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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!

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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!

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[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).

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[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/

New Playtest, New Map, Podcast Recap, Patch Notes

[h2]Hey everyone![/h2]

I'm back with a new playtest from November 22nd to 25th. Don't forget to sign up, engage in duels, explore the tower, and use the new QOL patches I've implemented.

I joined Stridah on his podcast on Sunday, there was a ton of great discussion and we covered aspects of the game that I haven't talked about anywhere else so definitely check it out:

[previewyoutube][/previewyoutube]

If you missed out on the Puppeteers mask from the first public playtest, this will be your last chance to get one.



[h2]Ice Cave Map Updates[/h2]
  • Playable Ice Cave Map: Introduced a new T2 map, with improvements in lighting, pathing, and performance optimization.

[h2]Minibosses & NPCs:[/h2]
  • New Golem Miniboss added to the Ice Cave.
  • Cave Dweller NPCs finalized, while Ice Golems use placeholder sounds and animations.
  • Ice Cave NPCs and chests now feature loot.
  • Future Content Indicated: White cubes/rectangles signal upcoming features. Additional miniboss content is in development.

[h2]Key System Updates
[/h2]Healing Flask System:
  • Added a single-charge healing flask (default key: H).
  • Reworked "Heal Self" into "Heal Other" for targeting and healing allies.
  • Healing is now concentrated in flasks and consumables rather than abilities.
    Gear & Inventory Enhancements:
  • Flask slot added to the inventory (B key), with support for equipping better flasks.
  • Improved system for gear upgrades and inventory management.

[h2]Combat & Controls Overhaul[/h2]
WASD Keybind Improvements:
  • New options for directional control (e.g., block/attack direction defaults).
  • Separate attack/block modifier keys for customizable input schemes.
  • New default: “Wait” input behavior allows direction input without immediate action.
  • Old behaviors remain available in settings for legacy players.
Combat Changes:
  • Adjusted overhead and angled swings for better balance and new-player accessibility.
  • New passive ability, Reaper, provides stacking strength bonuses for skilled 1vX combat.

[h2]Freeform & Teamfight Features[/h2]
Teamfight System:
  • /teamfight start command for Freeform PvP with team deathmatch functionality.
  • Spectator mode, team assignment, and Final Fury mechanics included.
Soulwar Code Overhaul:
  • Improvements to registration, management, and spectator systems.
  • Updates lay groundwork for destructible spawn points and blessings in future patches.

[h2]AI, NPC, and Gameplay Tweaks
[/h2]AI Improvements:
  • Enhanced NPC pathing and late-game AI abilities for better 1vX combat.
  • Slight difficulty balancing for NPCs across progression.
Tutorial & Early Game Adjustments:
  • Added a flask tutorial in "Beginnings."
  • Revised initiation trial to allow progression with a D grade in the attack phase.
  • Reduced tutorial music volume and wait times before spawning trainers.

[h2]Bug Fixes & Optimizations[/h2]
Performance & Visual Fixes:
  • Major Ice Cave lighting optimization for low-end hardware.
  • Fixed camera issues on uneven terrain and portal-related bugs with weapons/inventory.
UI & Interaction Fixes:
  • Resolved UI glitches in inventory and effect displays.
  • Additional clarity added to tutorials and map instructions.

[h2]Known Issues & Future Plans[/h2]
  • Remaining Bugs: Occasional flask portal UI issues, pending feedback.
  • Upcoming Enhancements: Planned upgrades to Unreal Engine 5.5 for better lighting and FPS, pending Nvidia updates.


This release candidate sets the stage for the playtest starting Friday, with only bug fixes and clarity improvements expected before launch. Get ready for an exciting new chapter in Swordai!

See you all next time.


https://store.steampowered.com/app/2321890/Swordai/?beta=0

Patch 0.6.18 is Live! Roadmap, New Map, Duels!

Hey everyone!

Thanks to your feedback, I’ve pushed out 0.6.18, this time you're getting a chunky patch with a whole new map, multiple gameplay adjustments, and QOL improvements:

Patch Notes


[h3]New Playable Content: Ice Cave Map (November)[/h3]
  • Ice Cave Map Access: The new Ice Cave map is playable and features the first version of Cave Dwellers and Ice Golem NPCs.
  • T1 Map Access: Added some white portals earlier in the map to the existing T1 map
Ice Cave Preview (Click for Full Size):

[h3]NPC Improvements & Balancing[/h3]
  • Blocking Consistency & Feints: NPCs now track feints more realistically, with blocking behavior adjustments making defense more responsive across all difficulties.
  • Early Game Tweaks: Fallen Soldier and Othari Weakling NPCs are less tanky, while Lost Souls in the tower are now more aggressive. This balances the difficulty curve, ramping up gradually for a smoother experience.
  • Trial of Initiation Adjustments: Lower damage requirement for grade C in the attack phase, and a slightly easier combat phase overall.

