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Update 0.6.60 Patch Notes

[h3]Major Updates and New Features[/h3]
This patch has a ton of changes and additions so I'll be a bit less detailed than usual in these patch notes and won't cover every single change. This is part 1 of a 3 part loot/crafting update that will include swords, amulets, uprading/enchanting and two major new sword mechanics. A significant portion of the work for this patch went into adding new UI for things like vendors, loadout selection, quests, etc. You can duel any vendor in the game and get access to special items if you defeat them.

  • Unequip: Added the ability to unequip and equip swords, this includes animations for running around with no weapon. The new animations use UE5s motion matching system which I didn't use before so I'll need to do some performance benchmarking on that, but I think it looks nice.
  • Crouch: Added crouch, you cannot fight from crouched. The default key is Z. When crouched your footsteps are silent so you can use it to sneak up on people



  • Loadout UI: Added a system for choosing your loadout when entering the tower so that you can change your ability loadout and chose what equipment to bring with you at the entrance portal.



  • Vendors: Added a system for npc vendors / quest givers. You can buy stuff from them. You can also duel any of them. Right now there is just one, the tower quartermaster.



  • The Mines: Added the a new beginner friendly zone called the mines. Right now there is just a small area where you can mine ore and the rest is closed off. It won't be fully ready for a while.



  • Sword Stats: Added a sophisticated system for swords to have special effects. Right now each of the swords in the weapon rack has an example effect. You can mouse over to read them.
  • Borrowed Items: Updated the weapon rack to give you "borrowed" swords that can be used but cannot be brought through portals or into the tower.



  • Mouse Responsiveness: Added an option to disable the camera smoothing and made having it disabled the default. I think the mouse movement will feel more responsive.
  • Animation Quality: changed the npcs to run at a higher tick rate locally but the same tick rate on the server. This should make npc animations a bit easier to read.
  • Achievements: Added new achievements for blocks per minute that must be done on 6 direction + random mode. There is an achievement for 50 blocks per minute and 60. I've only gotten 57 so far but one player has already gotten to 60.



  • Cleave: Fully charged attacks now cleave through multiple opponents, each hit opens a new combo window (or resets it if the previous has not expired).
  • Crippling Kiai: Deleted "Cleaving Kiai" as it is now the default behavior. Replaced it with "Crippling Kiai" which makes your kiai attacks slow the person you hit.
  • Entrance Instancing: Added support for multiple instances of the tower entrance within a region, this is part of a goal to make the entrance have a lot more stuff (quests, crafting, duels, trading, marketplace, etc.)
  • Tower Tokens: Added a system for using "tower tokens" to enter the tower. Your "tower token" controls your start location within the tower (and in the future certain tokens will give buffs).



    [h3]Miscellaneous[/h3]
  • Added katas to the entrance
  • A lot of UI QoL, eg you can click on an item to use it for crafting instead of dragging. Lots of little things like that
  • Fixed crash issue with traversing red portals when being attacked
  • A lot of minor bug fixes.


[h3]What's next?[/h3]

This is the first major chunk of what I have planned for adding meaningful loot and a quest/story progression. I won't get into the details of the quests, but loot wise, the next steps will be.

  • Awakening: The next major mechanic for swords will be "awakening" conditions. A big challenge for extraction looters is balancing making gear feel meaningful without making it feel like vets are just gear checking new players. An idea I've had in mind for some time is to have the higher end swords start off very weak and "awaken" incrementally throughout a tower run when certain sword specific conditions are met. So a simple example would be a sword that gains base damage each time you go through a red portal. It would be weaker than a normal sword in the beginning areas but very strong against the puppeteer. Experienced players don't need a good sword in the early game anyways and this keeps them from running around 1-tapping noobs.
  • Shields: And by that I mean magic shields not physical ones. Another area I want to improve is how health feels in the game. I've been having trouble finding the right balance of healing within the game so that getting hit every now and then doesn't feel terrible, while at the same time making your HP feel precious (so not resetting to full after each fight). I've decided to have the 3rd gear item (amulets) that will give you a "shield" which will absorb X damage, after which damage will start reducing your health. Your shield will automatically recharge if you are out of combat (and not sprinting) for a fairly short time. Then I will significantly reduce the amount of healing in the game. Better amulets will give bigger shields, or shields with special effects.
  • Loot tables: After that I'll go through and add loot tables for swords / amulets to all NPCs and change their swords to match their play styles. Right now there are some significant mismatches (most notably with the Othari, where they are using a sword that favors riposte based offense, but they hardly ever block).


