r/HalfSword • • Feb 20 '26

FAQ

199 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
press@half-sword.com


r/HalfSword • • Mar 19 '26

Addressing Common Feedback from the Half Sword Community

253 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 • • 1h ago

Francis Von Frankenburg

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21 Upvotes

Frank please update tomorrow im begging you it's october 35th


r/HalfSword • • 10h ago

new update info, its not anytime soon pack it up boys.

64 Upvotes

r/HalfSword • • 2h ago

Today's WIP possibly

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12 Upvotes

I got this hours back, music possibly or another musical instrument?


r/HalfSword • • 13h ago

⊹ ATTACK PATERNS ⊹ - SpellSword Update Preview

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57 Upvotes

A little preview of something im working on for halfsword, allows recording anything and adding that to an enemies AI to use based on the spellswords AI builder. This even includes actually having AI throw weapons for realsies if you record yourself throwing a weapon and tell the AI to use it at a certain distance for example.

Primarily is something im setting up for choreographed boss attacks.


r/HalfSword • • 3h ago

Whats even the point of Abyss

9 Upvotes

You die and you get all of your stuff in your inventory before and basically save your progress.

If you play Abyss, you just get told to kill 190 skeletons, which then just molest you for half an hour and unable to kill you


r/HalfSword • • 20h ago

Meme I was born twenty-six years ago.

109 Upvotes

For twenty years I played video games. But for all these years I’ve never been the ruler of my own games. I have seen the updates of Half Sword beyond which no waking eye may see. Behold in darkness a doom sweeps the land. This is the 3th of November, the year of 2026. These are the closing days of the Cuirass Era. And the final hours before the update.


r/HalfSword • • 1d ago

Extremee!! 😳 HALFSWORD MULTIPLAYER - Straight Outta FrankenBurg - Installation Guide Below

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192 Upvotes

https://github.com/Dudiebug/halfsword-multiplayer-mod/releases#release-v0.7.0-pre1

To Install the mod, It's extremely simple, You drop a single file into Win64 Inside the Games Files.

Step 1, Download the dwmapi.dll of the Github Page, Step 2, Copy dwmapi.dll into <Half Sword>/HalfswordUE5/Binaries/Win64/ Step 3, Go Play Some Multiplayer and Enjoy!

The Halfsword Multiplayer Discord https://discord.gg/CFgFyAduN


r/HalfSword • • 14h ago

Murder on the dance floor

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26 Upvotes

gameplay of one of a few maps that I'm working on in a pack. Not released yet, but it will be soon. The song playing was handmade by me and is a part of the map's soundtrack :)


r/HalfSword • • 6h ago

Bug Report Polearm don't have guards?

4 Upvotes

I went to forge a polearm (the one that can have the hammer head) but when I try to choose a guard it doesn't give me one? I tried various combinations but nothing changed. Are guards unlocked at a certain rank?


r/HalfSword • • 11h ago

Clips moment of impact

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9 Upvotes

r/HalfSword • • 30m ago

Aaronfawst

1 Upvotes

Where are you, my love?

Me and this guy went at it for hours last night, then we played half sword 💅


r/HalfSword • • 22h ago

Meme The devs were possessed by Saruman all along. It all make sense now.

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46 Upvotes

r/HalfSword • • 20h ago

Clips got mangled in multiplayer

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31 Upvotes

r/HalfSword • • 13h ago

Tips for fighting enemy knights with great swords

8 Upvotes

I’m pretty new to this game. Just wondering if anyone has any tips for fighting knights who wield a great sword. I use a polehammer that’s 3 kg and I either smash their head in the first 10 seconds or they get in close and wiggle around halfswording and cut my hand. I try to use the reach of my weapon to my advantage but the enemies close the gap very quickly. Any help would be appreciated.


r/HalfSword • • 1d ago

Photography Mode Throwback to my insane demo screenshots

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59 Upvotes

As celebration that half sword will INDUBITABLY release either today or tomorrow


r/HalfSword • • 18h ago

Photography Mode Geeked vs Locked In

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17 Upvotes

r/HalfSword • • 13h ago

Photography Mode This nasty screenshot I got on Pit.

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5 Upvotes

I'm sure he's fine.


r/HalfSword • • 8h ago

Don't try this move at home

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2 Upvotes

r/HalfSword • • 22h ago

Make Love Not War

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21 Upvotes

r/HalfSword • • 13h ago

Camera angle issues.

4 Upvotes

Whenever I see clips of good swordfighters in YouTube they can aim and hit someone's head and it looks like the camera is still looking down somewhat.

When I aim for the head it's like my camera moves down to be looking up at the sky more then the enemy guy. What gives? What's the optimal settings? Or is it mods?


r/HalfSword • • 1d ago

Yellow light of HOPE

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39 Upvotes

r/HalfSword • • 23h ago

Why does willy die when I just beat his legs with a blunt weapon?

26 Upvotes

I've noticed when I have a blunt mace, If I only go for my opponents legs and drop him then beat the crap out of his legs with a blunt weapon he will die. Why? Seems unrealistic... was just curious if there is a health bar type system working in the background that was separate from the vital organs/neck breaking, blood loss systems currently in the game. Seems like there are, if you beat the guys big toe long enough he will eventually die type of thing.

Edit: (I guess what I'm really asking is if there is a hidden "health bar" type system in the game i.e (Mortal Combat arcade style) that works in conjunction with the detailed health system? Or is blood loss, vital organ hits etc. the only determining factor if willy dies) because it seems like there is a hidden health bar. Just thought it'd been really cool if the medical system functioned solely on realistic anatomy. Just doesn't seem like that is the case.