    [previewyoutube][/previewyoutube]

[h3]Combat & Responsiveness Enhancements[/h3]
  • Server and Tick Rate Update: Increased server tick rate for better responsiveness. NPC tick rates remain capped, keeping gameplay fluid.
  • Enhanced Damage Display: Displays last hit damage and recent damage streak separately for clear combat feedback.
  • Audio & Visual Feedback: High- and low-damage attacks now differ more noticeably in sound and visuals. Combat sounds are prioritized in intense battles, improving audio clarity.
[h3]Bug Fixes & Stack Limits[/h3]
  • Fixed dodging issues in higher-tier NPCs, terrain bugs in specific areas, and camera issues on uneven surfaces.
  • Passive Buff Caps: Stack limits are set on rage, resilience, and fortified buffs to prevent excessive stacking.
  • Addressed multiple UI bugs and improved tooltips for clarity.
[h3]Tower & Exploration Updates[/h3]
  • New Tower Content: Two new spawn points, hidden paths, and chests have been added in the Tier 1 tower area, offering more exploration opportunities and secret areas.
  • Tower Reward Scaling: Now consistent across floors for a balanced progression.
  • Tower Features: The tab menu key can be rebound, with tower rules and stats viewable in the new tower tab.
[h3]AI Overhaul & Predictability Reduction[/h3]
  • NPCs are now less predictable, more aware of distance, and smarter in exploiting openings, increasing the challenge.
  • NPCs can kick from ripostes, handle-hit less often, and assess debuffs, making encounters more dynamic.
[h3]Quality of Life Additions[/h3]
  • UI Customization Test: The health bar UI can be repositioned, testing a future feature for a fully customizable UI.
  • Hurt Indicator: The directional indicator shows where the last attack came from, giving better situational awareness.
  • Faster Interaction Times: Reduced interaction times for bind stones, chests, and loot crystals.
  • New Achievements: Includes NPC and PvP kills in the tower and loot-related goals.
  • Health Bar: Added Animations and revamped the UI Element.
[h3]Combat Adjustments[/h3]
  • Overhead Swing Tuning: Overhead attacks are slightly slower to aid in blocking at high pings.
  • Additional Swing Adjustments: Up-right and up-left swings were adjusted to reduce missed swings due to angle misalignment.
Development Roadmap


The current plans to enhance the Swordai experience alongside playtests and community feedback, here is a first look at the Development Roadmap (Subject to change):



Saturday Night Duels


A quick reminder that every Saturday, our community server comes alive as players duel each other, test out new balance changes, and interact with me directly.

Whether you're a seasoned fighter or new to the game (access will be given upon request on our Discord), our Saturday duels are a fantastic way to sharpen your skills, connect with other players, and experience Swordai’s ever-evolving combat.

[previewyoutube][/previewyoutube]

Thank you!


I really appreciate all the support and feedback you’ve been giving.

Thanks again for everything, and I’ll see you in the tower!

– Alex

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

Ready to Duel? Join us for Saturday Duels!

[h2]Join us every Saturday for thrilling duels in Swordai! [/h2]

Our community server comes alive as players duel each other, test out new balance changes, and interact with me directly.

Whether you're a seasoned fighter or new to the game (access will be given upon request on our Discord), our Saturday duels are a fantastic way to sharpen your skills, connect with other players, and experience Swordai’s ever-evolving combat.

[previewyoutube][/previewyoutube]

Jump in, prove your prowess, earn bragging rights, and become part of the Swordai legacy!



See you all next time.

- Alex

https://store.steampowered.com/app/2321890/Swordai/?beta=0

Playtest 3 is a wrap! What's next?

[h2]Huge thanks to everyone who came out to play.
[/h2]



Just under 1000 new players tried the game, over 11,000 NPC's were killed, 3200 chests were looted, players dealt just under 5 million total damage and 36 people killed the Puppeteer (if you were one of those people, check your Steam inventory on Friday and there should be a reward item in there).

Big thanks to everyone who showed up to the tournament, was a lot of fun. "serguillotin" and "Wholesome" won with "EnderKlas" and "PowerChopper" coming in second.


I got a ton of really valuable feedback that will help the game a lot, ranging from simple but critical points of confusion (eg. people not realizing they can enter the tower by using the red portal and instead waiting in the entrance) to more high-level concerns about the extraction mechanics or the balance of various skills and full builds.
I'm already working on a patch to address some parts of that, other parts will take more time.


Going forward, I want to do more frequent playtests / events to gather feedback and improve the game faster.
I hope to do at least one small group event in October and a weekend playtest in November.
I'll be updating the ⁠short-term roadmap towards the end of the week.


Finally, if you haven't already, please take a moment to fill out the survey here.
The responses so far have been super helpful and it would be great to hear from more people.



See you all next time.


https://store.steampowered.com/app/2321890/Swordai/?beta=0