Blue Fire
game
•Updated Aug 2026SteamIndie Games

Blue Fire

Blue Fire has one of the most satisfying movement systems in any 3D platformer of the last decade, wrapped in a metroidvania that never quite earns the same praise. Buy it for the traversal and the Voids; tolerate the camera and the combat.

Where it ranks in Action

Scores 7.6 against a category average of 8.6 — below the Action average, ranking 680 of 742 Action games we've reviewed.

Scores

Score breakdown

How the overall score splits across the categories we review.

Design
8/10
Innovation
7/10
Value
8.5/10
Utility
7.2/10
Price
$19.99
one-time or subscription
Released
Feb 4, 2021
Platforms
Steam · Android · Nintendo Switch
Developer
Robi Studios
Publisher
Graffiti Games

More Steam / PC app reviewsMore Indie Games ranked by score

Quick summary

Blue Fire (Steam) — scored 7.6: Blue Fire has one of the most satisfying movement systems in any 3D platformer of the last decade, wrapped in a metroidvania that never quite earns th...

Pros

  • **Best-in-class momentum-driven movement** once the kit is complete
  • **The Voids** — superb, escalating, optional precision challenges
  • **Void Maker** extends the game's best mode indefinitely

Cons

  • **Camera fights you constantly**, and causes deaths it shouldn't
  • **Combat is shallow** and never develops past hour four
  • **Rough first 90 minutes** with a half-assembled moveset

Verdict

Is Blue Fire worth it?

Blue Fire is an unbalanced game, and I mean that descriptively rather than dismissively. Robi Studios poured its resources into one system, nailed it, and let the surrounding structure coast on genre convention. The movement is exceptional. The Voids are excellent. The combat is filler, the camera is a liability, and the opening hours actively undersell everything that follows.

That 71-vs-84 split between critics and players isn't a contradiction to resolve — it's a map of who this game is for. Review it against the polished, camera-perfect, mechanically-layered best of the genre and it comes up short in three places. Play it for twelve hours and let the traversal kit assemble itself in your hands, and those three places recede behind the pleasure of moving fast through beautiful ruin.

For a studio this size to build a 3D platformer that competes on feel with anything in the category is a real achievement. Go in knowing the first ninety minutes are a tax, not a preview. Pay it. What's on the other side is worth the price of entry twice over.

Pros

  • Best-in-class momentum-driven movement once the kit is complete
  • The Voids — superb, escalating, optional precision challenges
  • Void Maker extends the game's best mode indefinitely
  • Striking, cost-efficient art direction that reads clearly
  • Strong price-to-content ratio at 8–12 hours, more for completionists

Cons

  • Camera fights you constantly, and causes deaths it shouldn't
  • Combat is shallow and never develops past hour four
  • Rough first 90 minutes with a half-assembled moveset
  • Harsh checkpointing turns execution failure into repetition
  • Back-half backtracking wears thin

Pricing: $19.99

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Gallery

Screenshots

4 screenshots · tap to enlarge

What stands out

Key features

  1. Momentum-driven traversal kit: Double jump, wall-run, air dash, and a spin-glide, doled out across the campaign. Individually unremarkable. Chained together, genuinely exhilarating — the kit rewards commitment and punishes hesitation.
  2. The Voids: Surreal floating challenge stages stripped of all scenery and story. Pure geometry, pure precision, rare loot for the hardest clears. This is the best content in the game and it's entirely optional.
  3. Void Maker: A post-launch level editor and sharing tool. Robi effectively handed the community the keys to the game's strongest mode.
  4. Spirits: Equippable collectible companions granting passive perks. A light build-tuning layer that gives exploration a mechanical payoff beyond map completion.
  5. Interconnected world: Temples, caves, and open regions gated by abilities, threaded with NPC side quests, shops, and hidden collectibles.

Full review

Blue Fire in depth

Bottom Line: Blue Fire has one of the most satisfying movement systems in any 3D platformer of the last decade, wrapped in a metroidvania that never quite earns the same praise. Buy it for the traversal and the Voids; tolerate the camera and the combat.

The Gameplay Loop

Blue Fire runs on a traversal-first design philosophy, and once you accept that, most of its decisions snap into focus.

The core loop is metroidvania orthodoxy — explore until gated, acquire ability, re-traverse. What distinguishes Blue Fire is how aggressively it converts old obstacles into new expression. Most metroidvanias treat backtracking as a toll: you already solved this, now walk through it again. Blue Fire treats it as a victory lap. The corridor that took four careful jumps becomes one wall-run into a dash into a glide, executed in under two seconds. The game is at its best when it's showing you how much better you've gotten, and it does this more effectively than almost anything else in the 3D space.