As always, your feedback is invaluable—thank you for being an integral part of this journey! Stay tuned for the next update, and I hope you enjoy exploring these new features and improvements.

https://store.steampowered.com/app/2321890/Swordai/

Version 0.6.54 Patch Notes

[h3]Major Updates and New Features[/h3]
The latest patch notes reflect what has been added since the last Steam update, alongside a sneak peek at the exciting features planned for this weekend.

  1. [h3]Recent Patch Highlights - Improved Weapon Mechanics:[/h3]
    • Introduced unique charge speeds, stamina drain, and base damage values for each of the four base sword types.
    • Black Claymore: Slowest charge speed (2s), highest base damage (90).
    • Katana: Fastest charge speed (1s), with unchanged base damage (60).
    • The variation in these stats creates distinct playstyles for each weapon type.
    • Slower weapons excel in riposte and Kiai-focused combat, while faster swords reward aggressive, combo-heavy strategies.
    • Holding charged attacks for extended periods enhances the versatility of slower swords.
  2. [h3]New Multiplayer Features[/h3]
    • Multiplayer Interactions Framework: Established foundational code to enable player-to-player interactions, paving the way for future systems like parties and guilds.
    • Dueling System:
      • Players can challenge each other to duels in the entrance area.
      • Introduced ranked duels with an Elo rating system.
      • Leaderboards are now available to track duel Elo rankings.
    • Trading System: Players will be able to trade items with others in the entrance area. (This is coming in a later update, pending bug fixes.)
  3. [h3]Bug Fixes[/h3]


    • Fixed an issue causing AI to improperly combo after kicks in certain scenarios.
    • Resolved a bug with ability crafting costs incorrectly displaying in Hotbar tooltips.
  4. [h3]Gameplay Adjustments[/h3]
    • Tower Respawn Timers - They are now situational:


      • 30 seconds if another player recently damaged you.
      • 15 seconds if you died to NPCs and there is someone nearby to spectate.
      • 5 seconds if you died to NPCs and no one is nearby to spectate.
    • Katas Available in the Entrance: Players can now access katas directly in the entrance area.
  5. [h3]Developer Notes[/h3]
    This patch introduces significant changes to core combat mechanics, with a focus on weapon differentiation and strategic depth. The groundwork laid for multiplayer systems will support future features, making Swordai a more dynamic and interactive experience.

As always, your feedback is invaluable—thank you for being an integral part of this journey! Stay tuned for the next update, and I hope you enjoy exploring these new features and improvements.

https://store.steampowered.com/app/2321890/Swordai/

Happy Holidays! Last Patch of the Year!



As the year comes to a close, I want to take a moment to thank everyone for your continued support and enthusiasm for Swordai. It’s been an amazing journey developing this project alongside such an engaged and passionate community.

Whether you’re climbing the tower, perfecting your duels, or just enjoying the freeform modes, I hope Swordai brings you some fun and challenge this holiday season.

Wishing you all a joyful and relaxing holiday filled with warmth, good vibes, and plenty of victories—both in-game and in life. Here’s to an even better 2025 together!

[hr][/hr][h2]Patch Notes[/h2]
This week has seen a range of updates focused on refining combat mechanics, UI customization, and bug fixes. As always, your feedback continues to shape these improvements.


  1. [h3]New Features and Updates[/h3]
    • Soft Feint Toggle: Added a control setting to disable "Soft Feint." When off, starting a new attack immediately after releasing the current one won’t feint—it will do nothing instead.

