Sword World VR
Last seen
0Sampled 2 hours ago · not a live figure
—of peak
All-time peak
021 Sep 2026
Last seen
0Sampled 2 hours ago · not a live figure
All-time peak
021 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | New weapon: Transformable Staff. New weapon: Transformable Staff. Revised the feel of two-handed grip. Weapons in weapon slots can now be replaced. Added a prompt for changing weapons in slots. Adjusted enemy spawn positions to prevent situations where players cannot reach them. Added a skill for shields. Added throw attacks against enemies. Added fall damage for enemies. Revised the archer's aiming logic. | — | |
| Game update | Added crawling and translation. Adjusted the piercing feel, allowing players to grab enemies and use them as weapons. | — | |
| Game update | Fixed katana bug Fixed katana bug | — | |
| Game update | Added javelins and enhanced NPC AI performance Updated soldier logic: different combat modules are now used based on equipped weapons. Added modules for long spear, javelin, one-handed sword, sword and shield, boxing, and unarmed combat. Optimized the performance of NPC combat logic. Removed hit stun animations and replaced them with reduced movement speed when taking damage. Added limb damage for the player and corresponding injury effects… | — | |
| Game update | We’ve added squad battles We’ve added squad battles, where you can use military flags to command allied units. You can now freely adjust the positions of weapons equipped on your character. We’ve tried various optimization methods and achieved some performance improvements; the system can now handle roughly 30 units simultaneously. We will continue refining combat feel and interactive combat mechanics. Next, we plan to… | — | |
| In-game event | Add new enemies and a new level. Added archer enemies and a new level where players can battle against archers. Revised the NPC pathfinding logic and added a weapon switching system for NPCs. Adjusted the force application logic for two-handed weapons. Performance will be optimized in the next version. Currently, too many NPCs cannot be added as it causes lag. | 22536126 | |
| In-game event | Added Tachi Added the tachi and tachi skills. The sheathing logic turned out to be far more complex than I expected, and it took a lot of time. Adjusted enemy equipment to fit the character models better, with more accurate physics collisions. Enemy equipment will now break after taking a certain amount of damage. In the next version, I'll add enemies with different attack types to gradually expand the ene… | 22235330 | |
| Game update | Fix Weapon Damage Bug Fix Weapon Damage Bug | — | |
| In-game event | Add Weapons This version adds several polearms – feel free to try them out and see how they feel. The enemy's equipment and defense logic have also been adjusted. The next update will introduce armor destruction: heavy weapons will be much more effective at breaking enemy armor. | — | |
| In-game event | Weapon Logic Updated + Added Bow and Arrow After countless trials and tests, I’ve finally settled on the current method, which balances the behavior of the physics engine while keeping player input delay at a reasonable level. The Strength stat now plays a much bigger role. Even though it no longer increases attack power directly, it affects every aspect of combat : the swing speed of all weapons, stamina consumption, and weapon collisi… | 21934314 | |
| In-game event | Enhanced the skill system Enhanced the skill system and added active skills . · Added the Skill Shop , which is currently the primary method for obtaining skills. · Added the first batch of skills, including War Cry , Heavy Strike , Knockback and more. · Ranged weapons will be added in the next version. | 21479107 | |
| In-game event | Official Early Access Launch I originally thought I could choose Early Access (EA) when launching after the review process—but turns out EA has to be selected before review. Once approved, switching to EA isn’t allowed, so the game ended up launching as a full release by accident. That said, the game is still in active development: this version includes the starter dungeon, and the next update (which is nearly done—just ne… | 21293602 | |
| Steam news | Early Access Launch We’ve just kicked off the Early Access phase, and the current content is identical to the Demo version. New features will be added soon.Your support means a lot to us! We sincerely apologize for the mix-up! I originally thought that once the Early Access version was ready, everyone would be able to jump right into the game. It turns out, however, that another round of review was required first.… | — | |
| In-game event | Add Dungeon Mode Here’s the natural, game-dev-focused translation (concise yet vivid, matching the update tone): After a month of regular development, I’ve finally completed the game’s core gameplay! My vision is to let players battle diverse enemies across various scenarios—and the solution I landed on is a Dungeon/Portal Mode. Each portal unlocks a completely unique world. For the next month, I’ll first polis… | — |
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.