VR’s Top Combat Sandbox Releases Massive 1.0 Update Today Featuring 7+ Hour Campaign

Blade & Sorcery, arguably VR’s top physics-based combat sandbox, is leaving Early Access today on Steam, which comes alongside the long-awaited 1.0 update that brings its final major content drop: the ‘Crystal Hunt’ campaign.

Update (June 17th, 2024): Blade & Sorcery is complete, at least according to developer WarpFrog which is turning on its campaign mode today in what promises to bring 7+ hours of dungeoning carnage.

We’re still deep in review, although thus far Crystal Hunt marks a notabe departure from the game’s sandbox-focused arenas by tossing you into a number of linked maps that are underpinned by an honest to goodness narrative and a progression upgrade system all about collecting crystals scattered throughout the game.

Tune back in soon for our full review, which is coming as soon as possible as we fight through this thick slice of new content. The original article announcing Crystal Hunt’s release date follows below:

Original Article (June 11th, 2024): For many, Blade & Sorcery was everything they ever wanted in VR: a place to beat the ever-living crap out of whoever, wherever, and with whatever. Beyond its massive assortment of melee weapons and AI enemies ripe for the ganking, you can also mod it to be basically anything you want.

For some though, the fighting sandbox had all of the right bones, but lacked the story, progression, worldbuilding—the adventures only your imagination could create in their absence.

Now, a little over five years since its Early Access release on PC, Blade & Sorcery’s massive 1.0 drop is looking to change that, which is coming to the SteamVR version of the game on June 17th as a free update. Check out the trailer below:

Developer WarpFrog says the game’s ‘Crystal Hunt’ campaign is bringing along with it a progression mode, tons of new weapons and skills, lore, and a definitive ending to the story.

Here’s how the studio describes the action:

Deep in the mountains of Eraden, entrances to long lost Dalgarian ruins have Inexplicably revealed themselves, triggering what folk have begun referring to as The Crystal Hunt. Within weeks of the first entrance discovery, major factions across Eraden mobilized to compete in finding these ruins and securing the valuables within.

Taking up temporary residence in abandoned Outposts dotted all around Eraden, the factions race to map out the surrounding wildlands and discover new Dalgarian entrances. This is where Player come in; also motivated to find Dalgarian ruins, Player will visit these faction occupied Outposts to gather intel on potential ruin locations.

The Outposts are as you know them in Sandbox and will be occupied by one of four factions, each presenting different challenges and difficulty levels. Outposts will have loot scaled on that difficulty, from gold and valuables which the player can use to purchase new weapons and armour in the shop, to Crystal Shards, which are minor magical crystals that can be used to unlock new skills on the skill tree.

Blade & Sorcery: Nomad (2021), a pared-down version for Quest 2/3/Pro, is also getting the big 1.0 update at some point, however there’s no release date on the books yet. As one of the most popular games on Quest, we’re really hoping for sooner rather than later, although it may take time, the studio says.

“Once PCVR is released and stable, the team can switch to the Nomad update porting process, which will for sure take months as it is a mountain of work. However, take solace in the knowledge that it is our goal to attempt a full port of the PCVR update to Nomad,” the studio says in a Steam news update.

“In the decision to release Nomad as standalone and not merge both versions into one game, we essentially doubled our work because it meant we had two separate developments to support. However this was the only way to make sure PCVR development was not limited by the Quest 2 hardware, so this is why Nomad is a completely separated “made for Quest” sister-title,” the studio explains.

Notably, as it leaves Early Access on Steam on June 17th, there’s set to be a price bump from $20 to $30, marking what WarpFrog calls “our final major content update” outside of further patches for bugfixing, stabilization and QOL things. If you manage to grab it before then, you’ll of course get the big 1.0 update for free when it drops next week.

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Top VR Melee Fighting Game ‘Blade & Sorcery’ in “final stretch” to Huge 1.0 Update

Blade & Sorcery, the hit physics-based combat sandbox, is in its “final stretch” towards releasing its 1.0 update, which is coming with its ‘Crystal Hunt’ story-based mode.

