Last 7 days · history since Nov 1, 2026
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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Colosseum Mode: 1vN battles vs hordes. VR lets you sword-strike weak points or blunt-stun/knockback. Motion skills add immersion: slash/jab to trigger. Loot gear to boost stats and alter combat—weapons change attacks . Gear up and slash through crowds in this fast VR brawler.
Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
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Not tested by Valve yet. Results from Valve's own testing.
Valve hasn't published test details for this game.
Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Enemy Model Replacement
Grasp‑holding logic, ragdoll system, and damage detection have all been replaced. These three are large‑scale, system‑overhauling changes that took three months to implement, yet they have brought noticeable improvements to feel and made combat more engaging. …
Added Laser Eyes skill as a tribute to Homelander (too bad the show went downhill). When unarmed, place hand at temple and press the trigger. Added multiple handling methods for situations where an enemy is grabbed repeatedly. Open one hand and hold it above t…
New weapon: Transformable Staff. Revised the feel of two-handed grip. Weapons in weapon slots can now be replaced. Added a prompt for changing weapons in slots. Adjusted enemy spawn positions to prevent situations where players cannot reach them. Added a skill…
Adjusted the piercing feel, allowing players to grab enemies and use them as weapons.
Fixed katana bug
Added archer enemies and a new level where players can battle against archers.Revised the NPC pathfinding logic and added a weapon switching system for NPCs.Adjusted the force application logic for two-handed weapons.Performance will be optimized in the next v…
Added the tachi and tachi skills. The sheathing logic turned out to be far more complex than I expected, and it took a lot of time.Adjusted enemy equipment to fit the character models better, with more accurate physics collisions.Enemy equipment will now break…
This version adds several polearms – feel free to try them out and see how they feel.The enemy's equipment and defense logic have also been adjusted.The next update will introduce armor destruction: heavy weapons will be much more effective at breaking enemy a…
After countless trials and tests, I’ve finally settled on the current method, which balances the behavior of the physics engine while keeping player input delay at a reasonable level.The Strength stat now plays a much bigger role. Even though it no longer incr…
Enhanced the skill system and added active skills.Added the Skill Shop, which is currently the primary method for obtaining skills.Added the first batch of skills, including War Cry, Heavy Strike, Knockback and more.Ranged weapons will be added in the next ver…
I originally thought I could choose Early Access (EA) when launching after the review process—but turns out EA has to be selected before review. Once approved, switching to EA isn’t allowed, so the game ended up launching as a full release by accident.That sai…
We’ve just kicked off the Early Access phase, and the current content is identical to the Demo version. New features will be added soon.Your support means a lot to us!We sincerely apologize for the mix-up! I originally thought that once the Early Access versio…
Here’s the natural, game-dev-focused translation (concise yet vivid, matching the update tone):After a month of regular development, I’ve finally completed the game’s core gameplay! My vision is to let players battle diverse enemies across various scenarios—an…