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Total blade

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Total blade screenshot 1
NewVersion4 trailerWatch trailer on Steam ↗

Total blade

Moondolino · Published by Moondolino

8 user reviews — 63% positive (8 reviews)

Last updated 28 Sept 2026

Real-time large-scale TPS battles.

Early AccessDJCTQ 14

£15.89

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £15.89 · Highest: £15.899 Oct 2026

Action, RPG, Strategy, Early Access · 2023 · More £15 - £30 games

Embark on epic action and strategic quests in Total Blade, a unique mix of real-time battles and RPG elements. Developed by Moondolino, this 2023 release challenges you with dynamic TPS gameplay.

About this game

The trailer and screenshots feature the unstable new version. This game consists of both old and new versions, which are so different they feel like entirely separate games

Real-time large-scale TPS battles.

Overworld unit management system.


Depending on your hardware, the new version of max battle size ranges from 550 (8-year-old CPUs) to 1,400 (modern 3D Cache CPUs)

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10+
  • Processor: i3 8300
  • Memory: 8 GB RAM
  • Graphics: GTX 1050 ti 4GB
  • DirectX: Version 10
  • Storage: 10 GB available space
  • Additional Notes: Monitor ratio should be wider than 16:9

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10+
  • Processor: i3 8300
  • Memory: 8 GB RAM
  • Graphics: GTX 1050 ti 4GB
  • DirectX: Version 10
  • Storage: 10 GB available space
  • Additional Notes: Monitor ratio should be wider than 16:9

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Magic, Enchanted weapon

    🎨 UIItem tooltip UI no longer gets cut off at the edges of the screen. Tooltips for equipped items in the inventory now display correctly as well.⚖️ BalanceSpear wall formations now receive 2.4× more speed-based damage scaling compared to cavalry. Additionally, the threshold for speed-based damage bonuses has been adjusted from 1 m/s to 2 m/s.✨ Magic System AddedA new magic system has been introduced, including:Various resistancesBarrier systemDamage over time (DoT)Area-based buffs and debuffsHeal over timeHow to use magic:You must purchase a weapon corresponding to each magic school to use magic.When learning a spell, the corresponding weapon is automatically added to your inventory.With a magic weapon equipped, press R to select a spell from the same school.🧬 Equipment & EnchantmentsEnchantments have been added to high-tier weapons and armor. Most enchantments increase equipment or base stats, while poison enchantments use a separate mechanic.Additionally, high-tier weapons and light armor come with enchantments by default.⚠️ The magic resistance stat on equipment is currently not functional.🧠 Perk System ReworkAll perks have been completely redesigned. Most perks are now applied based on multipliers of base stats.⚠️ Perks and enchantments have not been fully tested. If critical issues arise, fixes may be deployed without prior notice.🌍 World & System ChangesThe density and style of the world map terrain have been adjusted. In the final version, the entire world map will be rebuilt to match the story.In hostile territories:High-tier units cannot be recruitedTrading is limited to selling onlyUnits stuck against walls on the world map are now ignored by other unitsAI clans now start with de jure claims on foreign territories🛡️ Magic Barrier DetailsThe barrier system works as follows:Has a fixed defense value of 20Not affected by armor penetrationIf incoming damage exceeds the barrier, one instance of the remaining damage is negated⚔️ Combat & MiscSoldier knockback d...
    Read full article on Community Announcements (moondol)
  • Patch NotesOfficial

    1400 Soldiers 50fps

    This update was originally planned to be merged with upcoming patches. However, due to dramatic improvements in optimization and combat AI, it has been released immediately.⚙️ Optimization⚔️ Combat PerformanceRecommended battle size: 1400 (Ryzen 9800X3D)GPU load reduced by ~60%CPU load reduced by ~40%The optimization freed significantly more GPU headroom than expected:Default resolution increasedDynamic Resolution option addedRemaining optimization margin:CPU: ~8%GPU: ~12%RAM usage optimization has not started yet🗺️ World Map PerformanceWorld map performance doubledThis improvement is a direct result of reduced GPU usage⚔️ Combat System Changes🚶 Movement SystemComplete rewrite of character and mount movement codeBoth humans and horses now react to terrain:Uphill: reduced max speed and accelerationDownhill: increased max speedHorses are now:Fully controllableSlower to accelerateSoldier movement speed calculations are now more preciseEven slow soldiers can climb slopes using consistent accelerationWhen blocked by small obstacles:Soldiers accumulate forceThen overcome them with a stronger push⚠️ Backstep speed reduction is temporarily disabled🤖 Combat Logic & AISoldier attack prediction error reduced:0.23s → 0sAttacks are now queued the moment an enemy is predicted to enter rangeShock infantry damage calculation redesignedAI formations now advance toward:The center of the enemy’s front lineWhen calculating torso rotation to face enemies:The Zeno’s paradox issue is resolved in the 120cm–10cm distance aim🛠️ Bug FixesFixed an issue where all soldiers believed their weapon length was exactly 80cmNot sure this bug may have existed in previous versions⚠️ Known IssuesThese issues occurred because the update was released during ongoing character base revisionsAs a result:Some bones may appear bentCertain outfits may not properly match the character bodyIn some cases:Attacks may be executed in a different direction than the prepared animation🔜 What’s NextImplementation of a cen...
    Read full article on Community Announcements (moondol)
  • AnnouncementsOfficial