Update (May 8th, 2024): The studio says in a Steam news update that its in “full polish and bugfix mode,” calling it “the final stretch” to releasing what amounts to a huge update to the game.

“After this, the next time you hear from me should be with a trailer drop and release date,” says ‘The Baron’, the game’s Community Lead.

Furthermore, the studio says 1.0 won’t be the last update, but it will be the last major content drop for the game:

“I should also state, I have read some comments of anxiety from players thinking 1.0 marks the final time we would touch the game. Be assured that 1.0 only marks our final major content update and the end of Early Access. There will be further patches for bugfixing, stabilization and QOL things. I certainly wish the 1.0 release was so perfect that it would need no improvements haha, but that is never the reality of things.”

To learn more about Crystal Hunt, check out the news update, which take you through things like factions, the Dalgarian dungeons, and Crystal Cores, which are used to unlock specific powers on the skill tree.

The original article announcing the 1.0 update follows below:

Original Article (October 5th, 2023): In development by indie studio WarpFrog for almost five years now, Blade & Sorcery has basically been the go-to fantasy combat simulator for PC VR headset users, letting you live out all of the sword and sorcery dreams with suitably malleable enemies at the ready.

WarpFrog is nearly ready to bring the game out of Early Access too, detailing on Steam the game’s massive 1.0 update, known as “Crystal Hunt”, which will feature a host of new content, including a bona fide storyline, a new dungeon biome, and new game mode. It’s also said to be the game’s final update.

Revolving around an ancient and mysterious race called the Dalgarians, the game’s storyline will be presented through environmental storytelling, written text, and ciphers—something that the studio says will offer players “deep lore” exploration for the first time.

The Crystal Hunt also involves character progression, loot gathering, and a unique skill tree—no small feats. Loot gathered in dungeons can be sold to purchase weapons and armor from a physical shop in the game. Then there are the much sought after Crystals Core themselves.

The titular crystals are “the very rare resource found in the Dalgarian ruins and what you and everyone else is chasing,” the studio explains. “Crystal Cores can be siphoned of their magical power to make a sorcerer more powerful. In game terms, this is the currency you will use to unlock new skills branches, which you can then invest your shards.”

The update also introduces new armors and weapons, including tiered weapons with functional benefits.

The release date for the update is estimated to be in Q1 2024, Warpfrog says, but it’s subject to change due to development challenges, and also the team’s anti-crunch culture—now counting 21 full-time and six part-time members.

Exactly when 1.0 arrives, we aren’t sure. The final release date will be confirmed when the 1.0 trailer drops, so stay tuned to The Baron’s YouTube channel, who is producer and community lead for the game—and of course, check back here for all of the latest news.

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Available in Beta, ‘Blade & Sorcery’ Update Brings Bevy of Gameplay Improvements & PC Graphics Overhaul

Blade & Sorcery, VR’s favorite melee combat sim, is continuing to see steady updates. The game’s next update, U11 (now available in an early beta), looks to be a doozy with the studio adding an expanded magic system, stealth mechanics, a graphical overhaul on PC, and plenty more.

Update (May 6th, 2022): The Blade & Sorcery U11 update is available today in beta form on both Steam VR and Oculus PC. According to the developer, players diving in this early should expect the beta to be buggy and break mods, but they hope to gather critical bug reports and feedback from the many changes the update brings.

“Please note, the beta is a WIP and we are introducing many new system mechanics that are likely to have bugs and lacking polish around the edges; this will be the whole point of the beta,” the developer says. “As such, It is only recommended to opt into the beta if you are okay with having a buggy experience, or even better if you are interested in actively helping us find these bugs and contribute feedback on your experience that will help us polish.”

The developer has also published a lengthy video tour of the new features available in the Blade & Sorcery U11 beta. As of now there’s no word on when these improvements will reach the Quest version of the game.

The original article, which overviews the major changes coming in U11, continues below.

Original Article (April 1st, 2022): Expected in the next few months, the Blade & Sorcery U11 update is going to bring a host of improvements to the popular game which will expand the way players can play.

