
Half Sword is a physics-based medieval combat simulator featuring historically accurate XV-century arms and armor. We are not afraid to show the brutal nature of medieval combat with in-depth blood and gore features.
Most likely between $18.4M and $52.2M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 72% | approximately $30.7M |
| Epic | $24.99 | 90% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $10.14 on Steam · Russia (−59%). Compare 16 prices in 15 markets →
Reviews
Themes across 3050 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Fun game. Like sword fighting a lot and it's just the right amount of goofy and fun for me.
Absolutely phenomenal physics and design, I recommend a computer designed for gaming for full graphics wowness
This is a tough game for me to review. When it works as intended (which is about 75% of the time), it's a phenomenal sword fighting game that really draws you in. The combat feels gritty and realistic, and especially the sound effects, really sell the idea that this is realistic medieval combat. However, this game is still definitely in early access, and though bugs are uncommon, when bugs do occur, they can be absolutely devastating. Leveling up in the Progression System can already be a solid challenge. But, random bugs (armor failing, weapons caught in the ground, random KOs) can cause your character to straight up die, or fail to resurrect, which can lose tons of progression and be extremely frustrating. Also, many important and useful mechanics are not explained (unless this was recently changed) which means the player suffers a whole lot more than intended just by not knowing the mechanics. For example, I once spent nearly an hour fighting over 70 zombies in the Abyss just to save my character from permanent death and progress loss. Later, I discovered that you can just pay a guy to remove angry souls so that you don't have to fight them in the Abyss. Overall, I've decided that the core experience of the game is just so fun and realistic that it's worth the pain and frustration that comes from the early access experience. That's just my opinion though, hopefully this review can help you decide for yourself.
Demo ist einfach besser manchmal stolpert man und stirbt ganz entspannt wenn man gegen irgend ein gegenstand läuft bricht man sich alles das stechen ist komplett anders auch wenn man es in denn einstellungen ändert wenn man zu hart schwing ist man nicht mehr auf dem gegner fokosiert und man hält einfach nix aus bin bei der demo immer weit nur mit fäusten gekommen und hier irgedwie schaff ich nix mit einem schwert ich werd selber erstmal die demo weiter spielen bis die das game gefixed haben was auch crazy is
great game
cool
Awesome and crazy fun game, killing this pesants and knights never gets old, it gets your blood pumping. Absolute BLAST!
Interesting mechanics and a surprisingly deep physics-based combat system. The gameplay has a sort of ragdoll feel to it, but there is a lot more going on underneath. Your character’s muscle, body weight, weapon weight, reach, leverage, and momentum all seem to matter when you swing, block, shove, or grapple with someone. What I really like is that you can discover completely different ways to use weapons. A long weapon can keep enemies at a distance, but sometimes getting right up against someone and using the weapon for leverage works better. Against armored opponents, you quickly learn that simply swinging harder isn't always the answer. You can knock people over, use blunt force against armor, half-sword a greatsword to get more control, or use spikes to find gaps in plate armor. The physics allow strategies that feel like something you figured out rather than something the game explicitly told you to do. The armor system is also more detailed than I expected. Different layers and pieces interact with each other, and you gradually go from looking like someone who picked up farming equipment to walking around covered in plate armor. Finding a powerful weapon or piece of armor in the field can completely change how you approach the next several fights. There is definitely some jank, and the physics can occasionally produce ridiculous results, but that is also part of the fun. Fights rarely play out exactly the same way twice. Sometimes a carefully aimed attack does almost nothing, while another time you shove someone with a rake and accidentally send a fully armored opponent crashing to the ground. It still feels like a game with systems that could use more explanation and refinement, especially the armor and equipment interface, but the underlying combat is extremely entertaining. Once I stopped trying to play it like a traditional sword-fighting game and started treating the weapons, armor, bodies, and environment as physical objects, it became much more interesting. If you enjoy physics-based combat, experimentation, medieval weapons, and figuring out ridiculous but effective ways to win fights, there is a lot to like here.
really fun to play
bastante sangue >:)