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Sword Hero News

The solo dev behind RPG Sword Hero is promising a 'seamless open world' with amazing combat, intricate simulation, and systemic dismemberment—the demo on Steam makes me think they can pull it off




I was at an impasse the first time I reached the end of open world RPG Sword Hero's combat arena demo. I managed to bandage up the stump where my right arm used to be, recently hacked off by the big burly knight man locked in the arena with me, but could no longer pick up my weapon...
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0.0.15.1

[p]0.0.15.1[/p][p]- Updated Unity version[/p][p]- Added Steel Arrows to shop[/p][p]- Fixed last round Warning not appearing[/p][p]- Fixed jumpyeet bug[/p][p]- New unarmed backwards attack anim[/p][p]- Fixed sprint getting stuck upon attack spamming[/p][p]- Made movement input slightly affect attack strafe[/p][p]- Fixed Jump and Sprint attack interrupting each other[/p][p]- Fixed not being able Dodge in time after some attacks[/p][p]- Poise bar remains empty while Stagger is in progress[/p][p]- Allowed chaining an attack from a Dodge[/p][p]- Minor visual fix[/p][p]- Fixed Runes having their "Length" displayed[/p][p]- Fixed walking backwards being faster than forward[/p][p]- Fixed Psi Regen perk[/p][p]- NPCs won't allow you to steal an item by lifting it[/p][p]- Fixed Limb-cycle Tutorial message[/p][p]- Fixed Interruption system stunlock bug[/p]

The Tragedy System (And 0.0.15!)

[p]In the meantime, check out my new short about the "Tragedy Events" in Sword Hero.[/p][p]Hey Everyone!

I hope your week is awesome so far. Mine surely is, after the huge surprise that IronPineApple decided to give Sword Hero a try - it was incredible to see him play the Demo.

Ahem.. I digress.

0.0.15 is up!!!
[/p]
  • [p]Allowed NPCs to rotate up until their damage starts[/p]
  • [p]Made NPCs think 4 times faster by default[/p]
  • [p]Fixed not being able to dodge cancel[/p]
  • [p]Removed rotation while air-attacking[/p]
  • [p]Fixed not being able to combo certain attacks[/p]
  • [p]2x faster weapon sheath/unsheath[/p]
  • [p]Combat AI fixes[/p]
  • [p]New Kick (Skill) animation[/p]
  • [p]Jump related bugfix[/p]
  • [p]Made Psi Regen only work if character is standing still[/p]
  • [p]Cycle between bodyparts using scroll wheel on KBM[/p]
  • [p]Cycle between targets by Ctrl by default[/p]
  • [p]Added UI Toggle (F2)[/p]
  • [p]Improved base bow accuracy[/p]
  • [p]Improved bow pull indicator[/p]
  • [p]Adjusted endlag for Heavy attack + lowered damage bonus[/p]
  • [p]Sprint-Block spam fix[/p]
  • [p]Increase unarmed jump attack damage[/p]
  • [p]Made ranged enemies abort pulling their bow if they switch to Melee.[/p]
  • [p]Reverted switching between Melee and Ranged to happen instantly.[/p]
  • [p]Implemented "Rat" hit interrupting system (2H can interrupt 2H and 1H attacks, 1H can interrupt 1H attacks.)[/p]
  • [p]Fixed bug with Dodge iframes[/p]
  • [p]Unarmed - new move set[/p]
  • [p]Fixed poise related bug[/p]
  • [p]Achieved true transparency for dust/smoke effects instead of dither[/p]
  • [p]Slightly changed shop offer[/p]
  • [p]Added dynamic clouds + cloud shadows[/p]
  • [p]Added warning to Sandro round[/p]
  • [p]Major GPU side optimizations (You may see some light shimmering until the next update)[/p]
  • [p]Switched to 64-bit architecture (Let me know if 32 bit is needed at all at this point actually)[/p]

First Look at the Starting Area

[p]...I love good clichés.

Hey Everyone! I hope your Monday was fairly bearable.

While churning out some patches for the Demo, (including the combat-sprint-removal experiment which was removed shortly after) - I've been chipping away at texturing the northest part of Wes, which will be included in the Alpha.

For the full version, I've chosen to hand-model my entire Terrain - and texture using trimsheets, for that nice authenticity.
I was pretty happy with how the overall vibe of how the first area is turning out, so I wanted to share a little clip with you all.

Despite beginning in a tame looking mountain, your journey on Wes will take you through rather alien landscapes as well at some points, as you might have expected it from a Ringworld that got attacked by unspeakable beings just a couple hundred years ago.

Let me know what you think!
[/p][previewyoutube][/previewyoutube]

Monday Hotfix - Reverted "No-Sprint Experiment"

[p]0.0.14.2[/p][p][/p]
  • [p]Reverted no-sprint experiment[/p]
  • [p]Fixed being able to jump while getting up from the ground[/p]
  • [p]Made jump window wider[/p]
  • [p]More prominent Blood ailment indicator[/p]
  • [p]Changed ranged reticle[/p]