Expanded Magic System

Magic is getting a makeover in Blade & Sorcery, starting with a heavy rework of visual and sound effects for the game’s spells, as the studio noted in a preview earlier this month.

Spells are also getting tweaks (and in some cases new functionality); developer Warpfrog says its design goals for the game’s magic system is for Fire to be a “direct damage spell,” Gravity to be about “utility and versatile function,” and Lighting to lean toward “crowd control.”

To that end, the Fire spell is getting a ‘merging’ capability which allows the player to combine a charge from both hands into a “Kamehameha”-style attack called Meteor. Spell staves are also getting in on the action; now players can combine their Fire spell with a staff to use it to sling fireballs or slam it on the ground to launch homing fireballs.

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As for the Gravity spell, players will now be impacted by their own Gravity Bubble which can let them reach greater heights, especially when combined with the new Gravity Jump feature which provides a boosted jump when players launch the Gravity spell from both hands at the ground. Similarly, both hands can be used pointed downward to slow-fall and glide.

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Combining Gravity with a staff will allow the wielder to pick up objects and swing them around as if they’re weightless—great for using rocks to smash enemies with.

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Lighting will also have some special moves when combined with a staff; pressing and holding the alt-use button will generate an electric arc that remains in the air for a moment which can stun and maim enemies. Slamming the Lighting staff on the ground will launch out a shockwave which stuns everyone in the vicinity.

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The studio has also teased a brand new “Soul” spell, though say it probably won’t make it into the game until after the U11 update.

Improved Stealth, Armor System, & More

In February the studio noted a bevy of other features in the works for Blade & Sorcery’s U11 update.

Expanded stealth mechanics will make sneaky playstyles more viable. AI has been reworked, the studio says, to more realistically respond to sneaking players. For instance, enemies will be alerted to your presence if something is thrown in front of them, if they find a dead body, spot the player holding a torch, or hear the player clanging weapons together too loudly.

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A new light-based visibility system means players will be able to sneak through dark areas more reliably, especially when crouching. Similarly, bodies hidden in dark areas will be harder for enemies to see.

An armor system is also coming to the game to allow players to equip themselves with individual pieces of armor. Players will be able to mix and match various pieces, which the studio says will play a big role once the game’s shop is released where players can buy better armor from currency earned in the game. An inventory system is also in the works to give players a way to stash loot found in dungeons.

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Player body customization will be improving in U11 as well; the studio says it plans to allow players to customize their avatar’s faces and skin tones.

Enemy animation improvements are also in the works, though the studio says it doesn’t yet know exactly how much of it will make it into the Blade & Sorcery U11 update.

“The goal of [animation overhaul] is to make the AI more responsive in defending itself through parrying, while relying less on dodge-jumping backwards. Enemy attack animations will be improved by replacing derpier attack animations with video captured combat animations that are being custom made. And finally, some of the sillier behaviours would be ironed out, such as not having AI thrust with an axe, etc,” the studio writes.

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Graphical Overhaul on PC

Image courtesy Warpfrog

Blade & Sorcery players on PC will get an extra treat with the U11 update. According to the studio’s latest teaser, there’s some major improvements to environmental visuals on the way (that won’t be brought to the Quest version of the game).

“One of the most major changes has been to the lighting tech used; in short, everything in the environment now receives dynamic, realtime lighting from a much bigger variety of light sources. Before this change, static objects had their lighting fully “baked-in”, and received dynamic lighting from only a few sources such as hand-held torches,” the studio writes. “In the [U11] update, static objects receive beautiful dynamic lighting from nearly every light source in the game, most notably from the sun, and the result is much more vibrant and crisp than ever was possible before. To keep performance high, most shadows are still baked in and static.”

Image courtesy Warpfrog

Beyond the lighting improvements, there’s been significant work done to enhance the look of brick and stone in the game. Players will see much more geometric detail in the game’s masonry, and the studio notes that “these are individual bricks that are true 3D and can be interacted with, collided with, climbed, etc,” and not just cranked-up tessellation.

