First Cut: Samurai Duel
Playing now
7−8 vs. yesterday
3.9%of peak
All-time peak
181Mar 2026
Playing now
7−8 vs. yesterday
All-time peak
181Mar 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Patch Notes: Version 1.28 Hello everyone, just a small patch for now. I'm currently testing some AI improvements but they will need lots of testing and I didn't want to further delay this update. This update adds a native achievements screen. In future this screen will allow for the achievement system to work on platforms other than Steam. ------------------ Version 1.28 Fixed the smoke visibility from the laser sword m… | 13877983 | |
| Game update | Patch Notes: Version 1.27 Hello everyone, time for another update. The most extensive change in this update is improvements to the Laser Swords Extra. It's a very popular feature so I decided it'd be fun to give it some extra flair: they now cast a faint light onto the environment, create coloured sparks when clashing, burn grass, create glowing wounds on enemies, and players can select their own colours from the Extras… | 13651634 | |
| Game update | Patch Notes: Version 1.26 Version 1.26 Killing an enemy now grants a brief moment of faster stance-changing, in addition to the pre-existing run boost. Fixed a blending issue with the haori colours and the skin. Addressed an issue with severed parts from off-screen not updating their animations when they come on-screen again. Reversed the shove priority between two shoving characters - the shove which was initiated firs… | 13340942 | |
| Game update | Patch Notes: Version 1.25 Hello everyone, The goal of this update, besides the usual fixes and QoL tweaks, is to address some of the feedback I've been receiving in regards to certain mechanics. It has become clear from watching gameplay and listening to players that certain elements could do with some adjustments: - Shoving is too fast to react to, and too powerful as a gameplay crutch for interrupting opponents - Trad… | 13293307 | |
| Game update | Patch Notes: Version 1.24 Version 1.24 Fixed the 'lawnmower man' achievement. Fixed fire sound still playing after the fire goes out in Nightfall. Slightly reduced how much the fire fades with each slash in normal and lower difficulties. Lowered the number of enemies in Nightfall on modes below Tough. The player now starts facing left on Nightfall, to indicate the direction to go. Fleeing enemies are no longer affected… | 13236552 | |
| Game update | Patch Notes: Version 1.23 Hello everyone, patch time. Thank you to those who reported the achievement-related crash at the end of the game. I'm 99% sure I've fixed this but please let me know. This patch also includes optimizations and more graphics scaling options. Please let me know if these have made a difference. If there are any problems please comment. The previous build can be accessed from the 'betas' tab in Ste… | 13233478 | |
| Game update | Patch Notes: Version 1.22 (I understand that some people, particularly on steam deck, are having performance issues in certain scenes with lots of atmospheric effects - nightfall and sunset act 3 - I'll be adding scaling options for those effects to the options menu in another patch sometime soon. For now I have adjusted the snow effect to hopefully improve things without affecting the visual impact). Version 1.22 The l… | 13224157 | |
| Game update | Patch Notes: Version 1.21 Version 1.21 (I realised that in my haste to release a couple of day-one patches, I incremented the version numbers a bit high, so they'll be going up by 0.01 from here) The 'multiplier' setting in the custom blood screen is now floored at 1, since lower values prevent blood from spawning. Nightfall's description now mentions the fire as a hint. Tweaked the pause menu to hopefully prevent contr… | 13210980 | |
| Game update | Patch Notes: Version 1.2 Version 1.2 The sword now defaults to mid-height when unsheathing it. Any remaining enemies will now flee when Nightfall mission clear is reached (sorry Sludge). | 13203856 | |
| Game update | Patch Notes: Version 1.1 Version 1.1 Fixed menu music going silent when adjusting the volume in the menu (thanks Dalick). | 13198935 | |
| Game update | Patch Notes: Version 1.0 Version 1.0 (I realised I've been labelling these updates 'beta' despite the game being feature complete and about to ship, so let's call this one 1.0) Improved 'press start' UI for dying or changing levels. Adjusted enemy tolerance for blindness in modes above normal and below 'hell'. There is already a system for preventing too much cheese, so making most of the enemies immune on slightly hig… | — | |
| Game update | Patch Notes: Beta 0.36 Beta 0.36 The second column of the Control Binds menu is now inaccessible unless the second player controls are visible. Added Player Setup entry to the gamemodes menu so players can modify their control scheme and appearance without backing out and re-entering. Added extra clutter to levels: firewood piles in Bamboo, stone lanterns and training dummies in Dojo, skulls and skeletons in Cave, et… | — | |
| Game update | Patch Notes: Beta 0.35 Beta 0.35 Gameplay Improvements & Changes: The game now saves mission progress to disk between screens instead of only when returning to menu. This will prevent progress from being lost if the game is suddenly closed. Re-wrote shove code to prioritize targets in order of distance so that the closest enemy will always get shoved when there are overlapping targets. A standing corpse that has been… | — | |
| Game update | Patch Notes: Beta 0.34 Beta 0.34 Added full list of supporters to the credits. Added special sound when a player dies in Scenario Mode. The Extras and Custom blood screens now scroll instead of using columns. Enemies will now stop spawning when the boss is dead on the hardest difficulty. Remastered all music, added special credits music. New music in Scenario Mode will be implemented in the next patch. The credits wi… | — | |
