Key art for Stray Blade

Game review

Stray Blade

6 / 10

Developer
Point Blank Games
Publisher
505 Games
Released
20 April 2023
Platforms
Windows
Genre
Action RPG
Monetisation
One-time purchase, Valley of Strays story expansion available separately
Players
Single-player only

The short version

Stray Blade is a stamina-based action RPG from Point Blank Games, published by 505 Games, that sends a nameless Adventurer and their wolf companion Boji into the ancient Valley of Acrea to master three kinds of magical metal and settle a war between three warring factions. Released 20 April 2023, it sits at Mostly Positive on Steam with 528 reviews, roughly 72.5% positive. This review's read of a substantial share of both the positive and negative English-language samples finds a genuinely two-speed game: the opening third draws specific, consistent praise for its weapon-mastery skill system, painterly environments and satisfying parry-based combat, while the back two-thirds draws an equally specific and repeated complaint that the weapon roster collapses from 20-plus options down to around six, fighting the same handful of enemies in recoloured palettes. Steam's own achievement data backs the complaint with a hard number — only 12.3% of players have ever triggered the finish-game achievement.

Biggest strengths

  • The weapon-mastery passive skill system genuinely rewards trying every weapon type rather than picking a favourite and ignoring the rest, giving early combat real build variety
  • Environmental art and world design draw wide, repeated praise, with several reviewers independently comparing its tone and colour to Fable and Kingdoms of Amalur
  • Stamina-based parries and dodges land well in the opening hours, with poise-break timing reviewers describe as genuinely skill-testing rather than a simple stat check

Biggest weaknesses

  • Content thins out hard past the opening zone — reviewers who tracked it report roughly 20-plus weapons available early against around six reused, recoloured versions later, with only four boss fights across the whole game
  • Performance complaints are not just a launch-week problem: stutter and frame-rate drops on hardware that runs heavier games smoothly are still reported years after release
  • Lock-on targeting and camera control during multi-enemy fights draw specific, recurring frustration, including trouble swapping between targets cleanly

Who it's for: Fans of mid-budget, story-flavoured action RPGs in the Fable or Kingdoms of Amalur mould who can tolerate real performance and bug issues for a distinctive early-game hook; not recommended for players who want a tightly polished, evenly paced souls-like from start to finish.

Our recommendation: Worth a look on sale for its genuinely inventive opening hours and painterly world, but budget for a game that runs out of ideas — and, for plenty of players, out of patience — well before the credits.

6 / 10

Introduction

Stray Blade drops a nameless Adventurer and their Xhinnon wolf companion, Boji, into the Valley of Acrea, an ancient land locked in a war between three factions who each prize a different kind of magical metal. Developed by Point Blank Games and published by 505 Games, it released 20 April 2023 for NZ$29.95 after a marketing run through Gamescom and Tokyo Game Show. Three and a half years on, it holds 528 English-language Steam reviews, sitting at Mostly Positive, roughly 72.5%. This review reads a substantial share of both the positive and negative samples, and finds a game whose reputation genuinely splits along a fault line almost every reviewer, on either side, agrees on: the first third is something special, and the rest of the game rarely matches it.

A weapon-mastery system that earns its comparisons

The clearest, most specific praise across this review's sample centres on Stray Blade's core progression hook. Rather than picking a weapon type and sticking with it, players unlock passive character upgrades by mastering the various weapon classes they find — swords, hammers, spears and more, each with a distinct moveset. That structure technically forces experimentation, and reviewers credit it as a genuine strength rather than busywork: it means build diversity isn't cosmetic, it's load-bearing. Several reviewers independently reached for the same comparison to describe the overall feel — a souls-inspired take on Fable or Kingdoms of Amalur, all painterly environments and approachable-but-demanding stamina combat rather than a grim, punishing Soulslike in the strictest sense. One long-session reviewer with over 1,400 minutes logged singled out story, music, combat, progression, weapon variety and environments together as reasons the game deserved more patience than its Steam reviews suggested it would get. Combat itself draws real, specific credit in the opening hours: perfect parries stagger enemies and deal poise damage, dodges have genuine risk attached, and the loop of testing a new weapon's moveset against unfamiliar enemies is repeatedly described as the game's high point.

