
4 273
Players in Game
28 794 😀
1 496 😒
93,04%
Rating
$12.99
BlazBlue Entropy Effect Reviews
Artistic and Magnificent Combat Action, incredibly satisfying combos! Numerous characters, hundreds of moves! This unique action roguelite game will bring you an experience that exceeds expectations.
App ID | 2273430 |
App Type | GAME |
Developers | 91Act |
Publishers | 91Act |
Categories | Single-player, Steam Achievements, Steam Cloud, Full controller support |
Genres | Indie, Action, Adventure, Early Access |
Release Date | 15 Aug, 2023 |
Platforms | Windows, Mac |
Supported Languages | English, Japanese, Simplified Chinese |

30 290 Total Reviews
28 794 Positive Reviews
1 496 Negative Reviews
Very Positive Score
BlazBlue Entropy Effect has garnered a total of 30 290 reviews, with 28 794 positive reviews and 1 496 negative reviews, resulting in a ‘Very Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for BlazBlue Entropy Effect over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
10677 minutes
One of, if not the best action side scroller I've ever played. Incorporating hard to master but easy to learn game play into a rogue like semi persistent world based on the BlazBlue universe. I've got 170 hours so I definitely got my $20 worth. If you get it on sale it's an even better deal. Tons of customization and ton of replay. Don't skip this title.
Game play 9.5
Sound 10
Graphics 8.5
Replay 9
Story 6
Value 10
👍 : 3 |
😃 : 0
Positive
Playtime:
637 minutes
I have struggled to get into rogue lite platformers, as much as I love the idea. Shovel knight and even the gold standard, dead cells, felt like a very slow grind, at least if you aren't very good at the genre. This game has a very strong start. Some great variety of characters and play style and fast early growth and progression that makes you feel strong. The rewards, instead of being punishing, doesn't penalize you for dying and you don't "lose souls". Every moment in game is just upside. My favorite entry in the genre to date.
👍 : 1 |
😃 : 0
Positive
Playtime:
1973 minutes
this might be one of my favorite roguelikes ever. super fun, has a fun enough roster, and it just got a crossover with dead cells(Good for them!)! I remember people hating this cause it isn't a blazblue game in a sense, but it is this company's first game. This is super fun and they did great with what they gave!
👍 : 2 |
😃 : 0
Positive
Playtime:
658 minutes
Hands down, the best combat I've seen in the genre. Gorgeous visuals, decent loop, but that sweet, sweet combat keeps you coming back. I don't understand how folks aren't screaming about this game from the heavens.
👍 : 6 |
😃 : 0
Positive
Playtime:
4784 minutes
Its the most fun Roguelike on current market for me.
Each character is so unique with their own Skill Tree,
Great game with promising future.
👍 : 18 |
😃 : 0
Positive
Playtime:
790 minutes
I'm not a big fan of fighting games, but this takes a lite fighting game approach to inputs for combos and meshes it beautifully with a platform action roguelike akin to Dead Cells.
👍 : 15 |
😃 : 2
Positive
Playtime:
717 minutes
This Dead Cells collaboration is seriously peak. I purchased this game because of the Dead Cell expansion. And it delivered every ounce and some. You can tell that the developers were treating this as a love letter to Dead Cells. They created a whole darn campaign full of roguevania gameplay to introduce the Prisoner to Entropy Effect.
More generally, Entropy Effect is insanely polished. The fluidity of the combat is phenomenal. You can feel the smooth buttery movement and combat within a few minutes of gameplay.
They hooked me with the Dead Cells crossover and won me with the polish. This will be a mainstay roguelite for me from now on.
👍 : 25 |
😃 : 0
Positive
Playtime:
28 minutes
I saw the trailer for this game last night and was immediately sold. The style, the energy, the Dead Cells Prisoner cameo—it all looked like the perfect blend of things I love. On paper, it really seemed like a dream game.
Actually playing it was a different story. The game is built around these short stages where you fight through a handful of enemies or a boss, collect points, and spend them on upgrades. There are multiple characters, which is great in theory, but the structure left me cold. The trailers and description gave me the impression this would play more like Dead Cells or The Rogue Prince of Persia, with larger, flowing biomes you can sink into. Instead, it’s all broken up into little chunks. That constant interruption makes the runs feel stop-and-go, and for me, it sucked the fun out of what could have been a fantastic loop. At times it honestly feels like a very polished mobile game blown up for PC, rather than something built around long, immersive sessions.
It’s frustrating because the combat itself feels really good. The animations are sharp, the abilities are flashy, and chaining attacks together is satisfying. I wanted to love it. But with the pacing chopped up into quick encounters, I never got that same sense of immersion or progression I was expecting.
