Factsheet

Developer:
Puny Human
Based in North Carolina

Release date:
7 May, 2014

Platforms:
PC
Steam
Humble Store

Website:
blade-symphony.com

Regular Price:

USD$14.99
EUR€10.79
CAD$16.43
GBP£8.95

Description

Prove that you are the world's greatest swordsman in Blade Symphony: a slash-em-up featuring a highly detailed and in-depth sword fighting system. Face down other players in skill-based tactical swordplay, in 2vs2 team duels, or participate in sandbox FFA game modes. Choose between four characters each with a unique fighting style suited to how you want to play. - Phalanx, a fencer gladiator hybrid, attacks with long range stabs and a versatile array of side attacks - Judgement, a knight crossed with a samurai, uses hard hitting forward attacks and wide strafing attacks - Ryoku, a vagrant street ninja, attacks with break dance moves and a signature reverse blade style - Pure, an acrobatic wushu style assassin that attacks with flips, cartwheels, extremely mobile Each character has three combat stances and over forty different attacks. Pair your character up with a sword type to completely change your way of approaching combat. - Katana, a well balanced sword capable of feinting and canceling attacks mid-swing - Longsword, cause massive damage when parrying your opponents - Rapier, a piercing, high damage forward thrusting weapon great for parrying - Scimitar, a weapon based on turning and performing as many cuts as possible - Jian, an agile, responsive weapon great for combos There are no unlockable advantages in Blade Symphony! All unlockables are cosmetic. You care about proving your skill and so should the game. Every attack has openings that are determined in real-time and efficacy is entirely up to you. Did you start an attack too early? Turn away and end the attack in a safe location. Did your opponent stupidly use a lighter stance? Go in and punish him! By switching stances mid-combo you can chain attacks into your own flurry of death. The fighting system is open for your exploration, you can dash, jump, do an air attack, land, swing sideways with a heavy stance, parry with a light stance, then roll away. Every attack flows from your blade in true three dimensional space. As does your opponents! Swords collide in mid-air and you will need good timing and aim to to defeat your opponent.

History

Features

  • Active sword trace. Where your sword goes is where you'll strike, and swords can deflect off each other mid-swing.
  • Animation-based combat. Each move takes you forward, back, sideways, and even upside down.
  • Each character has over 40 different attacks. String them together to fit your own combos.
  • 5 sword-types and 4 characters that can be combined in to form your own fighting style.
  • Steam Workshop support with hundreds of player-made items.
  • Global stat tracking and ladder.

Videos

Gameplay Trailer YouTube, Vimeo

Cinematic Trailer (A Duel in Slow Motion) YouTube


Images

ryoku_04.png
ryoku_03.png
temple_01.png
customize_01.png
phalanx_08.png
phalanx_06.png
judge_05.png
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phalanx_10.png
2v2_01.png
ryoku_01.png
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2v2_05.png
ffa_02.png
2014-04-11_00257.png
pure_08.png
2014-02-05_00004.png
2v2_07.png

There are currently no logos or icons available for Blade Symphony. Check back later for more or contact us for specific requests!


Awards & Recognition

  • "Winner in this highly relevant contest." Award Location, 20 October, 1989
  • "Nomination for this prestigious award." Award Ceremony, 4 December, 1991
  • "Winner in this highly relevant contest." Award Location, 20 October, 1989
  • "Nomination for this prestigious award." Award Ceremony, 4 December, 1991


Selected Articles


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Original Soundtrack
Available for free freeom somemusicsite.com.

Release Blog Post
The blog-post through which this game was released is available at vlambeer.com.


About Puny Human

Boilerplate
Developers of Blade Symphony and Dystopia.

More information
More information on Puny Human, our logo & relevant media are available here.


Blade Symphony Credits

Michael Chang
Game Design, Animation, Programming, Marketing

Tim Grant
Art Director, Level Design, Materials

Kristjan Skutta
Lead Software Engineering

Michael Sanders
Production, Legal

Michael Zehnich
Game Design

Jeffrey Wong
Stats, Tech, Backend

Christopher Carson
Rigging, Animation

Samuel Rice
Level Design, Modeling, Materials

David Ilsley
Level Design, Modeling, Materials

Dan Fedio
Level Design, Modeling, Materials

Paul Nunes
Sound Design, Recording

Tom Stoffel
Composer

Rob Mickunas
Programmer

Devin Pham
Animation

Eric Hardin
Animation

Andrew Taylor
Community Management

Marcel Lamm
Tech


presskit() by Rami Ismail (Vlambeer) - also thanks to these fine folks