Half Sword Demo
Playing now
1,538+88 vs. yesterday
10%of peak
All-time peak
15,244Apr 2025
Playing now
1,538+88 vs. yesterday
All-time peak
15,244Apr 2025
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | WIP Wednesday A treat from our VFX/SFX masterminds, GalaxyHighMarshal & Melqo. To start, we have a warm fire with ember crackles. We can use these for a few things, like a campfire, a destructive fire spreading, or burning Willie... Water sprays for leaks, putting out fires, or to cool off Willie… Last but certainly not least, newly overhauled weapon-impact sparks. These have GPU-physics-driven smoke emittin… | — | |
| Community | WIP Wednesday Cuirass criers, rejoice! A Germanic cuirass seen in Polish art. Its design is inspired by several East European and some North German depictions of similar large breastplates on cuirasses. No exact surviving examples exist, so it is an interpretation of an interpretation, re-created in 3D. | — | |
| Community | WIP Wednesday Do not fret friends, we have many more Cuirasses to spoil you with. This week, however, we thought we would share some coming mace designs. Bauer: a small one-handed war pick/mace hybrid found in German speaking lands as well as in Bohemia. Pasieka: a cube-headed mace, found all around from Germany, Poland, Bohemia and all the way to Hungary. Becker: this is more of an war weapon, usually seen… | — | |
| Community | WIP Wednesday 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. | — | |
| Community | WIP Wednesday This week we have some unique swords to showcase, which is your favorite? Ratkovic: A Slavic type of sword, featuring the "Schiavonesca" cross guard and typical pommel. popular amongst mercenaries from Slavic lands, Balkan lands and around the Kingdome of Hungary. Hagenbach: A German type of one and a half handed sword, with swirled guard and two part grip featuring leather and rope in red colo… | — | |
| Community | WIP Wednesday Another Italian export; this cuirass is based on the oil painting Saint George the dragon slayer by Friedrich Herlin, ca. 1460. The cuirass is of an alla tedesca design, probably originating in south Germany around 1460-1470. It features longer foulds than what we see in later cuirasses of a similar style of alla tedesca cuirasses. An elegant piece befitting a richer lord or knight. | — | |
| Game update | Patch 0.6.1.5 - Quality of life and balancing for Abyss, Combat, Settings Hi everyone! No new content as we're focusing on 0.6.2, but a Quality of Life & Balancing patch thanks to your feedbacks. We know we say no more patch but... feels like it should help you having fun while waiting for the big one! Patch notes 0.6.1.5 Abyss · Reworked Zombies. They are weaker in some things but stronger in others. Biting is weaker, but they swing their arms better when unarmed. A… | 24185754 | |
| Community | WIP Wednesday It's is Wednesday my Ragamuffins! No matter the century, Milan was setting the standards for fashion! This Milanese cuirass dates to approximately c. 1475 - 1480 and is modeled after a museum piece from the Musée de l'Hôtel de Ville. | — | |
| Community | WIP Wednesday This week, we have an Italian-style cuirass influenced by elements of English styles and some Central European harnesses. Based on a recreation of historical references throughout Central Europe, it dates to approximately 1475–1480. | — | |
| Game update | Hotfix 1 for 0.6.1.4 - New combat scenario & bugfixing Hey hey hey! Just like the last time we have uploaded a bit outdated version of patch (new one was sent to testing when this one was uploading) So lets call THIS patch 0.6.1.4.(1) I will write all the changes for 0.6.1.4 and 0.6.1.4.(1) here together: · Tweaked bone snapping, should be much more stable. Not completely stable, naturally, its Half Sword after all. But much better · Added Bone Fra… | 23981082 | |
| Game update | Patch 0.6.1.4 - Bones adjustement, Gear Randomization, Crossbow tweaks Patch notes 0.6.1.4 Hello! Thank you for breaking so many bones already. This patch is aiming to tune this new feature based on your feedbacks, on top of various asks from the community: · Bone snapping tuned, added Bone Fragility slider to Gore settings · IMPORTANT: Bone Fragility settings don't kick in instantly. Character spawned after you changed the settings will have them applied. · Gear… | 23968142 | |
| Community | Expectations for Update 0.6.2 Patch 0.6.1.3 is out, and with it we will probably finish working on 0.6.1 and switch our attention to 0.6.2. We have several huge features planned for the next big update, so it might take some time again. That doesn't mean that we will not throw in some small weapon and armor updates while you are waiting. We might, if it takes too long. We hope that with the 0.6.1 set of updates we managed t… | — | |
| Game update | 0.6.1.3 Hotfix 1 Hey hey hey! Sorry, latest patch was a bit outdated and didn't contain changes made in last couple days, so we upload a patch to that patch, let's call it 0.6.1.3.(1) differences are: · Breaking limbs on picking up objects fixed. Still be careful when picking up heavy objects, · Heads meshes clipping fixed, · Match setup on Begin Play was flawed, respawnable objects spawned too late, you could… | 23937314 | |
| Game update | Patch 0.6.1.3 - OG Willie, Bone snapping & more Patch notes 0.6.1.3 · Alley map optimization and making barrels physics logic more elegant · Added rocks u can pick up. Randomly thrown on all exterior maps · New Shields and Pavises · Joint dislocation, snapping bones by pulling and twisting, snapping neck, back, arms, legs. Planning to add ability to tear them off as well · Neck grab doesn’t snap from so far. Now you can grab heads again if y… | 23934229 | |