Image courtesy Warpfrog

And for those worrying about performance, the studio says it took extra care with the graphical improvements, writing that “everything that was reworked is significantly more optimized than the old versions.” Hopefully that means similar performance levels as before despite the visual improvements.

What We Know About the Blade & Sorcery U11 Release Date

Studio Warpfrog hasn’t committed to a firm release date for U11 yet, though they had previously set a goal for it to launch by the end of Q1. That’s… today—and the update isn’t here yet—which means it has slipped into Q2. The studio planned its next major update (U12) for Q3, so ostensibly we’ll see U11 drop within the next three months.

And it might be sooner rather than later; as of today the studio says it has just about moved on to bug testing, one of the last steps before finalizing the U11 update to go out to the public.

Warpfrog has said previously that updates are likely to hit PC first and then come to the Quest version of the game, Blade & Sorcery: Nomad, in the months following.

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In Just 7 Months ‘Blade & Sorcery’ Has the Most Reviews of Any Quest Game, Except One

In just seven months, Blade & Sorcery: Nomad, the Quest port of the popular PC VR game, has amassed more reviews than any other paid Quest game, except one. What explains the game’s staggering popularity?

Update (June 27th, 2022): It was clear right out of the gate that Blade & Sorcery: Nomad was seeing a level of popularity on Quest that exceeded nearly every other game on the platform. At our most recent check the game has surpassed SUPERHOT VR to become the second most-reviewed paid game on the platform, just seven months since release.

An impressive accomplishment indeed, though even at second place Blade & Sorcery: Nomad still has less than half of the reviews of Quest’s killer app, Beat Saber. Granted, the latter has had significantly more time to amass those reviews. Looking at the most-reviewed Quest games over time, it looks like Blade & Sorcery: Nomad has actually accelerated out of the gate a bit faster than Beat Saber, though there is a significantly larger install base of Quest headsets today compared to when Beat Saber first launched on the platform.

Still, considering the significant marketing support of Beat Saber from parent company Meta, it’s surprising that Blade & Sorcery: Nomad seems looks to be doing so well.

Given the numbers, we’d estimate Blade & Sorcery: Nomad has sold around 830,000 units on Quest so far, to the tune of $16.6 million in revenue (assuming all sales at the full USD price).

See Also: Our latest look at the 20 best rated and most popular Quest games

The original article, which first identified the game’s unique momentum with some quotes from the developer, continues below.

Original Article (February 22nd, 2022): Beat Saber has been a Quest staple ever since the headset launched. It’s the most reviewed app on the headset by nearly a factor of three. And its trajectory has consistently exceeded those among the top 20 most reviewed apps on the headset. But recently, another app has shown even faster growth.

Blade & Sorcery is a fan-favorite melee combat sim that’s been available on PC VR since 2018. It finally came to Quest in November of 2021 under the name Blade & Sorcery: Nomad [our review] and seems to have tapped into serious demand for its brand of up-close-and-personal melee action in VR.

‘Blade & Sorcery: Nomad’ on Quest | Image courtesy Warpfrog

Nomad has seen a meteoric rise among the most reviewed apps on the headset; in just a little over three months since launch, the game has found itself in the #6 position with more than 11,000 reviews.

Comparing its rise side-by-side with the other most reviewed apps on the headset shows just how quickly it has overtaken other games in review count (which is a strong relative indicator of unit sales). Its pace shows little sign of slowing down, and it looks like Nomad is set to continue to overtake other titles in the near future.

If it makes it to #2 however, there’s still a huge gap to cross before it would even begin to approach VR’s killer app, Beat Saber. Though there’s something to be said about its immense pace.

Given the numbers, we’d estimate Blade & Sorcery: Nomad has sold around 560,000 units on Quest so far, to the tune of $11.2 million in revenue (assuming all sales at the full USD price). It’s a tremendous success for indie studio Warpfrog, especially considering that its founder (which goes by the alias Kospy) is a first-time developer.

