
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.
Modeled estimate, not a reported figure. How we estimate →
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Half Sword is an immersive, physics-based medieval combat simulator that offers players a unique experience of becoming a commoner-turned-knight, fighting brutal tournaments in 15th-century Europe. With innovative gameplay mechanics, you can wield your weapon with precision using your mouse, feeling the intensity of each clash as you ascend the ranks to face formidable opponents.
Immerse yourself in the rich tapestry of history with our meticulously crafted collection of historically accurate arms and armor. Experience the diverse and vibrant array of armor from history, offering players an authentic glimpse into the past.

Become the champion of the Arena by besting your opponents in various brawls and tournaments. Prepare for an unparalleled combat experience where your every move matters. All animations and maneuvers are meticulously designed with a strong foundation in realism.
Your control over weapons is genuine, as we have crafted a combat system based on the expertise and feedback of Historical European Martial Arts (HEMA) practitioners and sword fencers. Through this dynamic system, players can immerse themselves in the intricacies of swordplay and learn the art of the game's combat mechanics.
Survive bloody battles to gain renown and claim wealth to buy new equipment or forge your own armor and weapons tailored to your combat style. Feeling confident? Bet on your success to potentially boost your earnings and further your progress.

Every story needs an end, and in Half Sword, it often means losing your head - quite literally. As this is a simulation game, death is final…
Be Warned: Half Sword is an extremely violent and gory game. I mean… we do have a Chief Blood Officer. Witness skull-crushing blows, limb decapitations, and gruesome displays of entrails and bloodshed, all intricately tied to the weapon and armor choices of both you and your opponents.

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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 842 reviews with recorded playtime.
Reviews
Themes across 839 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
Like all melee sims it is incredibly fun and frustrating, but also very short content-wise. I hope they're able to save it, but so far the community feedback has been rough.
フル金装備までプレイ ゲーム自体は慣れたら面白いです(慣れるまでは苦行) 体験版をプレイすることをおすすめします しかし、最近のアプデが面白くない上にプレイフィールも悪化しているので、現時点では一旦様子見か体験版をプレイすることをおすすめします まず、直近のアプデで明らかに自機が弱体化しました 具体的には、 ・明らかな格下からの素手攻撃にもダメージ+怯むようになった ・怯みや転倒からの復帰が遅くなった ・四肢の損傷や致命傷を負いやすくなった ・体幹が不安定になった また、大穴のあるステージや軽装備での剣戟といったルールが追加されましたが、報酬が難易度の割に全くうまあじが無く、むしろ即死しやすいだけで何の意味もありません 金フル装備に到達時点で金稼ぎ以外やることがなくなってしまうので、更なるエンドコンテンツを追加してほしいです もう一度言いますが、ゲーム自体は慣れたら面白いです 特に大剣を背負ったフル装備の騎士となり、吾輩に歯向かう愚かな奴隷や農民どもを布を裂くように切り捨て、鮮血をその身に浴びる感覚はこのゲームでしか体験できないと思います
It has promise but I can't recommend it just yet. The combat mechanics are so deep that other melee games feel inherently cheaper and simpler because pressing one button to attack has nothing on controlling the specific angle of the swing. That said, the game crashes regularly mid-combat which is incredibly frustrating. A lot of battles end because the physics is still scuffed, and it can get hard to control and work out what's going on when they get stuck on each other.
lag :( ( I can't play )
they fixed it and its so good
Honestamente siento que con cada actualizacion aunque el juego se haga mas Realista en si, esta perdiendo esa emocion en el pelear porque las peleas ya no tienen ese factor de brutalidad ya guante, por ejemplo en la beta me gustaba que aun cuando te inutilizaran un brazo por ejemplo pudieras seguir luchando (recuerdo que logre ganar una pelea sin los brazos), ahora un corte en el brazo te inmovilisa y te deja completamente muerto, aparte quitaron las patadas giratorias y los golpes giratorios son inutiles por completo, ya sea en energia o las propias piernas, es mas realista pero perdio un poco lo que lo hacia bueno, al menos para mi, aunque la actualizacion de los pesos, altura y diseños es buena aparte va bastante bien, lo demas se le quita la diversion al juego en mi opinion, aparte no se si soy el unico que despues de tantos cambios aun con 80 horas siente que el pelear cambio demasiado, hasta el punto que la manera que peleaba se siente menos efectiva y en si mas pesado el juego, ya no se siente un juego para jugar una hora para pasar el tiempo, ahora se siente demasiado aburrida, llevo desde la beta jugando y aunque estaba bien con el como va el juego no me gusta.
The game isn't bad! It's a really cool idea and I love playing it. Though it is still in Early Access, the experience can be painful at times. The amount of times I've crashed or died to a bug is too many to count. It is very painful to be so close, only for the game to break and cause you to die.But the game is definitely getting better with updates. I do feel the combat feels different from the playtest, and I wish I could still play the playtest version. Still, I think the game is pretty good. I hope they add the gauntlet mode back, and I am excited to see it when it finally hits full release one day.
it is fun but very hard
After some of the recent updates, it runs pretty well on my laptop on the medium preset 1080p. I can even play on some of the more intense maps like the forest and alley with multiple enemies. Weapon handling actually feels like an improvement over the demo, and building muscle seems to happen at a good rate. Not too slow, not too fast. I can honestly recommend the game now, even for people on lower end systems
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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