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06: Blade And Sorcery

General Info

  • Name: Blade & Sorcery
  • Release Date: TBD
  • Early Access Release Date: 11 Dec. 2018
  • Engine: Unity

Stores and IDs


Mod support

The game developers maintain an SDK for modding through the official mod support: Blade & Sorcery SDK on GitHub. Along with a wiki explaining the process of installing and creating mods: Blade & Sorcery modding wiki.

All mods should be exported using Unity as Unity Assets.

Overview of Mod loading process(es)

Mods are loaded each into a separate folder under BladeAndSorcery/BladeAndSorcery_Data/StreamingAssets/Mods.

Uploaded Files Structure

The mod archive should contain a single named folder with the exported Unity Asset files. The contained mod folder will then be copied to the BladeAndSorcery/BladeAndSorcery_Data/StreamingAssets/Mods folder and show up in the in-game mod manager.

Expected file structure:

├── manifest.json
└── ... other included mod files
Each Unity mod for Blade & Sorcery requires a manifest.json file, which describes the mod. Without it the mod will not be recognized and installed.

Additional Considerations for Manager

There is an in-game mod manager, which can also be used to install, update and sort mods. These mods should be ingested into the loadout.

Essential Mods & Tools


Deployment Strategy


Work To Do


Misc Notes

In Vortex there used to be info about "overwrite" mods, that are directly applied over the BladeAndSorcery/BladeAndSorcery_Data/StreamingAssets/Default, however I haven't been able to find any. I guess they phased out with the introduction of modding SDK and later on integrated mod manager, which wouldn't allow these mods anyway.