The controls take real time to trust, though, and this is where the critic scores come from. Early Blue Fire — with a half-assembled kit, before the air dash and glide fill in the gaps — feels imprecise and floaty in a way that reads as broken rather than incomplete. You'll miss ledges by inches and blame the game. Sometimes you'll be right. Robi tuned this movement system for its final state, not its opening hours, which is a defensible artistic choice and a brutal onboarding problem. A meaningful number of players will bounce in the first ninety minutes and never see what the game becomes. That's not a player failure. That's a design failure, and it's the single most consequential flaw here.

Combat, and Why It's the Weak Link

The melee combat mixes light and heavy sword strikes with dodges. It is fine. It is exactly fine.

Enemies telegraph clearly, the dodge has generous i-frames, and encounters resolve in a handful of exchanges. There's no stagger system worth exploiting, no meaningful weapon variety, no reason to develop a personal style. The Spirits system gestures at build diversity, but the perks are passive stat nudges — more health, better drops, faster recovery — rather than anything that changes how you fight. You'll settle on a loadout by hour four and never revisit it.

The honest read: combat is a pacing device, not a pillar. It exists to interrupt platforming and give the level designers a rhythm to break up traversal sequences. Judged on that narrow brief, it works. Judged as one of two headline mechanics on the store page, it's underdeveloped, and every serious critique of this game lands here first.

The Voids Are the Real Game

Strip away scenery, story, enemies, and safety. Leave floating platforms in negative space. That's a Void, and it's where Blue Fire's movement system finally gets a stage that deserves it.

These are optional, escalating, occasionally vicious challenge rooms with genuine loot at the end. No camera clutter fighting you. No combat interrupting flow. Just the kit, the geometry, and your own competence. The best of them sit alongside anything in Celeste for tuned, readable difficulty — and they arrive stripped of the ambiguity that plagues the overworld, where you're never fully sure whether a ledge is reachable or just decorative.

Adding Void Maker post-launch was the correct instinct. Robi identified its strongest mode and handed it to the community rather than defending it as authored content. The tool is straightforward, the sharing works, and the community output extends the game's life well past its stated runtime.

Friction Points

Three problems recur across nearly every negative review, and all three are legitimate.

The camera is the worst of them. It fights you in tight interiors, swings unpredictably during wall-runs, and repeatedly obscures the exact platform you're aiming at. In a game where a missed input costs you a checkpoint, camera-induced deaths are unforgivable, and they happen often enough to sour otherwise excellent sequences.

Checkpointing is unforgiving without being interesting about it. Long stretches between save points mean failure at the end of a sequence sends you back through content you've already mastered. Difficulty from execution is a fair ask; difficulty from repetition is just time.

Backtracking across an 8–12 hour runtime gets tedious in the back half, particularly for completionists chasing collectibles. Fast travel exists but is thin on the ground relative to how sprawling Penumbra gets.

Launch-window bugs were a fourth complaint, and here Robi deserves credit: sustained patching resolved the bulk of them. Buying today, you're getting a substantially more stable game than the one critics reviewed in 2021 — worth weighing against that 71 aggregate.

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FAQ

Common questions

Is Blue Fire worth it in 2026?

Blue Fire is an unbalanced game, and I mean that descriptively rather than dismissively. Our experts scored Blue Fire 7.6 out of 10 — recommended.

Is Blue Fire good?

With a score of 7.6 out of 10, Blue Fire lands in our recommended band. Value is its strongest category at 8.5 out of 10. Innovation is the weakest at 7.0.

How much does Blue Fire cost?

Blue Fire costs $19.99. Its Value category scores 8.5 out of 10.

What do users like most about Blue Fire?

Best-in-class momentum-driven movement once the kit is complete. The Voids — superb, escalating, optional precision challenges.

What do users dislike most about Blue Fire?

Camera fights you constantly, and causes deaths it shouldn't. Combat is shallow and never develops past hour four.

What platforms is Blue Fire available on?

Blue Fire is available on Steam, Android, Nintendo Switch.

Who makes Blue Fire?

Blue Fire is made by Robi Studios.

What are good Blue Fire alternatives?

The closest alternatives to Blue Fire are Whisker Squadron: Survivor, Deadlink, Mortal Shell.

Is our Blue Fire review up to date?

We last refreshed our Blue Fire review in Aug 2026.

About this review

How we scored Blue Fire

Blue Fire was scored on Design, Innovation, Value and Utility — each from 1 to 10, with the same rubric as every other game in its category — for an overall 7.6. Research and drafting follow Rankeno's fixed editorial rules; the rubric, the checks before publishing and the decision to publish are ours. Published Aug 12, 2026.

Editorial disclaimer The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.

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7.6Blue FireSteam