conflicts in martial philosophy and mythic cosmology rather than medieval tropes. Character selection plays a key role in shaping the experience. Players can choose between three distinct protagonists: a balanced swordsman, a power-focused warrior, and a swift female hero emphasizing agility and combo potential. Each character offers a unique rhythm in combat. The swordsman serves as a versatile middle ground, the warrior trades speed for devastating strikes, and the heroine thrives on quick movements and extended combo chains. This variation enhances replay value, encouraging experimentation with different combat styles and tactics. Combat is undeniably the heart of Blade&Sword. Rather than relying on simple attack spamming, the game integrates elements inspired by fighting games. Players can block, dodge, jump, and string together attacks in fluid sequences. Timing matters—careless engagement often results in being overwhelmed by enemy mobs. A notable mechanic involves drawing directional patterns to execute powerful finishing techniques, adding a tactile layer to combat. Spirit energy abilities further expand offensive options, reinforcing the sense that mastery comes from understanding both positioning and momentum. Unlike many contemporary ARPGs, Blade&Sword places less emphasis on loot acquisition and character stat progression. Equipment upgrades exist but are not the primary driver of advancement. Instead, player skill and understanding of mechanics play a larger role in determining success. This design choice gives the game a more arcade-like feel, where reflexes and pattern recognition outweigh grinding for superior gear. For some players, this focus is refreshing; for others accustomed to deep customization systems, it may feel comparatively limited. Visually, the game retains its retro isometric presentation. Character sprites and environments reflect early PC-era design, with functional animations and straightforward environmental detail. While it does not compete graphically with modern releases, its nostalgic aesthetic contributes to its identity. The art direction effectively conveys ancient battlefields, ruined landscapes, and demonic incursions, maintaining a consistent mythic tone throughout the adventure. Enemy variety includes both human adversaries and monstrous entities drawn from folklore. Boss encounters demand adaptability, often requiring players to read attack patterns and exploit openings rather than relying solely on brute force. The pacing alternates between clearing groups of enemies and confronting more formidable foes, creating a loop that reinforces skill development. Blade&Sword’s single-player focus keeps the experience concentrated and direct. Without multiplayer systems or expansive endgame mechanics, the journey centers on completing the story and mastering combat encounters. While this simplicity may limit long-term progression depth, it also ensures a tightly contained experience that respects the arcade-inspired roots of its design. Ultimately, Blade&Sword stands as a distinctive relic of early action RPG experimentation. Its blend of fighting-game mechanics, mythic Chinese storytelling, and skill-based progression offers a unique alternative to modern loot-driven formulas. Though dated in certain aspects, it retains a charm and intensity that appeal to players who appreciate classic hack-and-slash design and combat systems that reward practice over passive stat accumulation. Rating: 6/10
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Jan. 2026
I've played this game way before Steam arrived in my country. Surely, some might accuse this one is just another Diablo clone...but even way before then, I know B&S has its own unique color. With just a couple dollars, I can ensure you that this one is totally worth your time. Gameplay is as simple as Diablo. You interreact with everything by left-click on screen, using a couple default hot keys for smooth movements. But one of the interesting things here are the fight-moves and how to make a deadly combo out of them. Since the game is heavily influenced by Asian martial arts, you get to experience many "Kung-fu" moves. The game gives you 3 characters to play: A slow but heavy brawler, a slim yet swift assassin and a well-balanced swordman. Each characters has 12 different skill moves, which encourages you to mix and match ( though I wish the game can give you option to reset skills) ....there are also ultimate skills that require you to "draw lines" with your mouse on screen to perform, which i find it both unique and frustrated, because ultimate requires power bar, and it can be completely wasted, if the enemy just BLOCK. I still hate it till this day! THE SPAGYRIC CUBE aka. THE GEM UPGRADE is the best thing from this game! I wouldn't restart a level multiple times for hours, if it weren't for the sake of looting rare materials/gems from creeps. The feeling of crafting an upgraded gem and then embed it into our armory is the best memory I have from B&S. But the chance that you might fail crafting at higher gem levels is total bulls#!t, Unless you play on Nightmare mode, you will be at rage when seeing your after-hours-grinding-rare gems turn into dust couple times just because bad luck. What I appreciate is that the more high-level gems you put into your armory, the different + much badass looks your gears appear. Since the game is made in early 2000s, you can expect the limit of technology, I'm glad that it runs well on Win10, but I wish the dev can support the higher image resolution options. I don't discuss much about art-style, since it's subjectively up to everyone's taste. But I honestly appreciate their effort to craft such amazing diverse atmospheres for the game. Chapter 2 is many people's favorites I reckon, I absolutely love the soundtrack! The Story is meh...even till now, I don't have much memories about what the hell going on about the main plot, just another evil god that needed to be put down. I do enjoy the encyclopedia about the world and monsters. The English translation is still bad, but i like it....remind me of good old times. Overall, a solid 8/10 for a classic "Diablo clone"
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Frequently Asked Questions

Blade&Sword is currently priced at 4.99€ on Steam.

Blade&Sword is currently not on sale. You can purchase it for 4.99€ on Steam.

Blade&Sword received 458 positive votes out of a total of 696 achieving a rating of 6.36.
😐

Blade&Sword was developed by Beijing Pixel Software Technology Joint-Stock Co. and Ltd. and published by Beijing Happy Entertainment Technology.

Blade&Sword is playable and fully supported on Windows.

Blade&Sword is not playable on MacOS.

Blade&Sword is not playable on Linux.

Blade&Sword is a single-player game.

Blade&Sword does not currently offer any DLC.

Blade&Sword does not support mods via Steam Workshop.

Blade&Sword does not support Steam Remote Play.

Blade&Sword 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 Blade&Sword.

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 23 April 2026 08:11
SteamSpy data 27 April 2026 01:59
Steam price 29 April 2026 04:23
Steam reviews 27 April 2026 16:06

If you'd like to dive deeper into the details about Blade&Sword, 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 Blade&Sword
  • SteamCharts - Analysis of Blade&Sword concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Blade&Sword compatibility
Blade&Sword
Rating
6.4
458
238
Game modes
Features
Online players
1
Developer
Beijing Pixel Software Technology Joint-Stock Co.,Ltd.
Publisher
Beijing Happy Entertainment Technology
Release 23 Feb 2022
Platforms