Precision Swings and Early Controls
The moment Clive swings his blade, you know where this game stands. The input response is immediate. You press the attack button and the sword connects without that soft, floaty drag that plagues most big budget action titles. Recovery on standard slashes is tight enough to let you cancel into a dodge whenever an incoming swing enters your space, which is exactly how a real character action title needs to handle.
Action-focused mode strips out the training wheels right away. You control every evasion and strike yourself, unlike Story-focused mode which triggers automatic dodges and simplified combos. If you care about clean timing, Action-focused is the only way to go. The base dodge gives you a generous window, but time it right as an attack lands and Clive slips clean through the hitbox, setting up a punishing counterattack.
I plugged in my gamepad on Steam, grabbed the Onion Sword from the System tab in the main menu, and got straight to work. The full English voice acting and clean English interface keep the dialogue clear during combat, leaving you free to track telegraphs instead of reading text boxes during an intense brawl.

Eikonic Abilities and Combos
Clive Rosfield carries the title of First Shield of Rosaria, sworn to guard his younger brother Joshua, dominant of the Phoenix. That duty collapses when disaster strikes and the Dark Eikon Ifrit surfaces, launching Clive into a bitter revenge track. The setup gives Clive a violent edge that bleeds right into his moveset. He does not fight like an aloof hero. He hacks, dashes, and burns through targets with sheer malice.
The combat system leans heavily on Eikonic action. You mix standard swordplay techniques with distinct Eikonic abilities that sit on active cooldowns. You can launch smaller foes into the air, burn them with Phoenix dashes, and drop them hard into the dirt. The hitboxes on your swings feel honest. When a heavy sword blow clips an enemy shoulder, it registers, and when a giant boss slams a fist across the floor, jumping over the shockwave actually clears the danger area as long as your hurtbox stays out of the dust cloud.
You can upgrade abilities manually or let the game auto-allocate upgrades if you hate sorting through trees. Doing it manually pays off because you can pick abilities that have shorter startup animations, letting you weave heavy magic bursts between standard three-hit strings without getting swatted out of your combo.

Boss Clashes and Titanic Scale
When rival Dominants meet, the encounters blow out into Titanic Clashes between towering Eikons. These are pure spectacle fights, yet they preserve basic spacing rules. You are not just staring at a scripted cutscene while the game plays itself. You still need to track massive sweeping claws, judge when to dash across the arena, and land heavy retaliatory blows when an opening appears.
Some of the arena shifts do drop your mechanical control down to strict set-piece sequences. Those moments look impressive on screen, but they feel noticeably simpler than the ground duels where Clive fights human-sized bosses with fast, erratic weapon swings. A quick duel against an agile enemy commander tests your reaction speed far better than trading haymakers across half a burning valley, even if the giant monster brawl is what sells the scale.
The Price of Speed on PC
Priced at $49.99 on Steam, the package focuses entirely on this single campaign. The combat holds together because the animations finish cleanly and the sound design gives every sword parry a sharp, metallic bite. You feel the physical weight behind heavy staggers when you chip away an opponent's stagger gauge and crack their defense wide open for free damage.
The sheer amount of visual noise during major boss abilities is the main drawback for combat purists. Fire and magical debris fill the camera view during certain Eikonic skirmishes, which can hide the exact startup frame of an enemy sweep. You will occasionally eat a stray swipe simply because three different particle explosions went off on top of Clive's shoulder at the same time. When the screen clears, the core melee loop is as sharp as anything in the genre.