Beyond just being a game that people clearly want, there’s other factors that have surely contributed to Nomad’s speedy growth on Quest. For one, there’s many more Quest headsets out there today than when our graph view starts (back in late 2019). That means the game launched into a larger market than any of the games before it. It also launched just ahead of the 2021 holidays (which was huge for Quest), giving it visibility on the Quest store at just the right time.

And last but not least, there really isn’t anything quite like Blade & Sorcery: Nomad on the Quest store, giving the game a first-mover advantage on untapped demand for a melee combat sim. Yes there’s other melee games on Quest like Until You Fall, but that’s more of a fantasy experience with gesture-based combat. Blade & Sorcery, on the other hand, is more of a melee physics sim, with combat that’s distinctly brutal in comparison.

– – — – –

I spoke with Warpfrog’s Producer and Community Manager, who goes by the alias The Baron, to learn more about what the studio makes of Nomad’s success on Quest thus far.

“We knew that there was an audience for a standalone version of Blade & Sorcery from the amount of fan mail we would get from non-PC VR players requesting a port, and we were also hearing anecdotal reports from other VR devs that the Quest player-base was more robust than PC VR,” said The Baron. “So we were confident that Nomad would at least do okay on the Quest market, but honestly the response from the Nomad fanbase has been incredible and far beyond our best hopes.”

As for whether there are any clear differences in player behavior between the PC and Quest versions of the game, The Baron said that engagement metrics look similar and he suspects this is thanks to the game’s underlying design.

Blade & Sorcery is one of the few VR games that is completely blessed to have a high replayability and retention value, and the player metrics show that on average Nomad players are playing the game about as much as PC VR players, both in play sessions and overall hours played,” he said. “This suggests it is the Blade & Sorcery game design formula that is resonating with players more so than any particular version [of the game] or headset.”

Blade & Sorcery was already a well known success among PC VR enthusiasts, and while it’s no surprise to see it received well by the Quest playerbase, what is surprising is how little influence the game’s success has had on the broader VR game marketplace. While there’s a handful of indie projects going after the melee combat sim genre, none of VR’s well known studios have picked up the proverbial dagger to take a stab at this end of the VR marketplace.

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Blade And Sorcery PC Update Adds Improved Stealth, Quest Incoming

A new update to the PC VR version of Blade And Sorcery improves the stealth features in the game’s Dungeon mode.

Update 1.02 hit the game yesterday, and is headlined by a new alertness feature for enemies patrolling routes in the new mode. If you’re spotted, NPCs will now need a little more time to detect you and decide you’re an enemy. Previously even just appearing in the corner of an NPC’s vision would mean an immediate alert, so this update should make things feel a little fairer.

New Blade And Sorcery Update Goes Live

As for the Oculus Quest 2 edition, Blade And Sorcery: Nomad, this patch will arrive once the rollout of the PC version has gone smoothly according to community manager, The Baron.

Dungeons is a great new addition to Blade And Sorcery, giving the game a decent sense of progression. We reviewed Nomad back at the beginning of the month noting that the series had taken positive steps to resembling a full release, but more work was needed before it really felt like a finished product.

There are other additions too. Boat oars can be used as weapons and you can also pet chickens with greater ease, if that’s a thing you really want to be doing. In terms of changes, there’s now less chance an enemy will do a jump attack (which leaves them exposed but also often ends in them jumping into the camera). You can also expect an assortment of fixes, including issues with Pimax and Windows VR headsets randomly rotating.

There’s still more to come from Blade And Sorcery – 2022 will bring a big update with a new progression mode, and Nomad will soon be getting mod support, too.

Blade And Sorcery: Nomad Review – VR’s Best Combat Sim Is Still In-Progress

Blade And Sorcery’s physics-driven combat is still best-in-class on Quest, but the finished game remains just out of reach. Read on for our Blade And Sorcery: Nomad Review.

Note: Blade And Sorcery: Nomad is technically still an early access release but, given it’s marked as a full game on the Oculus Quest store, it’s getting a full review. We’ll revisit this review once significant updates have been released.


