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Half Sword is a physics-based medieval combat game focused on one-on-one duels with an emphasis on realistic armor, swordplay, and movement. The game removes typical combat animations and replaces them with full-body physics, making each action unpredictable and player-controlled. Whether in experimental sandbox environments or structured fights, players must learn to move, block, and strike using physics rather than pre-programmed techniques.
The main appeal of Half Sword lies in its use of procedural animation and inverse kinematics. Players control individual parts of their character’s body, resulting in movement that is both clumsy and precise. Combat becomes a test of positioning, momentum, and reaction time rather than speed or combo execution. Instead of pressing buttons for attacks, players guide limbs through motion, creating spontaneous results. Timing and body alignment matter more than memorization.
While the combat system remains the central focus, the game also allows for equipment variation. Armor behaves according to material and placement, affecting movement and survivability. Players can explore different configurations to find the best balance between defense and mobility.
Key elements include:
Half Sword is in active development with regular updates that refine character behavior and introduce new tools. Developers prioritize mechanical experimentation over traditional structure, giving players room to explore how the systems work. Community feedback is a major part of the process, with testers suggesting features and providing examples of unusual but effective techniques. The game is not designed to be balanced or competitive in a traditional sense but rather to simulate the chaotic, imperfect nature of real swordplay.
As it continues to evolve, Half Sword positions itself as a sandbox for exploring historical combat without the constraints of traditional action design. It embraces imperfection, allowing failure and strange outcomes to become part of the experience. The goal is not to win through precision, but to understand the body, the sword, and the armor as physical systems. This creates a unique experience each time, with unexpected moments that are shaped by both player input and the unpredictability of real-time simulation.
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