What the developers have to say:

Why Early Access? “As a solo developer and pioneer in the field of realistic full physics-driven combat in VR, I believe that the best way to develop the game is with the help of players. With player feedback, I intend to improve the game and add new features throughout its Early Access, and with enough success it is my hope to ultimately evolve the game from a combat sandbox into something with more depth.”” Approximately how long will this game be in Early Access? “It was initially expected that the Early Access period for the game could be as little as 6 months. However, thanks to the support of Early Access backers the scope of the game has greatly increased and the finish line has now shifted to approximately Q2 2021.” How is the full version planned to differ from the Early Access version? “Features planned in the full version are:

- Procedurally generated Dungeons

- Player inventory

- “Progression mode” - Buying / unlocking equipment

- Skills tree

- New content (weapons, maps, armors)

- New enemy types

- Enhanced AI



However, as has been the case up to now, I will be listening carefully to the community and the content of the final release could change depending on feedback and suggestions.” What is the current state of the Early Access version? “Although many planned features will be missing until version 1.0, the core combat and interaction mechanics are already in place so the game is currently playable and enjoyable as a combat sandbox. As is the case with all in-development Early Access titles, you should expect crazy bugs, balance tweaks, performance fluctuation, and content drip.



Current features:

- Unique VR combat: Physics driven objects and characters

- 6 Maps (Home, Arena, Ruins, Market, Canyon and Citadel)

- More than 21 Weapons (swords, dagger, mace, shields, axes, spear, bow...)

- 5 spells (Slowing time, Telekinesis, Lightning, Gravity and Fire)

- 3 enemy archetype (fighters, rangers and mages)

- Avatar customization

- Grappling and Punching

- Jumping, kicking, running

- Unrestricted climbing

- Free locomotion

- Advanced Modding; B&S is already one of VR’s most modded games” Will the game be priced differently during and after Early Access? “Price will increase moderately depending on the amount of content added during Early Access. The current price reflects the appreciation for those willing to support the game in its development.” How are you planning on involving the Community in your development process? “I want to create the best physics driven VR combat game possible, so feedback and input from the community is not only desired, but needed. The community is what will make Blade & Sorcery the best it can be, and I intend to use Steam, Reddit and Discord as the central places for exchanging ideas and taking feedback.



As an ex-modder, the modding community is close to my heart. It is my opinion that modders greatly add value to a game, extending lifespan and adding variety in ways a developer sometimes cannot, so it is my intent to make the game as openly moddable as possible.



Currently game data is already moddable in terms of custom maps, weapons, spells and json tweaking, but in the long term I plan to add even more support, including the possibility for modders to add new game modes.”