Chair later released an arcade port and two iOS sequels: Infinity Blade II and Infinity Blade III. Critics also praised the swipe-based combat system, but split opinions on the cyclical gameplay as either addictive or repetitive.
Reviews heavily praised the graphics and compared the mobile game favorably to console games. It made US$1.6 million in its first four days, and over US$23 million by the end of 2011. The game received four free expansions that added new equipment, endings, and game modes.||||||||||Infinity Blade was the fastest-grossing app in the history of iOS upon its release. Infinity Blade was intended to demonstrate the new iOS version of the Unreal Engine, and to combine the swordplay of Karateka and Prince of Persia with the loneliness of Shadow of the Colossus. The Brandon Sanderson reading order is important for books in each series, but not necessary for books across series, even though many readers to prefer to read the entire Cosmere universe books in the order they were published, so the Cosmere reading order is actually quite important to many readers. Upon victory or defeat, the player restarts the game as the character's descendant with the same items and experience level.||||||||||The game was developed by a team of twelve people, who took two months to make a playable demo and three more to finish the game. When in battle, players swipe the screen to attack and parry, and tap the screen to dodge and block enemy attacks.
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In the game, the unnamed player character fights a series of one-on-one battles in a derelict castle to face the immortal God King. It is the first iOS video game to run on the Unreal Engine. Infinity Blade is a fighting game with role-playing elements developed by Chair Entertainment and Epic Games and released through the Apple App Store on December 9, 2010.