| Community | Work In Progress(WIP) Wednesday WIP Wednesday has returned begun on Steam! We are returning to our weekly WIP posts. This content was previously not posted on Steam prior to Early Access Release. Starting off we have a German cuirass. With no surviving examples, we modeled this piece based on wood sculptures and manuscripts from northwestern German regions as well as the south Flemish areas close to German speaking lands and… | — | |
| Game update | Hot fix 0.6.1.2 Patch notes 0.6.1.2 · Fixed Height and Weight sliders resetting to wrong values after reentering Inventory · Added Height and Weight sliders for the opponents in Free Mode. They are multipliers, so a Knight with full Weight will still have more muscles than a Beggar with full Weight · Fixed Alt Thrust modes/stances switching. Holding Alt Thrust key gets you to Thumb Grip (as it was), tapping Al… | 23845669 | |
| Game update | Patch 0.6.1.1 Was checking feedback whole day in between developing, building and testing, Tried to address here as much of it as I could and added some things on top from myself. Patch 0.6.1.1 · Reduced run speed. Faster than 6.0, slower than 6.1, · Less equipped characters are much less likely to rush a better equipped opponent, · Returned classic Al Thrust. Tapping Alt Thrust key will now toggle Classic A… | 23840957 | |
| In-game event | Update 0.6.1 Patch Notes Kept you waiting- It's been a while since you heard from us last time, and we sincerely apologize for such a long period of radio silence. More than anything, we want to make a game that you will love to play, and we want to thank you all for your support, because it is the main force that lets us continue working towards that. We always preferred to speak with our actions, not words, and today… | 23825097 | |
| Community | Addressing Common Feedback from the Half Sword Community 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… | — | |
| Game update | Blood Hotfix Hi everyone, In this new hotfix, we focused on blood optimization, alongside other performance improvements. Blood: Reworked blood with partial implementation of in-house next gen blood system (RT Blood) that should offer better performances alongside more realistic environment interaction. This include: · New Wall decals splatters, · New floors decals splatters, · Better blood particles on wea… | — | |
| Community | Hotfix 6: Blood optimization and additions Hi everyone, In this new hotfix, we focused on blood optimization, alongside other performance improvements. Blood : Reworked blood with partial implementation of in-house next gen blood system (RT Blood) that should offer better performances alongside more realistic environment interaction. This include: - New wall decals splatters - New floors decals splatters - Better blood particles on weap… | — | |
| Game update | HotFix 5 Hi everyone, In this quick hotfix, we focused on some bugs that appeared with the previous physics changes: Physics - Muscle progression wasn't always triggered when spending stamina; it is now fixed - Stealing an enemy weapon was sometimes not updating for the weapon's owner, and this forbade you from hitting the enemy with it. It is now fixed. - Unsheathing your weapons now should feel less j… | — | |
| Community | Hotfix 5: Bug fixes, more outdoor optimization Hi everyone, In this quick hotfix, we focused on some bugs that appeared with the previous physics changes: Physics · Muscle progression wasn't always triggering when spending stamina, it is now fixed · Stealing an ennemy weapon was sometime not updating the weapon's owner, and such forbidded you to hit the ennemy with it. It is now fixed. · Unsheathing your weapons now should feel less janky O… | — | |
| Game update | Hotfix 4: Physics tweaks, AMD fix and blood Hi everyone, In this hotfix we started looking at your feedback on physics + rolled some additional fixes on the AMD blood polling, as it seems some AMD GPUs were still impacted: Physics · Lowered character physics substepping intervals. Expected results: better physics precision. Character control and combat should feel better. · Disabled collision between character and their weapons. Weapons… | — | |
| Community | Hotfix 4: Physics tweaks, AMD fix and blood Hi everyone, In this hotfix we started looking at your feedback on physics + rolled some additional fixes on the AMD blood polling, as it seems some AMD GPUs were still impacted: Physics · Lowered character physics substepping intervals. Expected results: better physics precision. Character control and combat should feel better. · Disabled collision between character and their weapons. Weapons… | — | |
| Community | Hotfix 3: Optimization on Forest, Slums and Blood Hi everyone, In this hotfix we focused on the outdoor maps, as it seems to cause you a lot of troubles, and did some more blood optimization on performance. In this third hotfix you could find: · Further foliage optimization, notably on Forest and Slums map · Blood optimization · Slums map colliders set up correctly. Now you the round end properly when you go out of map · You can talk your enem… | — | |
| Game update | Hotfix 3: Optimization on Forest, Slums and Blood Hi everyone, In this hotfix we focused on the outdoor maps, as it seems to cause you a lot of troubles, and did some more blood optimization on performance. In this third hotfix you could find: - Further foliage optimization, notably on Forest and Slums map - Blood optimization - Slums map colliders set up correctly. Now you the round end properly when you go out of map - You can talk your enem… | — |
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.