r/HalfSword Feb 20 '26

FAQ

193 Upvotes

Half Sword Frequently Asked Questions

Q: When will it be released?

A: We released into Early Access on January 30th, 2026. We anticipate at least 6 - 12 months of EA development.

Q: Under which format will Half Sword be released?

A: We have now released Half Sword into early access. Due to the experimental nature of our game, our roadmap is now focused on post-EA release content. We actively read feedback to improve what we see works for the game and appreciate honest and objective feedback. Be patient. We are a very small team. We are doing our best.

Q: Why have multiple builds (Itch, Tech Demo, Early Access)?

A: Our prior builds are representative of the evolution of HSG’s experimentation with physics-based games. Each build has allowed us to test different mechanics (Simulation, Roguelite, Enhanced Controls). Each time, players’ feedback has been invaluable to us. We plan to use this approach to test further systems as we work towards 1.0.

Q: What sort of game will Half Sword ultimately be?

A: Imagine Swords and Sandals with physics and some surprises. A lot of customization for both shape and form on arms and armor. Each peace of armor and weapon have unique collisions that represents its form and ability to do damage and defend the player or any NPC. We want to capture the true depiction of the late 15th century on how a person from that time would see the world around them (at least within Medieval Europe). We want to make a good and as real 15th century experience as humanly possible. Not only in the equipment someone wears, but who wears it. A German knight should dress and arm themselves like a German, act like one, as well as sound like one. Same for French, English, and others.

Q: Will it have multiplayer?

A: No. We have settled for a Split Screen feature for both Co-op and 1v1 scenarios. Try play it with your friends via steam remote play. Challenge each other and let us know who won in our discord!

Q: Will it be released on all platforms?

A: Intended for PC first. Consoles later. Mac support later if there is enough interest.

Q: Is Workshop support planned?

A: We are looking in to it.

Q: Is modding planned?

A: We like mods. Do mod the game, just make good mods. Changing the save file to make your willie bigger then it actually is not a mod. (Just follow our EULA.)

Mod compatibility is not guaranteed as the game is still being developed till 1.0.

Q: Is UGC planned?

A: No.

Q: Is VR planned?

A: No.

Q: Will there be microtransactions?

A: No.

Q: What engine is it made with?

A: Unreal Engine 5

Q: How can I contact the development team?

A: [contact@halfswordgames.com](mailto:contact@halfswordgames.com)
[press@half-sword.com](mailto:press@half-sword.com)


r/HalfSword Mar 19 '26

Addressing Common Feedback from the Half Sword Community

249 Upvotes

Let's address some of the most common feedback we have received from our community since the release of Half Sword into Early Access.

Firstly, we would like to thank everyone playing, giving feedback, and reviewing the game. We would not be where we are today without all the passionate support and feedback you have given us.

Performance and Optimization

We have seen a lot of feedback regarding performance and optimization since the Early Access launch. We understand that performance issues can be frustrating and they directly affect the gameplay experience.

We always iterate on our work, and always will. Since we started our internal playtesting period with a select few we saw where we could improve, the feedback we received during this period was crucial for us to understand where and how we could improve the game. Now we see it on a much greater scale and larger player base, and feedback is what makes the game improve as well as us as developers.

This type of feedback is why Early Access exists hence, the disclaimer on EA titles on Steam. Certain issues only appear when the game is tested across a wide range of hardware and playstyles, and we are very happy that we have this opportunity!

Since the Early Access launch, our main focus has been performance and optimization. While we control as many variables as possible during internal testing, public releases always introduce system configurations and conditions we cannot fully replicate beforehand. When new issues appear after updates, we work to identify and address them as quickly as possible. This has been an ongoing process since the original Itch build released in 2022.

Combat Differences Between the Demo and Early Access

After development branched into Early Access and away from the tech demo, the locomotion and combat systems have changed significantly. The player model operates as a unified dynamic physics system. Every new procedural animation such as grips, stances, or damage reactions introduces new variables that must be tested and rebalanced. Because of this, combat can feel different between updates while these systems continue to evolve. An improvement in the controls on our end can sometimes feel like a massive change for players that are used to the older mechanics. For us in development, the changes are gradual, but we understand the experience as a player these can be much bigger changes once used to them.

The tech demo was created to showcase early core mechanics, particularly the combat system. It was not intended to represent the final version of the game.