Blade And Sorcery has still got it. Despite nearing its third year in early access, precious few VR games have been able to emulate the sandbox lunacy of its ludicrously enjoyable combat. Where else can you ride a zip line with an axe, barrel into a crowd of dumbfounded combatants and then proceed to kick, slice and fireball your way to victory?

The inevitable Oculus Quest version of the game, Blade And Sorcery: Nomad, still has that bloody magic intact. But, even releasing as a ‘full’ product for the first time on the Oculus Store, it’s clear that Warp Frog’s ode to slapstick slaughter is still a ways out from feeling finished.

If you’ve played Gorn, Boneworks or any other physics-driven VR combat game, you’ll probably know what to expect here. Blade And Sorcery is essentially an extended experiment, searching for more convincing and compelling VR sword fighting. So, rather than frantically waggling your hand around in hopes of success, you need to put real effort and precision into your attacks. Sword swipe didn’t land how you wanted? Then do it once more with feeling. The game simulates the weight of a weapon in that elasticated way, like if you tried to steady your wrist as you pick up a brick with one hand. So a two-handed claymore can’t just be weightlessly waved about; you have to play your part in pretending you’re holding it.

Blade And Sorcery: Nomad Review – The Facts

What is it?: A standalone version of the physics-driven PC VR combat simulator that lets you slice, stab and pulverize enemies.
Platforms: Oculus Quest
Release Date: November 4
Price: $19.99

As with similar games, this takes a while to get used to and, as a result, Nomad definitely shouldn’t be your first VR experience. Think of it as something more to graduate to once you’ve warmed up with a few rounds of Superhot.

Once you’ve grown accustomed to that initial strangeness, the real fun can begin. Blade And Sorcery’s combat is, in a word, lethal. Swords can pierce right through enemies with unnerving ease, hatchets have a gruesome knack for embedding themselves in skulls, and magical abilities help augment the carnage in new and often hilarious ways. It’s difficult to overstate just how entertaining this can all be, from dangling opponents from the ankle and then tossing them over the edge of a bridge, to unintentionally decapitating someone and ending up with their head stuck to the end of your sword. This definitely pushes the boundaries of VR violence (and it’s certainly not for the faint of heart), but the dead-eyed, mannequin-like enemies keep you grounded in the humor of it all.

And it is brilliantly silly, at the end of the day. You won’t go two seconds without something unexpected happening, be it losing your grip on a sword as it’s lodged in an enemy’s leg, or accidentally killing someone as you force grip a dagger from across the room. It’s a series of systems clashing with each other in hilarious and incredible ways and, frankly, unlike anything else you’ll find in gaming.

Unwieldy as the combat can be, it’s not just a free-for-all. Well, not quite, at least. Magic attacks let you imbue weapons with new abilities. So a fireball can heat up a blade and penetrate armor, for example, while lightning will make even a slap with the flat side of a sword deal damage. Nevertheless, the game can be unavoidably messy, with enemies jumping straight into the camera and collision mishaps that would send my sword flying off. Good luck rolling the dice on the instant-death platforming sections. Sometimes it’s all part of the fun, sometimes — mainly late into a Survival or Dungeon run — it’s pretty frustrating. This is also the first Oculus Quest 2 game I’ve noticed several performance hitches in, mainly in the form of occasional stutters in larger environments with more enemies.

With that said, the game is definitely a real technical achievement on Quest 2, with some massive areas that stand their ground as you engage in incredibly complex combat. Granted it’s taken a significant hit in the visuals department and you’ll still have less enemies onscreen at once, but it’s pretty clear to see why this needed to be a Quest 2 exclusive.

Currently, Blade And Sorcery is split into two modes: arena-based battling via Sandbox and wave-based Survival modes, or the new Dungeon mode, which introduces a welcome touch of campaign-esque direction through randomized, linear levels. The latter mode is a step in the right direction, giving the game some sense of structure beyond a glorified tech demo, and challenging yourself to reach the end of a Dungeon run is what kept me coming back to the game.