    • Riposte Damage Reduction Overhaul:
      • Damage reduction is now continuously active after blocking an attack until the riposte window expires.
      • This simplifies the mechanic, ensuring consistency and better usability in 1vX situations while reducing spam effectiveness.
      • Tweaks were tested in Saturday duels and received positive feedback.
    • Rotatable and Repositionable Ability Hotbar: Players can now rotate and move their ability hotbar.
    • Enhanced Freeform Scoreboard: Added new stats, including attack accuracy, block accuracy, damage per attack, and more. These stats offer insights into individual performance and areas for improvement.


  2. Partial Block Logic Rework:
    • Full blocks now require:
    • Correct block direction AND Either sword capsule interception OR facing the correct direction with block initiated at least 150ms ago (ping-adjusted)
    • This change reduces partial blocks due to high ping or attacks hitting odd hitboxes (e.g., feet) while maintaining partial blocks for back hits.
    • The goal is to favor consistent gameplay over hyper-realistic physics.
  3. Kick Mechanics:
    • Cooldown increased from 3s to 8s but resets on a successful kick.
    • Kicking increases incoming damage by 10.
  4. [h3]Combat Adjustments[/h3]
    • Combo Parry: Temporarily added to the pure loadout for further testing.
    • Combo Parry Shout Removal: Removed the shout effect to reduce confusion with Kiai and balance its already high difficulty.
    • Adjusted Overhead Swing: Added one additional frame to the "parryable only" phase.
  5. [h3]UI and Quality of Life Improvements[/h3]
    • Updated the Forgotten Knight area to make locating him easier.
    • Addressed targeting inconsistencies in the team deathmatch arena.
  6. [h3]Bug Fixes[/h3]
    • Fixed an issue where:
    • Alt-F4 spectators would drop loot on top of the spectated player.
    • NPCs could mistakenly target spectators.
    • Shatter ability would reset repeatedly.
    • Block trainers would stop attacking after accumulating 3+ stacks of Winter’s Chill.
    • Corrected client-side charge meter prediction for smoother operation under high ping.
    • Resolved a loadout requirements bug impacting specific cases, including rare scenarios involving S-grade Katas.


  7. [h3]Developer Notes[/h3]
    These updates aim to balance the gameplay experience by refining core mechanics while making the systems more intuitive. The riposte and partial block changes are especially important steps toward a smoother combat flow. I’ll be closely monitoring feedback from the upcoming playtests and matches.

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As always, thank you for your feedback—it’s invaluable in shaping Swordai!

https://store.steampowered.com/app/2321890/Swordai/

The Winter Quest Gleam Giveaway announcement!

[h2]Greetings, Swordsmen![/h2]
Thank you for all your great support towards Swordai!
I invite you to the Quest for the Winter Treasures.



Earn as many entries as you can from December 15th to 22nd for a chance to win a $50 Steam Gift Card!

The bravest and most skillful Swordsmen who play Swordai this week will instantly earn 10 entries, giving them a greater chance to claim this reward. May the odds be ever in your favor!

Remember to check our Community discord for the latest news and find a dueling buddy or foe!

Click here to enter the giveaway!

https://store.steampowered.com/app/2321890/Swordai/

Weekend Community Events Announcement

I’ve made significant updates to Swordai over the past few weeks, focusing on gameplay improvements, balancing, and bug fixes. Below is a summary of all changes, along with an exciting announcement for this weekend's events!

The servers will be opened from the 15th until the 22nd of December following our special weekend events!

[hr][/hr]
Special Weekend Events

Join me for two exciting events this weekend!

[h2]2v2 Tournament: Saturday at 1 PM Pacific[/h2]


[h2]Tower Race Challenge: Sunday at 1 PM Pacific[/h2]

[h2]Prizes[/h2]
Winners of the 2v2 Tournament: Exclusive in-game titles and special cosmetic rewards.
Fastest in the Tower Race Challenge: Rare item drop boosts and leaderboard recognition.
These events will be streamed live, so be sure to tune in or participate directly!

