Compare Swords of Gurrah [VR] prices across trusted key stores and find the best deal. Developed by Devster, LLC. Published by Devster, LLC. Released on 4/21/2020. Available on PC. Genres: Action, Early Access.

VR gladiator combat where your weapons literally shatter on contact - clever, physical, and more skill-dependent than it first appears. Best with friends; solo players may struggle to find lobbies.

My first swing in Swords of Gurrah convinced me the central mechanic was a gimmick. My fifth convinced me it was the smartest design decision in VR melee combat I'd seen. The weapons-shattering-and-regrowing system - where every blade, spear, or axe splinters on contact and recovers after a short cooldown - sounds like a visual flourish, but it's actually how the entire blocking and parrying loop is built. Holding the trigger hardens your weapon so it won't shatter but also can't deal damage, which means every exchange becomes a tug-of-war between defense and opportunity. You can waggle your arms all day, but fast, committed strikes to open areas are what actually win fights. There's a real skill ceiling here, and reaching it feels good. The arsenal is one of the game's clearest strengths. One-handed swords, shields, glaives, spears, axes, heavy longswords, double-sided sabers, daggers, and throwing stars each push you toward a different playstyle. Spear players sit at range and fish for quick pokes; shield-and-sword types grind out defensive pressure; axe users swing for big trades. Choosing a loadout and sticking with it long enough to understand the matchups is where the game starts to feel deep rather than chaotic. The sci-fi gladiator setting - glowing energy weapons, metallic armor, crowd-filled arenas - keeps the whole thing energetic without taking itself too seriously. Modes on offer include 1v1 duels, team deathmatch, capture the flag, and the developers have flagged king of the hill and attack/defend variants in the pipeline. Up to 12 players per match means the bigger modes can get genuinely frantic. There's also a PvE side with armored beast enemies - bulls, tigers, hydras - which rounds out the experience for players who want something besides straight PvP. It isn't as polished as the player-versus-player side, but it exists, and that matters for solo sessions. The honest caveats are real and worth knowing before you buy. This is an Early Access title with the rough edges that label implies. Population is the biggest variable: the VR player pool is small by nature, and a multiplayer-focused game lives or dies by lobby availability. Reviews flag the community as hit or miss - plenty of players who will genuinely teach you the ropes, and a vocal minority who won't. Competitive play also has a known exploit where rapid wrist-flailing creates a near-invulnerable spam state, which undermines fair matches until you learn to counter or avoid players doing it. If you have a group of friends to rope in, those concerns shrink considerably. If you're going in as a solo VR player with no squad, temper expectations. For what it is - an independent VR melee game with a genuinely clever weapon system, solid weapon variety, and enough modes to stay interesting - Swords of Gurrah punches above its weight class. It gets better the more time you put into it, and even low-level chaos has its own goofy charm. Just don't expect a fully finished product. Alex, Scout Team

Swords of Gurrah [VR]
ActionEarly Access

Swords of Gurrah [VR]

Apr 21, 2020Devster, LLC
GamerScout Says

VR gladiator combat where your weapons literally shatter on contact - clever, physical, and more skill-dependent than it first appears. Best with friends; solo players may struggle to find lobbies.

PC
Steam Deck UnsupportedProtonDB Platinum
Best Price Available
€0.00
at N/A
Historical low: €0.62

GamerScout Verdict

Best for VR players with friends to drag along; solo buyers should check server population before committing.

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Price History

Historical low
€0.625 Jun 2026
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Screenshots & Media

About Swords of Gurrah [VR]

My first swing in Swords of Gurrah convinced me the central mechanic was a gimmick. My fifth convinced me it was the smartest design decision in VR melee combat I'd seen. The weapons-shattering-and-regrowing system - where every blade, spear, or axe splinters on contact and recovers after a short cooldown - sounds like a visual flourish, but it's actually how the entire blocking and parrying loop is built. Holding the trigger hardens your weapon so it won't shatter but also can't deal damage, which means every exchange becomes a tug-of-war between defense and opportunity. You can waggle your arms all day, but fast, committed strikes to open areas are what actually win fights. There's a real skill ceiling here, and reaching it feels good. The arsenal is one of the game's clearest strengths. One-handed swords, shields, glaives, spears, axes, heavy longswords, double-sided sabers, daggers, and throwing stars each push you toward a different playstyle. Spear players sit at range and fish for quick pokes; shield-and-sword types grind out defensive pressure; axe users swing for big trades. Choosing a loadout and sticking with it long enough to understand the matchups is where the game starts to feel deep rather than chaotic. The sci-fi gladiator setting - glowing energy weapons, metallic armor, crowd-filled arenas - keeps the whole thing energetic without taking itself too seriously. Modes on offer include 1v1 duels, team deathmatch, capture the flag, and the developers have flagged king of the hill and attack/defend variants in the pipeline. Up to 12 players per match means the bigger modes can get genuinely frantic. There's also a PvE side with armored beast enemies - bulls, tigers, hydras - which rounds out the experience for players who want something besides straight PvP. It isn't as polished as the player-versus-player side, but it exists, and that matters for solo sessions. The honest caveats are real and worth knowing before you buy. This is an Early Access title with the rough edges that label implies. Population is the biggest variable: the VR player pool is small by nature, and a multiplayer-focused game lives or dies by lobby availability. Reviews flag the community as hit or miss - plenty of players who will genuinely teach you the ropes, and a vocal minority who won't. Competitive play also has a known exploit where rapid wrist-flailing creates a near-invulnerable spam state, which undermines fair matches until you learn to counter or avoid players doing it. If you have a group of friends to rope in, those concerns shrink considerably. If you're going in as a solo VR player with no squad, temper expectations. For what it is - an independent VR melee game with a genuinely clever weapon system, solid weapon variety, and enough modes to stay interesting - Swords of Gurrah punches above its weight class. It gets better the more time you put into it, and even low-level chaos has its own goofy charm. Just don't expect a fully finished product.

Alex
Alex · Scout Team

Catch-all

Tags

steamShatter Parry SystemVR Melee Combat12-Player LobbiesPvE Beast FightsWeapon VarietyGladiator ArenaCompetitive VRPhysical Swordplay

System Requirements

Minimum

Processor
Intel i5-4590
Memory
4 GB RAM
Graphics
GeForce GTX 970
Storage
10 GB available space VR Support: SteamVR. Standing o…

Recommended

Processor
Intel i7-6700k
Memory
8 GB RAM
Graphics
GeForce GTX 1080
Network
Broadband Internet connection
Storage
15 GB av…

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Reviews & Ratings

Steam
74%(823)

Game Info

Developer
Devster, LLC
Publisher
Devster, LLC
Release Date
Apr 21, 2020

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How much does Swords of Gurrah [VR] cost?

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What platforms is Swords of Gurrah [VR] available on?

Swords of Gurrah [VR] is available on PC.

When was Swords of Gurrah [VR] released?

Swords of Gurrah [VR] was released on 21 April 2020.

Who developed Swords of Gurrah [VR]?

Swords of Gurrah [VR] was developed by Devster, LLC.