Blade And Sorcery: Nomad Review – PC vs Quest

For the most part, Nomad is the same Blade And Sorcery experience you’ll get on PC. But there are a few things missing right now. The Citadel map isn’t included at launch and some of the environments from the Dungeons mode haven’t made it over. Mods support is also coming later down the line. Visually the game has taken the inevitable hit and you’ll miss effects like blood splatters. There are also those performance dips but, let’s be honest, the PC VR version has more than its fair share of those.

But it’s also true that Blade And Sorcery is in desperate need of more of, well, everything. That goes for simple things like more dungeon environments and weapons, but it also runs deeper than that. The current version is almost feature complete with PC, save for an arena map and some Dungeon rooms, but even with the addition of Dungeons, both versions of the game are still awaiting a progression mode with unlocks and loot that’s set to arrive in 2022. Right now everything’s in ‘Sandbox’ mode, which means you have access to everything and there’s no real rewards for doing pretty much anything in the game.

Without the progression feature, the current version of the game feels more like a toybox that’s fun to play around with but doesn’t have many reasons to keep you coming back. I’d even suggest waiting for that mode so that you haven’t already seen most of what the game has to offer by the time it finally rolls around.

Blade And Sorcery: Nomad Review – Final Impressions

Brutal, heavy and mindlessly satisfying, Blade And Sorcery: Nomad captures the best-in-class, physics-driven combat of the PC version of the game and successfully distills it for Oculus Quest. It’s a messy, lethal playground with endlessly entertaining results that you simply couldn’t get outside of VR. But it’s also true that Nomad — along with the PC VR version — is still two or three updates away from really escaping its tech demo roots, and what’s here now really feels more like a preview both for what the finished product will look like and what other developers could and should do this with groundwork. You’ll have heaps of fun slicing your way through Blade And Sorcery, but its best days are yet to come.

Review_GOOD


Blade And Sorcery Nomad Review Points


For more on how we arrived at this rating, read our review guidelines. What did you make of our Blade And Sorcery: Nomad review? Let us know in the comments below!

Blade And Sorcery Graphics Comparison: Oculus Quest 2 vs PC

We’re back with another side-by-side graphics comparison. This time it’s for Blade And Sorcery on Oculus Quest 2 and PC.

Warp Frog’s demanding melee fighter launches on Oculus Quest 2 today as Blade And Sorcery: Nomad (our full review is right here). It’s very similar to the PC VR version that’s still in early access, with most of the same game modes and levels but with a few key differences. So, how does the Quest version stack up? Find out in our video comparison below!

Blade And Sorcery Graphics Comparison

Blade And Sorcery has always been a demanding game and even the best PCs can struggle with its physics-driven action. Fitting all of that onto the Quest 2 was a big ask and it definitely shows. Though Nomad is by no means an ugly game, it’s definitely one of the bigger visual differences we’ve seen between PC and Quest recently. Extra effects like blood spatters have been removed, as has lots of vegetation in certain environments. The game’s also much blurrier and Warp Frog has employed heavy use of fixed foveated rendering (FFR) to help get the game running.

But the Blade And Sorcery experience was never really about graphical fidelity, and the core gameplay remains pretty much intact. You can still chop off limbs and get swords stuck in some very unwelcome places, and using the gravity magic results in some very demanding physics-led action.

There are some omissions to help the game run on Quest, though. Namely, you won’t see as many enemies on screen (three at maximum) and the Citadel environment has been removed for now, as have some of the areas in the Dungeons mode. Even then, this is the first time I’ve noticed some stuttering in an Oculus Quest store game, though it’s nothing fatal.

Ultimately, though, Warp Frog has pulled off what many thought was impossible here. And, yes, there are some significant sacrifices to make it all happen, but there’s still a functioning and incredibly enjoyable version of Blade And Sorcery under the hood.


What did you make of our Blade And Sorcery Graphics Comparison? Let us know in the comments below!

Blade And Sorcery May Come To PSVR 2 (But Not PSVR 1)

Warp Frog is considering bringing its popular VR combat game, Blade And Sorcery, to the upcoming PS5 VR headset, but not the original PSVR.

