Blade Symphony

I don’t know if this qualifies as a proper fighting game, but i didn’t know where else to put it and it my mind it sort of qualifies.

http://www.blade-symphony.com

Blade Symphony is a 1v1 sword dueling game.
I pre-ordered and played some of the beta over the past two days, is anyone here also playing this?
Did you hear of it?
If yes, what do you think of it?
Before I give you my impressions I’d like to see what the people here think about it (if anything).

Kinda looks like a Dark Souls style of gameplay, but without magic and RPG elements. Or maybe it’s actually inspired by some other game that I’ve never played.

I’d be interested in hearing impressions of it.

It’s more inspired by Jedi Knight: Jedi Academy/Jedi Outcast combat.
Honestly it plays nothing like Dark Souls/Demon Souls.

My impressions are reserved, it has potential, and it being beta they might be realized, but theres enough holes in the design that make me worried.
Technical issues like choppy and low quality animations aside it has some problems in its core combat system.

I’m not sure how in-depth to go with my analysis, but the big issue is that it has a very strange idea of balancing its combat by essentially making avoidance one of its core elements.
Blocking is largely undesirable since there is a chargeable block-break similar to a Focus Attack in SSF4 (it even has 3 tiers like FAs); Except the player can move while charging creating insane amounts of threat. The ability to have an attack charged that can break blocks, parries and intercepts (another type of parry) while moving is making the game a run away simulator.
most top tier players relentlessly abuse the charge attack and almost never actually use the full tool-set of the combat system.
The charge is ridiculously strong, it can be released at any time, on hit it will launch the opponent across the room and stun him, it will beat parries, blocks and intercepts and it can take 1/3-1/2 of your HP depending on weapon. It consumes no resources (like super meter etc) and can be used as many times as you want.
Now, granted its a slow attack, but a charged side-slash has an arc of 180-270° around the character depending on weapon and sometimes depending on character an aerial or jump-in component making it THE tool for zoning and applying pressure.
Is it just me that thinks this is ridiculous?
The game currently consists of running away and trying to bait out a charge attack and then apply yours/and or get a few slashes in before they can start charging again.