
The Lone Blade
The Lone Blade is a 3D platformer where you are a soul trapped in a sword. In order to redeem yourself, you will have to create your own path: jump, dash, spin, or spike to the ground and walls to go through the deserts and climb canyons, and temples... to the highest mountain.
Developer
Publisher
Release
May 23, 2023
3 years and 72 days ago
Steam Reviews
Positive42 reviews92.9%
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Game contextLatest: IGF Team
| ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan. | Status | Notes Latest Contributor: IGF TeamEdit notes |
|---|---|---|
Updated: Jul 14, 2026Developer scaleThe operating scale of the game's developer. | ||
Updated: Jul 14, 2026Publisher scaleThe operating scale of the game's publisher. | A separate publisher is listed without a proven bounded regional or service-only role. | |
Updated: Jul 14, 2026Release statusWhether and how the game has been released. | The title released with a separate publisher relationship. |
Media
9 itemsAbout the Game
The Lone Blade is a 3D platformer where you are a soul trapped in a sword. The game takes place in the ruins of a world that once was yours. In order to redeem yourself, you will have to go through deserts, canyons, and temples... to the highest mountain.
«Punished by the gods, the greedy one was locked up in the blade, his ascent will be his redemption»

The main interest of being a sword is exploring new ways of moving around and overcoming obstacles. Jump, dash, spin or spike to the ground and walls, in other words create your own path.

The game takes place in the ruins of a world that once was yours, immersing the player in an uncanny universe: giants and folks trapped in the sand, humongous gates, staring eyewalls...

The game is meant to be challenging, but not unfair or frustrating. The difficulty is a direct reflection of the game lore: the character need of redemption, and the struggle that it implies.
«Punished by the gods, the greedy one was locked up in the blade, his ascent will be his redemption»

The main interest of being a sword is exploring new ways of moving around and overcoming obstacles. Jump, dash, spin or spike to the ground and walls, in other words create your own path.

The game takes place in the ruins of a world that once was yours, immersing the player in an uncanny universe: giants and folks trapped in the sand, humongous gates, staring eyewalls...

The game is meant to be challenging, but not unfair or frustrating. The difficulty is a direct reflection of the game lore: the character need of redemption, and the struggle that it implies.