The developer confirmed as much in an FAQ about the upcoming Quest 2 version of the game, Blade And Sorcery: Nomad. Warp Frog reasoned that, even though the PSVR platform was more powerful than a Quest 2, the limited tracking with the PlayStation Move controllers “would not be great for B&S.”

But what about a possible version for PSVR 2 (which isn’t the headset’s official name just yet)? We’re expecting to hear more about Sony’s next-generation VR headset for its PS5 console soon, but we already know it boasts improved horsepower and controllers.

“We are really excited about PSVR2,” Warp Frog wrote. “PS5 performance is also on par with PC, which means in theory we could port the PC version of B&S without much difficulty, and possibly even without compromising graphics at all.

“It’s still too soon to make any announcements, but we are interested in porting B&S on PSVR2, as soon as it’s possible for Sony. But for now, let’s just say “we will see” and no promises, haha.”

PSVR 2’s improved features have drawn the attention of other previously PC VR-exclusive developers. Boneworks studio Stress Level Zero suggested there was a high chance they support the next platform should it meet the right requirements. You can keep up with everything we know about the new headset right here.

Would you want to play Blade And Sorcery on PSVR 2? Let us know in the comments below!

Blade And Sorcery On Quest 2 Will Support Mods Post-Launch

The Oculus Quest 2 version of Blade And Sorcery will support mods just after launch, developer Warp Frog has confirmed.

The team confirmed as much in an FAQ for the newly-announced Blade And Sorcery: Nomad, a Quest 2-exclusive edition of the game announced at Connect last week. According to the studio, modding will be included in the game but will be introduced a few weeks after its November 4 launch to make sure the game itself is running smoothly first.

Blade And Sorcery Quest 2 Mods Support Confirmed

“However, do note that Quest 2 mods will be different from PCVR mods, so you couldn’t install a made-for-PC mod in Nomad and vice versa,” the studio clarified. “That means modders would be making mods directly for Nomad, or that a PC modder would have to make a mod compatible with Nomad.”

The team does, however, say that these mods will install just as easily as they do on PC with the help of a dedicated nexusmods.com page. You also won’t be able to have as many mods active as you do in the PC VR version of the game. Nomad will also have a few other differences from the PC version of the game. The Citadel map won’t be included at launch, for example, and there are lower total enemy counts on Quest. Not every type of room from the recently-launched Dungeons mode will be included, either.

Mods have been a huge part of the Blade And Sorcery experience, with one of the most popular letting you wield a lightsaber with brutal results. Earlier this year we even saw a Shang-Chi mod that brought the film’s Ten Rings into the experience.

Blade And Sorcery: Nomad hits Oculus Quest 2 later this week for $19.99. Are you going to be picking up the game? Let us know in the comments below!

Blade And Sorcery Is Coming To Oculus Quest 2

Warp Frog’s VR hit, Blade And Sorcery, is coming to Oculus Quest 2 next month.

The physics-driven VR combat simulator launches on the standalone headset on November 4 for $19.99 as a separate, standalone version called Blade & Sorcery: Nomad. The game still features a sandbox mode in which you can experiment with both melee and magic-based combat in hilarious and often very violent ways. Blade And Sorcery was one of the first games to really explore what physics-driven VR combat could feel like, and it’s still a hugely popular release on SteamVR as a result. Check out the trailer for the Quest 2 version below.

Nomad will also include the new Dungeons mode, which was recently added to the early access version of the game on PC as part of a free update. This is a more linear mode in which you visit randomized rooms and clear out enemies. Currently, this mode is in its early stages on PC, with more options set to be added in future updates.

Blade And Sorcery was already rumored to be coming to Quest 2, with Warp Frog noting that, if it happened, it would likely be exclusive to Quest 2. The most recent standalone headset is more powerful than the original Quest, and other games like the recently-released Resident Evil 4 are exclusive to the new headset too.

What do you make of Blade And Sorcery: Nomad coming to Oculus Quest 2? Let us know in the comments below!