Compare Bladequest prices across 50+ stores and find the best deal. Developed by Phodex Games. Published by Phodex Games. Released on 8/10/2018. Available on PC. Genres: Action, Adventure, Casual, Indie.

A one-person dungeon project with genuine atmospheric bones, split between a bite-sized story mode and an endless highscore loop - worth knowing exactly what you're signing up for before clicking buy.

My honest first reaction to Bladequest was quiet surprise at how much mood a solo developer managed to pack into such a compact package. Phodex Games - one person, building in public - put together a first-person dungeon crawler that carries real atmosphere: low-polygon geometry, handcrafted room layouts, and a soundscape that does more heavy lifting than you'd expect from a game this small. The lighting sits in that particular dungeon-dread register, somewhere between a candle stub and impending skeleton. The game ships with two distinct modes. The story side sends you into a ruined fortress alongside an AI companion named Veronica, working toward a simple but earnest objective. Combat is first-person and tactile: you swing with one-handed swords, axes, or a mace, block and parry with a shield, or keep distance with a bow. Landing a well-timed block to stagger an enemy feels satisfying in a way the game's modest scope doesn't fully advertise. Two-handed weapons open up a harder-hitting, slower rhythm. The arsenal isn't wide, but each option has a different feel. Boss rooms reward persistence with better loot, which feeds the second mode cleanly. That second mode - the Endless dungeon - is the real replay engine. Procedurally arranged rooms, escalating undead, a global leaderboard for the "Looter King" title. It's a highscore loop at heart, lean and unambiguous about that. If you wanted a sprawling RPG, Bladequest will disappoint you swiftly. If you want fifteen minutes of tense dungeon running with a score to beat, the loop clicks. The cracks are honest and expected ones. Steam reception sits at a mixed split across a very small review count, and the most common frustration is the gap between what Bladequest promises and what a prototype-grade title can actually deliver. The developer has been transparent that this game began as a prototype for a larger sandbox RPG called Raidborn, and was shaped into a standalone release partly to let supporters back that larger vision. That context matters. Judged as a full commercial release, the brevity and rough edges sting a little. Judged as an unusually atmospheric proof-of-concept with an honest scope, it holds together. Where I personally feel warmth for Bladequest is in those details that a solo developer had no obligation to include but included anyway: the color scheme filters that shift the whole visual register of the dungeon, the careful room geometry, the soundscape that makes skeleton footsteps feel like an event. Early community feedback specifically praised the audio atmosphere and the combat feel. These aren't accidental qualities. This is a developer learning what they're capable of, in public, with care. The story mode can be cleared quickly - think under an hour at a relaxed pace - and the endless mode will exhaust its novelty for most players in an evening. If that runtime sounds acceptable for the asking price, Bladequest repays attention. If you need content density, it will run dry on you. Kai, Scout Team

Bladequest
ActionAdventureCasualIndie

Bladequest

Aug 10, 2018Phodex Games
GamerScout Says

A one-person dungeon project with genuine atmospheric bones, split between a bite-sized story mode and an endless highscore loop - worth knowing exactly what you're signing up for before clicking buy.

PC
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About Bladequest

My honest first reaction to Bladequest was quiet surprise at how much mood a solo developer managed to pack into such a compact package. Phodex Games - one person, building in public - put together a first-person dungeon crawler that carries real atmosphere: low-polygon geometry, handcrafted room layouts, and a soundscape that does more heavy lifting than you'd expect from a game this small. The lighting sits in that particular dungeon-dread register, somewhere between a candle stub and impending skeleton. The game ships with two distinct modes. The story side sends you into a ruined fortress alongside an AI companion named Veronica, working toward a simple but earnest objective. Combat is first-person and tactile: you swing with one-handed swords, axes, or a mace, block and parry with a shield, or keep distance with a bow. Landing a well-timed block to stagger an enemy feels satisfying in a way the game's modest scope doesn't fully advertise. Two-handed weapons open up a harder-hitting, slower rhythm. The arsenal isn't wide, but each option has a different feel. Boss rooms reward persistence with better loot, which feeds the second mode cleanly. That second mode - the Endless dungeon - is the real replay engine. Procedurally arranged rooms, escalating undead, a global leaderboard for the "Looter King" title. It's a highscore loop at heart, lean and unambiguous about that. If you wanted a sprawling RPG, Bladequest will disappoint you swiftly. If you want fifteen minutes of tense dungeon running with a score to beat, the loop clicks. The cracks are honest and expected ones. Steam reception sits at a mixed split across a very small review count, and the most common frustration is the gap between what Bladequest promises and what a prototype-grade title can actually deliver. The developer has been transparent that this game began as a prototype for a larger sandbox RPG called Raidborn, and was shaped into a standalone release partly to let supporters back that larger vision. That context matters. Judged as a full commercial release, the brevity and rough edges sting a little. Judged as an unusually atmospheric proof-of-concept with an honest scope, it holds together. Where I personally feel warmth for Bladequest is in those details that a solo developer had no obligation to include but included anyway: the color scheme filters that shift the whole visual register of the dungeon, the careful room geometry, the soundscape that makes skeleton footsteps feel like an event. Early community feedback specifically praised the audio atmosphere and the combat feel. These aren't accidental qualities. This is a developer learning what they're capable of, in public, with care. The story mode can be cleared quickly - think under an hour at a relaxed pace - and the endless mode will exhaust its novelty for most players in an evening. If that runtime sounds acceptable for the asking price, Bladequest repays attention. If you need content density, it will run dry on you. Kai, Scout Team

Tags

singleplayerachievementstier:sub-5First-Person MeleeEndless ModeHighscore LoopGlobal LeaderboardSolo DeveloperPolygon Art StyleAtmospheric DungeonLoot Progression

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
Storage
450 MB available space
Graphics
NVIDA Geforce 940M 2 GB
Processor
Intel Core i5-5200U @ 2.7 GHz
Sound Card
no

Recommended

OS
Windows 10
Memory
8 GB RAM
Storage
450 MB available space
Graphics
Grafikkarte MSI GeForce GTX 1050 Ti
Processor
Inter Core i5-3570 @ 3.4 GHz
Sound Card
no

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Game Info

Developer
Phodex Games
Publisher
Phodex Games
Release Date
Aug 10, 2018

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Frequently asked questions about Bladequest

Where can I buy Bladequest cheapest?

Compare Bladequest prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is Bladequest available on?

Bladequest is available on PC.

When was Bladequest released?

Bladequest was released on 10 August 2018.

Who developed Bladequest?

Bladequest was developed by Phodex Games.