Compara los precios de Stray Blade en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Point Blank Games. Publicado por 505 Games. Lanzado el 20/4/2023. Disponible en PC, Xbox. Géneros: Action, Adventure, RPG.

Gorgeous high-fantasy visuals and a genuinely charming wolf companion carry Stray Blade further than its clunky combat deserves. Worth a look if accessible Souls-adjacent exploration is what you're after.

I went into Stray Blade hoping for a colorful antidote to the genre's usual grimdark aesthetic, and the world of Acrea absolutely delivers that first impression. Farren West, an anthropologist-turned-adventurer, dies the moment they discover the lost valley, gets resurrected by a sentient wolf named Boji using the power of three Acrean Metals, and is promptly told they can never leave. As premises go, that hooks hard. The relationship between Farren and Boji is the game's emotional core: two misfits who gradually stop tolerating each other and start actually caring, with dialogue that explores loneliness in ways I did not expect from what markets itself as a hack-and-slash. Boji also has his own talent tree, leveled by finding ancient lore fragments rather than combat, which is a neat thematic choice. If that dynamic resonates with you, the roughly 15-to-20-hour runtime is a worthwhile emotional investment. The combat, though, is where things get complicated. On paper the system is clever: enemies flash blue to signal a parryable attack and red to signal a dodge-only strike, with perfect defensive timing restoring stamina and building toward brutal poise-break executions. Each weapon class unlocks its own upgrade branch, so you are mechanically nudged to actually experiment with daggers, greatswords, and everything in between rather than just spam your favorite. The world design carries a light Metroidvania flavor too, with boss-granted traversal abilities gradually opening previously sealed routes in a way that fans of gear-gating will recognize and appreciate. In practice, however, the timing windows for parries and dodges are unreliable: the flash that color-codes an attack does not consistently align with when the strike actually lands, and the stamina bar drains hard enough that a couple of missed reads can lock Farren out of both offense and defense simultaneously. The boss encounters, while visually impressive given the giant-built architecture of Acrea, largely amount to health sponges with phase-change distractions rather than genuinely satisfying puzzles. It is also worth flagging a post-launch wrinkle that divides the community. A significant patch overhauled the combat system from the ground up in response to player feedback, removing the original color-coded system and reworking the defensive mechanics entirely. Depending on which version you experienced, opinions on whether the game improved or lost its identity vary sharply. What you get today is a more conventionally Souls-adjacent experience, though the underlying feel remains looser than genre benchmarks like Sekiro or even Lies of P. What saves Stray Blade from being a frustration-fueled write-off is Acrea itself. The art direction commits hard to vibrant high fantasy: floating islands, overgrown giant-scale ruins, and a day-night cycle that shifts the mood without ever reaching the grey-brown grimness that haunts so many peers. Weapon and armor blueprints are scattered across bandit camps and ancient chests, and the crafting loop, while slightly tedious because pre-built loot drops are rare, at least keeps exploration purposeful. The lore of the three Acrean Metals and the God-Kings who warped the valley is genuinely interesting worldbuilding, delivered more through Boji's ambient commentary than forced codex dumps. Boji will also occasionally over-explain, stopping the action every few minutes for long-winded exposition, which can grate. The skill tree for Farren is functional but thin, mostly passive stat bumps with a handful of active unlocks gated behind weapon-use milestones. Stray Blade lands squarely in the territory of a flawed game with a heart. The writing around Farren and Boji rewards attention, the world is genuinely pleasant to move through, and the accessibility options including difficulty settings make it one of the more forgiving entry points the Souls-adjacent genre offers. If you care deeply about tight, responsive combat as the primary language of a game in this space, the control feel will test your patience before the credits roll. But if worldbuilding, a sincere character dynamic, and exploratory pacing are what you actually play these games for, Acrea has more to offer than its review scores suggest. Monika, Scout Team

Stray Blade

Stray Blade

20 abr 2023Point Blank Games505 Games
GamerScout opina

Gorgeous high-fantasy visuals and a genuinely charming wolf companion carry Stray Blade further than its clunky combat deserves. Worth a look if accessible Souls-adjacent exploration is what you're after.

PCXbox
Steam Deck UnsupportedProtonDB Gold
Mejor precio disponible
2,70 €
en Kinguin
Mínimo registrado: 2,70 €
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Veredicto de GamerScout

Best for players who prioritize worldbuilding and companion chemistry over tight, punishing combat mechanics.

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2,70 €
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StandardGlobalSteam KeyClave
2,85 €-86%
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3,06 €
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3,26 €
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3,45 €-13%
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3,99 €-80%
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4,57 €-18%
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7,99 €
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Todas las tiendas de esta tabla nos dan el precio en euros, así que la cifra en EUR es el precio que fijó el vendedor, no un cálculo nuestro, y por eso EUR es también la moneda en la que calculamos el ranking. Solo incluimos aquí una oferta cuando la tienda nos da su precio en euros, de modo que ninguna cifra de esta tabla es inventada por nosotros.