[hr][/hr]
[h2]Patch Notes[/h2]
  1. [h3]New Features[/h3]
    • Preliminary 3rd-Person Mode: Toggle with the Home key (default is now "V" and bindable).
    • Spectator Mode: Dead players in the tower now spectate the player with the most essence in the area.
    • Note: Fixes for far-away spectating implemented; further UI enhancements ongoing.
    • Combat Log Updates: Added options to display the last log line onscreen and toggle damage/essence text visibility.
    • Barrier Statue Challenge: Added a new tutorial element in "Beginnings" requiring players to deal 60 damage in two hits from different directions.
  2. [h3]Gameplay Adjustments[/h3]
    • Animation Improvements: Smoother walk/run/idle transitions; reworked swing animations for down-left, down-right, and upright angles.
    • AI Enhancements:
    • Improved AI range and spacing to reduce missed attacks.
    • Some AI now utilize sprint boosts to chase players effectively (e.g., puppeteers and lost souls).
    • Adjusted AI difficulty scaling: higher levels are less vulnerable to spacing exploits, while lower levels retain weaknesses for new players.
  3. [h3]Combat Mechanics:[/h3]
    • Introduced "perfect blocks," refunding stamina for blocking an attack within 750ms of initiating the block. Plays a unique sound and logs as "perfectly blocked."
    • Stagger updates: Hits 200ms after a stagger begins will break the stagger.
    • Removed "on-hit slow" effect; replaced with a "chase" speed buff when sprinting towards another player’s back within 10 meters.
    • Increased base attack damage by 20% for testing in PvP scenarios (may require NPC rebalancing).
    • Stamina Regeneration: Increased both idle and running regen rates significantly.
  4. [h3]Balancing Changes[/h3]
    • Rewards and Scaling:
    • Increased tower time rewards for defeating golems and scavengers.
    • Adjusted tutorial flow: the tutorial is now optional, and unlocking features have been streamlined.
    • Added new freeform and tower modes disabling cultivation upgrades, randomizing load-outs, and preventing item portals.
    • Equipment Changes: Removed "undying" and "equality" from randomized load-outs as they were incompatible.
  5. [h3]Bug Fixes[/h3]
    • Resolved memory leak issues on tower servers.
    • Fixed spectator mode bugs when viewing players across the map.
  6. [h3]NPC Behavior Fixes:[/h3]
    • Coffin-spawned NPCs now return to their coffins after losing sight of their targets.
    • Addressed an issue where duel climb AI would fall off levels.
    • Fixed NPCs holding attacks too long under certain conditions.
    • Resolved a glitch where hovering over status effects didn’t display their descriptions.
    • Fixed issues with freeform floor visuals at certain angles.
    • Miscellaneous UI fixes and improvements.
  7. [h3]Quality of Life Improvements[/h3]
    • Added a reticule animation when targeting valid objects or enemies.
    • Made the "Enter" key for chat bindable.
    • Tessellation detection updated to improve GPU compatibility.
    • Updated UI elements in the tutorial to better convey progress.
    • Adjusted the moving platform in "Beginnings" to prevent resets regardless of the time taken.
    • The Health bar now rounds up (e.g., 0.4 HP displays as 1 HP).

[hr][/hr]
[h3]Developer notes[/h3]
I’m closely monitoring these changes based on your feedback. The removal of the "on-hit slow" effect and introduction of "chase speed" was aimed at balancing disengagement mechanics, particularly in 1vX scenarios. Perfect blocks and stagger updates are early steps toward enhancing combat depth.



Don’t forget to join me this weekend for the 2v2 Tournament and Tower Race Challenge—your participation and feedback are vital!

As always, please share your thoughts with me on Discord or Steam discussions.
Your input is crucial as I continue refining Swordai!

https://store.steampowered.com/app/2321890/Swordai/