Compara los precios de Sclash en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Bevel bakery. Publicado por Maximum Entertainment. Lanzado el 4/8/2023. Disponible en PC, Xbox. Géneros: Action.

One wrong read and you're dead - Sclash bets everything on a single-hit kill loop with three buttons and a stamina bar, and it mostly wins that bet at the couch.

My first instinct was to write Sclash off as a novelty. Three buttons, one-hit kills, no combo strings - it reads like a jam project that somehow got a publisher. Then I sat a friend down across from me with controllers and we lost an hour without noticing. That's the pitch in one sentence: Sclash is a couch PvP game first, everything else a distant second. The mechanical core is genuinely tighter than it looks. You have a slash (chargeable to break an opponent's guard), a parry, a pommel strike that drains extra stamina but sacrifices range, and a dodge that carries big vulnerability frames if you mistime it. Both fighters share a stamina bar split into four segments - those segments drain with every action and refill during the standoff between exchanges. That refill rhythm is where the actual mind game lives. You are watching your opponent's gauge as much as your own, waiting for the window where they cannot parry your charge. It is closer to Bushido Blade's spacing puzzle than to a traditional 2D fighter, and if that sounds interesting to you, Sclash delivers on it more often than not. The problems are real though, and they matter more if you are buying this primarily for solo or online play. The story mode runs around one to two hours, features five playable characters whose movesets differ mainly in speed, range, and recovery frames rather than any deep asymmetry, and the English voice acting is rough enough to undercut the otherwise beautiful hand-painted art. The campaign AI has a habit of parrying almost anything thrown at it unless you drain its stamina first, which reduces the best counter-strategy to a repetitive creep-and-wait loop rather than anything that feels skilled. Early reviews also flagged that online PvP was broken or absent at launch, and community posts suggest that situation did not improve quickly - if online is your plan, do your homework on current patch status before buying. The art direction remains the brightest spot across every mode. Sixteen stages across eight locations, each rendered in a watercolor-adjacent style that looks genuinely hand-painted, holds up in motion in a way screenshots only partially capture. The cosmetic unlock system - 50-plus masks and swords tied to campaign and local play milestones - gives you something to chase even after you have beaten the story. Character differentiation through loadout feels light but functional, mostly a question of preferred spacing. Bottom line on platform and context: Sclash earns its price point cleanly if you have a regular local-multiplayer setup. Plug in two controllers, set rounds to a reasonable number, and the stamina-based standoff creates genuine tension round after round. Going in solo for the campaign or counting on a healthy online lobby is a different and shakier proposition. The controls have been reported as occasionally unresponsive, there is no input remapping, and the short runtime will sting if PvP with real humans is not in your immediate plans. Know what you are buying. Fred, Scout Team

Sclash

Sclash

4 ago 2023Bevel bakeryMaximum Entertainment
GamerScout opina

One wrong read and you're dead - Sclash bets everything on a single-hit kill loop with three buttons and a stamina bar, and it mostly wins that bet at the couch.

PCXbox
Steam Deck PlayableProtonDB Bronze
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Mínimo histórico: €0.30

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My first instinct was to write Sclash off as a novelty. Three buttons, one-hit kills, no combo strings - it reads like a jam project that somehow got a publisher. Then I sat a friend down across from me with controllers and we lost an hour without noticing. That's the pitch in one sentence: Sclash is a couch PvP game first, everything else a distant second. The mechanical core is genuinely tighter than it looks. You have a slash (chargeable to break an opponent's guard), a parry, a pommel strike that drains extra stamina but sacrifices range, and a dodge that carries big vulnerability frames if you mistime it. Both fighters share a stamina bar split into four segments - those segments drain with every action and refill during the standoff between exchanges. That refill rhythm is where the actual mind game lives. You are watching your opponent's gauge as much as your own, waiting for the window where they cannot parry your charge. It is closer to Bushido Blade's spacing puzzle than to a traditional 2D fighter, and if that sounds interesting to you, Sclash delivers on it more often than not. The problems are real though, and they matter more if you are buying this primarily for solo or online play. The story mode runs around one to two hours, features five playable characters whose movesets differ mainly in speed, range, and recovery frames rather than any deep asymmetry, and the English voice acting is rough enough to undercut the otherwise beautiful hand-painted art. The campaign AI has a habit of parrying almost anything thrown at it unless you drain its stamina first, which reduces the best counter-strategy to a repetitive creep-and-wait loop rather than anything that feels skilled. Early reviews also flagged that online PvP was broken or absent at launch, and community posts suggest that situation did not improve quickly - if online is your plan, do your homework on current patch status before buying. The art direction remains the brightest spot across every mode. Sixteen stages across eight locations, each rendered in a watercolor-adjacent style that looks genuinely hand-painted, holds up in motion in a way screenshots only partially capture. The cosmetic unlock system - 50-plus masks and swords tied to campaign and local play milestones - gives you something to chase even after you have beaten the story. Character differentiation through loadout feels light but functional, mostly a question of preferred spacing. Bottom line on platform and context: Sclash earns its price point cleanly if you have a regular local-multiplayer setup. Plug in two controllers, set rounds to a reasonable number, and the stamina-based standoff creates genuine tension round after round. Going in solo for the campaign or counting on a healthy online lobby is a different and shakier proposition. The controls have been reported as occasionally unresponsive, there is no input remapping, and the short runtime will sting if PvP with real humans is not in your immediate plans. Know what you are buying.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopachievementstrading-cardscloud-savestier:sub-5One-Hit KillCouch PvPStamina ManagementMinimalist FighterMind GamesParty FighterShort CampaignBushido Blade-like

Requisitos del sistema

Mínimos

OS
Windows 7 +
Memory
6 GB RAM
DirectX
Version 10
Storage
1 GB available space

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OS
Windows 10 +
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
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Información del juego

Desarrolladora
Bevel bakery
Distribuidora
Maximum Entertainment
Fecha de lanzamiento
4 ago 2023

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¿En qué plataformas está disponible Sclash?

Sclash está disponible en PC, Xbox.

¿Cuándo se lanzó Sclash?

Sclash se lanzó el 4 de agosto de 2023.

¿Quién desarrolló Sclash?

Sclash fue desarrollado por Bevel bakery y publicado por Maximum Entertainment.