Franchises
Infinity Blade
Infinity Blade launched in 2010 on iOS and became one of the games that proved phones could look like real consoles — it ran on Unreal Engine 3, and its graphics were among the best a touchscreen device could show at the time. The game grew out of an Epic Games tech demo called Project Sword, shown off in 2010 running on Unreal Engine 3 on the then-new iPhone 4, before it became a full game under the name Infinity Blade. Developers at Chair Entertainment and Epic Games built the gameplay around a simple idea: the player advances through a castle full of guardians, fighting one enemy at a time using gestures — swipes for slashes, taps to block, and well-timed dodges to parry attacks — and collects and upgrades armor and weapons between fights. When the player dies, their heir continues with the gear already gathered, giving the game an unusual generational rhythm.
Infinity Blade II (2011) expanded the world with new settings, enemies and a deeper gear-crafting system, while Infinity Blade III (2013) closed out the story and added a supporting cast of companion characters. Alongside the main trilogy, the spin-off Infinity Blade: Dungeons (2013) pushed the concept toward a dungeon crawler, but it did not find commercial success and was pulled from sale not long after release. The series became the flagship of mobile gaming in its era and inspired numerous other titles built around simple gesture controls and a loot-collecting loop. Still, it remained tied to its moment — as support for older devices ended and Chair Entertainment closed, the series disappeared from app stores by the mid-2010s and is remembered today mainly as an early-iPhone-era proof that a phone could carry a game with console-level ambitions.
Entries in the series (4)
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Infinity Blade · 2010
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Infinity Blade II · 2011
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Infinity Blade III · 2013
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Infinity Blade: Dungeons · 2013