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 OptimizationWe 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 AccessAfter 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 ContentThe 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
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.
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.
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.
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
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