    Town Mechanic Rework

    🏘️ Town Mechanic ReworkMerchants and recruitable troops now appear outside towns when you approach.Town boundaries will be clearly defined on the world map in a future update.If outlaws or hostile forces enter a town’s area, the garrison will sortie and intercept them in a future update.Old save files made inside towns may cause NPCs to be displaced to unreachable locations.The old town entry system will be used only for future dungeon content.⏳ About the Next UpdateThe next update will take a long time and is planned as a major overhaul.Planned changes include:4× world densityNeutral factionsCharacter appearance changesAttack animation overhaulPerk system reworkStarting race selectionNew and reworked itemsShader changes and optimization attempts for ~2,000-unit battles are planned, but success is not guaranteed.Save files will not be compatible after this update.While quests and the main story will not be expanded, neutral factions require a minimum narrative framework, which contributes to the longer development time.⚔️ CombatInfantry now predict the future position of enemy cavalry and enter attack-ready states.Mounted players can still dominate with superior weapon reach, but taking damage inside infantry attack range now happens because enemy AI no longer misses clear attack opportunities.Horse size has been reduced.IK-based hit reactions added:Applied to humanoid-type monsters only.Cavalry AI:Always enters attack-ready state when enemies are nearby.Attacks are executed using predicted speed and future positions.In theory, attacks do not miss, but because movement AI and attack AI are separate, attacks can miss if direction or speed changes mid-attack.Lancer AI is now much stronger against cavalry.Effective against monsters and shock infantry.Ineffective against shield infantry unless given a charge order.Shields:Blocking does not consume stamina.Can block continuously until destroyed.Tactical AI:Spearmen prioritize shock cavalry.Other infantry prioritize enemy...
    Read full article on Community Announcements (moondol)
  • AnnouncementsOfficial

    Siege and Civil war

    ⚠️ NoticeThis build has not been validated for long-term play.Shields must be equipped in the fourth weapon slot. Otherwise, a crash may occurA verified and stable build will be released in about one week.Using old save files may cause civil wars in all kingdoms 🏰 Kingdoms, Diplomacy & Civil War Systems■ DiplomacyPeace treaties are enforced for 30 days.Due to large code additions, diplomacy may not function properly for a while.■ Civil WarIf the player’s or any AI clan’s influence exceeds the king’s, the kingdom may split.Stored influence decreases daily.Kings receive a fixed amount of daily influence.■ Kingdom Destruction & RestorationWhen a kingdom is destroyed and a new kingdom of the same culture is created, the previous destroyed kingdom will be restored first.■ Exile SystemLandless lords lose loyalty and may join civil wars or defect to other kingdoms.Features related to kingdom destruction and lord exile are not fully tested.■ De Jure OwnershipClans may randomly lose de jure rights to fiefs they do not control.Newly captured towns gain de jure ownership on day 100.■ Influence Gain IssueInfluence gained from battles does not properly reflect enemy size (known issue).■ Kingdom Art SettingsSystem modularized: You can now change kingdom name and colors without founding a new kingdom.■ Strategic SettingsThe king can assign overall strategies.Clicking the box under a town name allows town-specific strategies.⚔️ Combat System Changes■ Infantry Combat (Finalized)Pelvis rotates according to the attack direction.Movement animations adjust accordingly based on the rotated pelvis.Animations may be improved later using UE5 bones, but the core combat framework will not change.■ CavalryCavalry AI performs more deliberate and careful melee attacks.■ DodgingPress Spacebar in combat to perform a dodge action.🖥️ Performance & Technical Updates■ FSR4 UpgradeUpdated to FSR4.AMD GPU users will experience sharper image quality compared to previous versions.■ Battle Size Benchmark (...
    Read full article on Community Announcements (moondol)
  • AnnouncementsOfficial

    World Map & Basic Diplomacy

    The world map gameplay is now active. (Long-term playtesting is not yet complete.)Basic diplomacy features have been added:You can join or leave a faction.If you own a fief, only armed independence is currently possible.A future update will introduce a method to peacefully relinquish a fief and become independent.All cities now feature culture-appropriate exterior and interior designs. Biomes are not yet applied.Global Illumination (GI) is now active on the world map.City and village interiors now include a small amount of procedural variation.🏙 Cities & SiegesElite units can be hired in cities. → In a future update, this will be restricted to cities belonging to your own faction only.Cities can now be conquered:Siege preparation time: 75 seconds (at 1× speed).If AI reinforcements arrive as defenders, they cannot retreat until the siege begins.The siege battle map is not yet implemented.AI factions currently conduct highly aggressive expansion and conquest.⚔️ Units & CombatGeneral unit balance has been completed.Shield durability has been added:Shield infantry can now block 1–2 hits from monster units.Destroyed shields, and shields from fallen soldiers, remain permanently on the battlefield.🕊 Peace NegotiationsThe cost of entering peace negotiations is now based on the total troop count of each nation.⚠️ Known IssuesNo hiring restrictions on elite units → early game is too easy.No racial armor restrictions yet.The player can declare war on a third faction right before battle even when not a king.Joining and leaving kingdoms currently has no limitations.Player-owned and AI-owned cities/garrisons do not yet affect finances properly.🔧 Next Update (Save Compatible)The following features are planned for the next update package. This entire set of features is expected to be completed as a single combined update, and existing save files will remain compatible.More detailed diplomacy systemClan scout functionality for player kingdomsFief distribution and a clan-influence po...
    Read full article on Community Announcements (moondol)

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