Half Sword is a medieval combat simulator focused on ultra-detailed, physics-based swordplay. Players control a character from a first-person perspective, engaging in duels where each swing, block, and step is influenced by weight, balance, and limb positioning. Unlike traditional fighting games, there are no preset animations—every movement is governed by real-time physics. Limbs can be individually manipulated, and weapons can be gripped or repositioned for reach and leverage. The result is unpredictable and often awkward, but grounded in a commitment to realism.
Tactical Depth and Experimental Combat
Each fight in Half Sword is slow and deliberate. Players must consider footwork, weapon angle, and opponent behavior. Matches often resemble a struggle more than a choreographed exchange, as even minor mistakes can result in disarmament or a critical hit. The game encourages experimentation—grabbing, pushing, tripping, or shifting grip mid-fight are all valid tactics. There are no health bars or flashy combos—success depends on timing, control, and the ability to adapt to the shifting balance of a duel in progress.
Design Intent and Player Experience
Visually, Half Sword presents a muted medieval aesthetic with characters clad in segmented armor and detailed gear. The environments are simple, keeping focus on movement and interaction. Each fight is its own chaotic scenario, rarely playing out the same way twice. The learning curve is steep, with players often spending more time wrestling with controls than winning fights early on. But the unpredictability is part of the appeal—each clash feels raw, improvised, and closer to a physical struggle than a polished arena match.