| Game update | Patch Notes: Beta 0.33 Beta 0.33 Reverted dodging speed when running. The campfire is now much more deadly and satisfying to use. The embers can also be dodged. The campfire's duration now scales based on difficulty. Fixed burning corpses not extinguishing their light after they stop burning. Slightly reduced the chance for less-skilled AI to shove. Enemies will no longer attempt to parry when the target is facing aw… | — | |
| Game update | Patch Notes: Beta 0.32 Beta 0.32 Steam's screenshot feature now works. Added title screen (work-in-progress). Added Custom Movement options to the Extras menu. You can now set custom speed values. You can also modify the slash hitbox size. Stretching slashes now stop growing after the deadly frame and it is now much easier to see where the hitbox is. Exits can now be activated by either player in co-op mode. Smoothed… | — | |
| Game update | Patch Notes: Beta 0.31 Hello everyone, this is just a small patch - the first of several - in the run up to release. -------- Beta 0.31 Added Grove stage. Added Credits screen (subject to changes). Improved Pause screen. Increased the chances of blood staining the player again. I optimized this last time, but I went overboard. It is now possible to queue any strike while attacking - not just combos specifically. Slig… | — | |
| Community | Release Date, New Trailer Hello everyone, First Cut: Samurai Duel will release on January 17th. Here's a new trailer: Thanks for your support. | — | |
| Game update | Patch Notes: Beta 0.3 Hello everyone, another beta patch in preparation for the release (in January, a proper announcement coming soon). I said the last patch would ideally be the last 'major' patch before release - but this patch is quite substantial. There is now another mission to bridge the Town and Tunnel scenarios - Field. This one uses the silhouette effect and the time of day gradually changes as you progres… | — | |
| Game update | Patch Notes: Beta 0.28 Hello everyone, it's time for another update. This patch brings the game much closer to completion, and ideally it should be the last major patch before the final release update. The 'Town' mission has been finished, and the patch also adds the 'Tunnel' and 'Mountain' stages. The 'Town' stage is centered around a long stretch full of in-fighting enemies and the player will need to take advantag… | — | |
| Game update | Patch Notes: Beta 0.27 Hello everyone, time for another patch. This one is focused around fleshing out the Scenario missions some more, as well as general gameplay improvements. The 'Cave' mission is now fully populated with enemy encounters, including some fun gimmicks to keep things fresh. The ability to blind enemies with blood and push falling corpses around are new features intended to give the player more optio… | — | |
| Game update | Patch Notes: Beta 0.26 Hello everyone, patch 0.26 is finally ready for release. The main focus this patch, besides fixing a bunch of things, was improving Scenario Mode. Scenario Mode now has a proper menu, with mission selection, mission descriptions, difficulty selection, and access to the Extras menu. The difficulty selection is a new feature which will modify the difficulty of each enemy in the stage, while retai… | — | |
| Game update | Patch Notes: Beta 0.25 Hello everyone, I have just uploaded beta patch 0.25. Although I had intended to impement more Scenario Mode content in this patch, I wound up getting distracted by numerous other changes and fixes. Regardless of that though, I'm very happy with this patch. I have made further improvements to the AI, making them more pro-active about seizing opportunities to attack and giving them some new beha… | — | |
| Game update | Patch Notes: Beta 0.24 Hello everyone, I have finally just uploaded the next patch to Steam. My apologies for the delay on this one, I kind of bit off more than I thought with some of these internal changes. I have re-written the way the game stores and animates the head / face / hat layers to allow for easier development and asset creation. I would have uploaded this build sooner, but I felt that it would be disappo… | — | |
| Game update | Patch Notes: Beta 0.22 Hello everyone, another small patch today - basically a hotfix. I have some larger changes in the works, but I realised via a bug report that the changes to the keyboard-input system last patch accidentally broke some of the controls for Keyboard-Only players. Sorry for the oversight. As always thanks for playing and let me know if I broke anything, and thank you to whoever reported the broken… | — | |
| Game update | Patch Notes: Beta 0.21 Hello everyone, I just uploaded another small update, mainly trying to catch up on fixes and QoL changes since the last update was more gameplay focused. As always, thanks for signing up and if I broke anything you can rollback to the previous build by going to game properties -> beta in your Steam library. -------------------- Patch Notes: Beta 0.21 Fixed enemy doing combo attacks without aimi… | — | |
| Game update | Patch Notes: Beta 0.20 Note: If you're confused why this unreleased game is getting updates: ---- Hello everyone, I finally managed to pull this patch together, sorry for the delay. As mentioned previously I noticed some issues with the enemy combat AI, and what started as 'tweaking' the code to prevent the Master from being easily killed using exploits turned into a full-on rewrite of the enemy combat code which has… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.