Comments 19
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you clearly didnt play enough of the eikon fights if you think turning down spell effects fixes the tells. the whole point of those fights is that the tells are hidden under two layers of particle vomit. balance patches might help but till then the duels carry the game.
not sure i'd drop full price on this day one (though i did buy it anyway lol). the normal sword duels feel nice, but i mostly play these to relax and the eikon fights are more noise than game. no stress either way (just my two cents though).
I actually like that the Eikon clashes are straightforward. Sure, your fingers have way less to do compared to the normal grounded duels, but they're basically interactive cutscenes built for pure spectacle. The normal swordfights are where you actually lock in and time your dodges. Having the screen drown in particle effects during giant kaiju brawls felt pretty fitting honestly, even if it totally wrecks your ability to read incoming hits.
not sure i'd drop full price on this day one (though i did buy it anyway lol). the normal sword duels feel nice, but i mostly play these to relax and the eikon fights are more noise than game. no stress either way (just my two cents though).
@oofThat take has about as much traction as my rear tires on an icy hill. The Eikon fights being simple is the whole point, and if you need them to be deep then I don't know what to tell you. I'd give you my two cents, but interest rates are down, so here's a penny instead.
@prost_paulI actually like that the Eikon clashes are straightforward. Sure, your fingers have way less to do compared to the normal grounded duels, but they're basically interactive cutscenes built for pure spectacle. The normal swordfights are where you actually lock in and time your dodges. Having the screen drown in particle effects during giant kaiju brawls felt pretty fitting honestly, even if it totally wrecks your ability to read incoming hits.
@Elena Reads CodicesI get that, but a cutscene that asks you to dodge is still a fight. The spectacle lands, the mechanics just don't ask the same from you. I'd rather lose in a duel than win a lightshow.
Hello, @parryframe. Forgive my phrasing, but is the performance smooth at standard settings on Steam? I am curious whether the Eikonic clashes stay stable when the screen fills with effects. Your description of honest hitboxes is very helpful. I may buy this after the price settles.
@KestutisI didn't run benchmarks, but I played at standard settings on Steam and the Eikon clashes stayed steady for me. No stutters that got me hit. Your results may vary, though.
@KestutisDid you mess with the control bindings at all? Remapping dodge to a shoulder button felt way snappier for me on pad.
Thought this would be the greatest thing since sliced bread, but it's pretty stale folks! (it's not, I just get ahead of myself) Those giant fights are big and dumb like a summer blockbuster, which I'm honestly fine with. I'll keep coming back to the normal duel stuff.
@adios_muchachou missed the point rn but it makes sense why u feel that way. eikon fights r flashy filler but the core duel mechanics work. 8/10.
you clearly didnt play it if you think the screen clutter is workable. once the eikon fights go off every tell disappears in the neon mess. still a fun game but cmon.
@pillow3Y'all are sleepin on the grounded duels if screen clutter bothers you that much. Turn the spell effects down and read the sword swings like a real parry. Balance patches will tune the eikon stuff eventually, sorta like a dosage adjustment. Till then, I'm havin a blast.
@cjh91you clearly didnt play enough of the eikon fights if you think turning down spell effects fixes the tells. the whole point of those fights is that the tells are hidden under two layers of particle vomit. balance patches might help but till then the duels carry the game.
@pillow3Y'all are sleepin on this meta build. I just stagger my cooldowns properly and the particle mess dont bother me none. Git gud.
@pillow3The screen clutter is definitely an issue. I focus on the audio tells to keep the rhythm going when the visuals get too loud. The grounded duels stay consistent even when the Eikon segments get messy.
Y'all are fixin to waste twenty dollars if you buy this before a sale. Forty-nine ninety-nine will get you about ten diner breakfast platters down here, and while the sword duels are worth a couple of those platters, the eikon fights are more like the free biscuit that comes with the meal. I'd wait for a sale, but it's no rip-off.
still thinkin about what parryframe said with the eikon fights being more noise than game (which i sorta agree with, though i bought it anyway cause my old brain likes the clang of swords). the visual clutter is real, but i just turn the camera away and listen for the audio tells (works sometimes). no stress either way though.
That line about honest hitboxes on grounded boss duels has me sold. Nothing worse than dying to a phantom hitbox, am I right? Well, maybe my dad jokes. I'll be in my corner parrying my own wallet open.
The story actually kept me hooked though, even when the crazy visual effects got a bit much. The final stretch had me tearing up ngl.
tbh looks fun lol but 50 bucks for a game where the giant fights are just spectacle and noise. tbh games just felt more complete back then lol