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Historial de precios

Mínimo registrado
2,70 €5 jun 2026
Mejor precio actual
2,70 €
El más bajo desde que lo seguimos
Tiendas de claves
2,48 €2,63 €2,77 €2,92 €5 Jun23 Jun11 Jul28 Jul15 Aug
5 jun — 15 ago
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Capturas y multimedia

Acerca de Stray Blade

I went into Stray Blade hoping for a colorful antidote to the genre's usual grimdark aesthetic, and the world of Acrea absolutely delivers that first impression. Farren West, an anthropologist-turned-adventurer, dies the moment they discover the lost valley, gets resurrected by a sentient wolf named Boji using the power of three Acrean Metals, and is promptly told they can never leave. As premises go, that hooks hard. The relationship between Farren and Boji is the game's emotional core: two misfits who gradually stop tolerating each other and start actually caring, with dialogue that explores loneliness in ways I did not expect from what markets itself as a hack-and-slash. Boji also has his own talent tree, leveled by finding ancient lore fragments rather than combat, which is a neat thematic choice. If that dynamic resonates with you, the roughly 15-to-20-hour runtime is a worthwhile emotional investment. The combat, though, is where things get complicated. On paper the system is clever: enemies flash blue to signal a parryable attack and red to signal a dodge-only strike, with perfect defensive timing restoring stamina and building toward brutal poise-break executions. Each weapon class unlocks its own upgrade branch, so you are mechanically nudged to actually experiment with daggers, greatswords, and everything in between rather than just spam your favorite. The world design carries a light Metroidvania flavor too, with boss-granted traversal abilities gradually opening previously sealed routes in a way that fans of gear-gating will recognize and appreciate. In practice, however, the timing windows for parries and dodges are unreliable: the flash that color-codes an attack does not consistently align with when the strike actually lands, and the stamina bar drains hard enough that a couple of missed reads can lock Farren out of both offense and defense simultaneously. The boss encounters, while visually impressive given the giant-built architecture of Acrea, largely amount to health sponges with phase-change distractions rather than genuinely satisfying puzzles. It is also worth flagging a post-launch wrinkle that divides the community. A significant patch overhauled the combat system from the ground up in response to player feedback, removing the original color-coded system and reworking the defensive mechanics entirely. Depending on which version you experienced, opinions on whether the game improved or lost its identity vary sharply. What you get today is a more conventionally Souls-adjacent experience, though the underlying feel remains looser than genre benchmarks like Sekiro or even Lies of P. What saves Stray Blade from being a frustration-fueled write-off is Acrea itself. The art direction commits hard to vibrant high fantasy: floating islands, overgrown giant-scale ruins, and a day-night cycle that shifts the mood without ever reaching the grey-brown grimness that haunts so many peers. Weapon and armor blueprints are scattered across bandit camps and ancient chests, and the crafting loop, while slightly tedious because pre-built loot drops are rare, at least keeps exploration purposeful. The lore of the three Acrean Metals and the God-Kings who warped the valley is genuinely interesting worldbuilding, delivered more through Boji's ambient commentary than forced codex dumps. Boji will also occasionally over-explain, stopping the action every few minutes for long-winded exposition, which can grate. The skill tree for Farren is functional but thin, mostly passive stat bumps with a handful of active unlocks gated behind weapon-use milestones. Stray Blade lands squarely in the territory of a flawed game with a heart. The writing around Farren and Boji rewards attention, the world is genuinely pleasant to move through, and the accessibility options including difficulty settings make it one of the more forgiving entry points the Souls-adjacent genre offers. If you care deeply about tight, responsive combat as the primary language of a game in this space, the control feel will test your patience before the credits roll. But if worldbuilding, a sincere character dynamic, and exploratory pacing are what you actually play these games for, Acrea has more to offer than its review scores suggest.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayercontroller-supporttier:aaaAccessible Souls-likeCompanion-Driven NarrativeWeapon Mastery SystemCrafting-Gated GearBoss-Unlocked TraversalColor-Coded CombatMetroidvania-LitePoise-Break Mechanics

Requisitos del sistema

Mínimos

OS
64-bit Windows 10
Memory
8 GB RAM
DirectX
Version 12
Storage
30 GB available space
Graphics
Radeon RX 480 (8192 MB) or GeForce GTX 1050 Ti (4096 MB)
Processor
AMD FX-9590 (8 * 4700) or equivalent or Intel Core i7-6700 (4 * 3400)
Sound Card
Any
VR Support
N/A

Recomendados

OS
64-bit Windows 10
Memory
12 GB RAM
DirectX
Version 12
Storage
30 GB available space
Graphics
Radeon RX 6800 XT (16384 MB) or GeForce RTX 2070 Super (8192 MB)
Processor
AMD Ryzen 5 5600X (6 * 3700) or equivalent or Intel Core i9-9900k (8 * 3600) or equivalent
Sound Card
Any
VR Support
N/A

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Información del juego

Desarrolladora
Point Blank Games
Distribuidora
505 Games
Fecha de lanzamiento
20 abr 2023

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Preguntas frecuentes sobre Stray Blade

¿Cuánto cuesta Stray Blade?

A 15 de agosto de 2026, la oferta más barata disponible de Stray Blade es €2.70 en Kinguin, de entre 20 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

¿Dónde puedo comprar Stray Blade más barato?

El precio más bajo disponible que seguimos para Stray Blade es €2.70 en Kinguin (15 de agosto de 2026). Comparamos 20 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible Stray Blade?

Stray Blade está disponible en PC, Xbox.

¿Cuándo se lanzó Stray Blade?

Stray Blade se lanzó el 20 de abril de 2023.

¿Quién desarrolló Stray Blade?

Stray Blade fue desarrollado por Point Blank Games y publicado por 505 Games.