On top of that, the DLC pricing doesn’t help. Charging nearly half the cost of the base game for a single extra character feels off, especially when character variety is supposed to be a core feature. It left a bad taste and made me less inclined to keep investing time into it.
I ended up refunding the game. It’s not terrible by any means, and I can see the appeal if you’re into short, snappy stages, but it just wasn’t what I was led to believe from the previews. Maybe I’ll give it another shot someday if it goes on a deep sale, but for now, it’s not for me.
This is one of those situations where I'd like Steam to offer a numbers rating, or at least a neutral rating. Since I think the game does offer some good things, I'll leave a thumbs up.
👍 : 44 |
😃 : 0
Positive
Playtime:
1112 minutes
This game's a mixed one for me. After getting used to it, I think the gameplay is plenty of fun. Some characters I find really enjoyable. There's cool combo mechanics in the game that you can build up, like weaving together various skills, jumps, or dashes to stay airborne. You might have things like "jumping resets your aerial attack limit" or "using this ability (which you get 3 uses of) resets your aerial attack limit" which lets you chain them together on bosses to stay in the air dodging for a long time. Boss fights can be really cool and feel like a sick anime battle.
The progression system is fine. I'd personally like a little bit more, but there's enough to keep things interesting for probably 50 hours or so. Any more game time is just honing your skills on higher difficulties it seems like.
You get the option to hold off on fighting the final boss to do a little bit of strengthening by running more rooms, but it just doesn't feel like there's enough imo. A lot of "tactics" which are basically trigger-based buffs to your character don't ever feel like I get to flush them out as much as I want to.
The main downside to this game was the insane barrier-to-entry. The game does a terrible job at explaining the systems in the game. I CONSTANTLY felt lost, and even now there's a couple things I don't quite get. "What's 'Exchange Point'? What's 'Potential'? What's an EVOTYPE? Is that just a character that I've built? Can I play that character again and get even stronger? What's a 'Tactic'? What qualifies as a 'Skill'?" All these questions, many more about the systems, and especially the characters and story felt SOOOOO hard to follow and understand. But if you can get past that, it's pretty neat. For those that were as lost as me, I'll explain some of the systems that I've learned.
AP - Pretty sure this is the out-of-run currency. The stuff that lets you power up universally before each run.
Room Selection - After each room you clear, you get a choice of about 2-3 rooms. The name of the room tells you what you get upon completion of that room. If you want exchange points, select the "Exchange Point" room, for example.
Exchange Points - This is your per-run currency. Each run it resets and you use them in the "Exchange" room to purchase buffs or upgrades to things. Having 350-400 at a time I've found very helpful.
Potential - These are character-based abilities. Some are passive, some are active. An example might be like "if you select this potential, then up + circle (on PS4 controller) does this fancy move" while others might be like "you know this move you already have? Now it breaks super armor!" I think these are the most valuable things to aim for in the game, with Exchange Points being 2nd. But I'm also a scrub so idk.
Skills - I still have no clue what constitutes a skill. At first I thought it was anything that used MP or SP (2 different in-run resources), but I'm thinking skills are just ones that use SP (maybe that stands for Skill Points?). It's definitely not just things that use MP though.
Tactics - These are trigger-based effects that are unique to each run. They are given from rooms that are named after the tactics theme (like Fire, Ice, Umbra, Light, Toxin, etc). You can only have 1 tactic per trigger type. There are 5 trigger types: On attack, On taking damage, On Dashing, On using a Legacy Ability, On taking damage. If you try to get 2 tactics of the same trigger type, one must be replaced.
Legacy Ability - When you finish a run, you can save certain characteristics of the character you just played. This saved version becomes an EVOTYPE. You don't get to play them again (except for 1 challenge that I've seen), but they're mainly there so that on a new run, you can choose 2 of those saved EVOTYPES to "inherit" tactics or these Legacy Abilities from. Say I finish a run with an EVOTYPE that has an ability that shoots rockets. I can inherit that rocket ability and a couple of tactics on another character when I start a new run. So you can kind of mix and match up to 2 of those saved EVOTYPES on each run to spice things up a little.
Overall, lots of fun, just can be very frustrating on the learning curve. Would recommend if you can get past that first learning curve. The anime battles are sick. Please make Reki a playable character Q_Q
👍 : 65 |
😃 : 3
Positive
Playtime:
1318 minutes
story got nothin' to do with blazblue but the gameplay is sick af lmao
👍 : 185 |
😃 : 23
Positive