A back two-thirds reviewers say runs out of ideas

Set against that praise, this review's sample shows an unusually specific, consistent complaint about pacing and content distribution. One detailed review, upvoted by 52 players, laid out the shape of the problem in numbers: the first major zone offers more than 20 weapons to experiment with, while the remaining two-thirds of the game contains around six, and those are largely the same enemies recoloured rather than new threats. The same review counted only four boss fights across the entire game. That's not an isolated gripe — other reviewers describe the same arc in their own words, one writing plainly that the first ten hours are fun, the second ten hours are "fun but," and everything after that becomes a wait for the credits, watching the developers apparently run out of budget for new cutscenes in favour of concept art, and out of time to fix what remained buggy. This review treats the pattern as credible rather than a single loud complaint, because it recurs independently across reviewers with very different playtimes and very different overall verdicts on the game.

Steam's own achievement data gives that complaint a harder edge than any single review can. Only 12.3% of players who own Stray Blade have ever triggered the achievement for finishing the game — a completion rate low enough to corroborate, with actual player behaviour rather than sentiment, the idea that most buyers don't make it through a back half that reviewers say stops delivering new ideas. Early milestones sit far higher: 85.2% have defeated their first enemy and 79.8% have crafted their first weapon, so the drop-off isn't players bouncing off the game immediately — it's players starting strong and not finishing.

Performance and bugs that outlasted the launch window

Separate from pacing, this review's sample raises real, still-current technical concerns. Multiple reviewers report frame-rate drops and stutter on hardware capable of running considerably heavier games at higher settings, and these complaints appear both immediately after launch and years later, rather than clearing up as a one-time launch problem. Bugs recur too: enemies getting stuck in level geometry after being thrown, occasional spawn issues, and — for at least one reviewer — a skill tree that appeared to soft-lock progression. Lock-on targeting and camera control during fights against multiple enemies draw a smaller but specific cluster of complaints, with reviewers describing difficulty cleanly swapping between targets. None of this is exotic for a mid-budget action RPG built in Unreal Engine, but it's a real, recurring pattern rather than a handful of unlucky configurations.

A developer that responded, then stopped

To its credit, Point Blank Games didn't ship Stray Blade and walk away immediately. A day-one patch arrived the same week as launch, followed by further updates through April and May, culminating in a genuine "Combat Rework" in the version 1.7 patch roughly a month after release — attack indicators reworked, among other changes directly responding to community feedback on the fighting. Seven months after launch, the studio shipped Valley of Strays, a paid story expansion, alongside another round of fixes. That is a real, credible post-launch support cycle, and it deserves acknowledgement given how many small studios ship once and vanish. What's also true is that support appears to have ended there — the news feed shows nothing since November 2023 beyond storewide sale promotions, so whatever content or performance problems remained after that expansion are, as far as the public record shows, the version anyone buying the game today will get.

Final Verdict

Stray Blade earns its Mostly Positive standing on the strength of a genuinely distinctive opening stretch — a weapon-mastery system that makes build variety mean something, painterly environments that draw comparisons to genre favourites like Fable and Kingdoms of Amalur, and stamina combat that rewards real pattern recognition. What keeps this from an easy recommendation is that this review's sample, and Steam's own achievement data, agree on the same underlying story: the game's second and third acts don't deliver on the promise of the first, recycling enemies and thinning out the weapon roster to a fraction of what players started with, and only around one in eight buyers ever sees it through to the end. Point Blank Games responded to launch feedback with real patches and a story expansion, which is more than plenty of studios manage — but that support has been quiet for close to three years now. Buy it for the first third, on a discount, and go in knowing the rest won't quite keep pace.

Pros and cons

Pros

  • The weapon-mastery passive skill system genuinely rewards trying every weapon type rather than picking a favourite and ignoring the rest, giving early combat real build variety
  • Environmental art and world design draw wide, repeated praise, with several reviewers independently comparing its tone and colour to Fable and Kingdoms of Amalur
  • Stamina-based parries and dodges land well in the opening hours, with poise-break timing reviewers describe as genuinely skill-testing rather than a simple stat check
  • Point Blank Games shipped a real post-launch combat rework within a month and a full story expansion, Valley of Strays, within seven months, showing genuine responsiveness to feedback

Cons

  • Content thins out hard past the opening zone — reviewers who tracked it report roughly 20-plus weapons available early against around six reused, recoloured versions later, with only four boss fights across the whole game
  • Performance complaints are not just a launch-week problem: stutter and frame-rate drops on hardware that runs heavier games smoothly are still reported years after release
  • Lock-on targeting and camera control during multi-enemy fights draw specific, recurring frustration, including trouble swapping between targets cleanly
  • Steam's own achievement data shows only 12.3% of buyers ever finish the story, and support effectively ended with the November 2023 expansion — no further patches since

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Visuals 7.5 / 10
  • Progression 5 / 10
  • Performance 4.5 / 10
  • Value 6 / 10
  • Originality 6.5 / 10