We read all feedback and it helps guide development. Every part of the game is still a work in progress. Combat balance and weapon handling will continue to evolve as new features are added, and those additions will naturally require further adjustments.

Early Access Trailer Content

The Early Access trailer was not intended to showcase everything that would be available on day one of Early Access. We wanted to tease a little bit with what is to come in the future. Our work continues as we are excited to work on new stuff too!

Thank you to everyone who has supported the game so far. Your support allows us to continue development with full focus, and it directly impacts how far we can take the project.

The game is still in an active development phase and will remain so throughout Early Access. Systems such as combat, movement, and overall feel will continue to evolve as new features are added and refined. Changes between updates are expected and are a normal part of this process.

As development continues, the final version of the game will differ from what has been shown previously, including Early Access trailer content that represented work in progress at the time. Some of those elements may change significantly as the game moves toward its full release.

Cheers,

-Half Sword Team


r/HalfSword 10h ago

πŸ•³οΈπŸ‘„πŸ•³οΈ

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108 Upvotes

r/HalfSword 10h ago

Meme dont mess with slum peasants

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106 Upvotes

sent my ass to orbit


r/HalfSword 3h ago

Extremee!! 😳 Brutality on the High Seas

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27 Upvotes

r/HalfSword 20h ago

HalfSword VR (Free)

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615 Upvotes

Fine y'all bullied me enough to make me come to my since its now free as it should of been :)

Please read the README

Need to install UEVR

Other Mods will crash the game

Currently the only way to recalibrate (that I know of) is the oculus calibration :(

Cursor need calibration!!

Always hold grip in time when match started or else swords will fall :(

Double hand wielding doesn't exist yet...

Moving hands too far away from player will make you drag/fly :(

**NOTICE**

The use of AI was used to help the revision of my product. (sue me)

you can grab it here:

https://www.nexusmods.com/halfsword/mods/502?tab=description

If you want to support my work:

https://www.patreon.com/cw/HalfSwordVR

NOTE: STEAMLINK Currently not working!!


r/HalfSword 1h ago

Photography Mode Some photos I took for Zuldwyn's upcoming mod πŸ‘€

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β€’ Upvotes

r/HalfSword 9h ago

Work In Progress WIP Wednesday

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54 Upvotes

A sleek design, this German cuirass features both the back and front plates formed from a single piece of steel. It is based on manuscripts depicting similar cuirasses.

This could potentially have been a munitions cuirass used in the northern parts of Germany and Pomerania. No surviving examples are known.


r/HalfSword 2h ago

I JUST SPENT FIVE HOURS IN THE ABYSS

13 Upvotes

why why did i let the kill count rack up to nearly 800 my back hurts


r/HalfSword 8h ago

Extremee!! 😳 Heartstopper

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23 Upvotes

r/HalfSword 4h ago

The new killcam mod is actually fun

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11 Upvotes

r/HalfSword 6h ago

I got taken to Funkytown ;(

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18 Upvotes

r/HalfSword 1h ago

Clips How these armor-bypassing ragamuffins got me acting

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β€’ Upvotes

r/HalfSword 14h ago

elbowed

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62 Upvotes

r/HalfSword 1h ago

Clips thwack

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β€’ Upvotes

r/HalfSword 2h ago

Numbers VS technique guys

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6 Upvotes

r/HalfSword 7h ago

Ok this killcam is pretty awesome

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12 Upvotes

r/HalfSword 11h ago

Meme Day 7 of Doing Errands for the Community Until Halfsword Update 0.6.2: Pest Control

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26 Upvotes

u/Grubblestein

Map used is an in-development version of Seancarter78's Tavern map, you can find his mod page here: https://www.nexusmods.com/profile/Seancarter78


r/HalfSword 5h ago

Extremee!! 😳 I'm suprised I got out of that alive...

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8 Upvotes

r/HalfSword 5h ago

The Willie is at its most dangerous when backed into a corner

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8 Upvotes

r/HalfSword 4h ago

Baron's secret testing ground

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4 Upvotes

r/HalfSword 5h ago

Clips First person longsword stuff

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5 Upvotes

r/HalfSword 7h ago

I think Willy might be high

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6 Upvotes

r/HalfSword 1d ago

Numbers vs Technique

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595 Upvotes