• Likes received 1381
  • Date joined 13 Jun '16
  • Last seen 14 Oct '19

Private Message

1697 1291
  • 10 Oct '19

@SWSeriousMike said:
More than half of the points are bad and wrong. Someone who is right about something by accident and virtue of writing so much isn't necessarily worth attention.

He bothered to come and post his opinion in this dead forum instead of just raging in the gamechat and he wrote in a somewhat acceptable way.
If he happens to be wrong - correct him. After all, there are most likely many players like him out there. Or let it and keep silent. These dumb kiddy fanboy answers are just stupid and don't help anyone.

Mercenary 1263 2303

Most of your points come down to the fact that this is a videogame and not a simulation.

Also you're wrong on many of them, such as daggers being slower than polearms and battle axes. It seems you haven't mastered swing manipulation yet if you get gambled by slow weapons while wielding a dagger.

58 69
  • 10 Oct '19

This game takes time to be comfortable with the mechanics. Seven hours in this game is not really a good benchmark. I didn't feel like I really knew what I was doing until around 20

Knight 941 2568
  • 10 Oct '19

@ozemandea said:
Why is punching so slow?


@ozemandea said:
Why are daggers slower than polearms?


@ozemandea said:
Why does light armor not let you run faster?


59 19
  • 6 Sep '19

You have been caught cheating in ranked

Duke 5550 13280
  • 1
  • 30 Aug '19
 Jax — Community Manager

Welcome back!


This latest update includes a host of improvements and features to MORDHAU - starting with duels, we’ve now implemented our first iteration of ranked play, a variety of gameplay improvements, map balancing to Crossroads, quality-of-life improvements, new cosmetics and more!

This update is the first of multiple coming to MORDHAU within the coming weeks; we’ve decided to break up our incoming additions into smaller updates to ensure that we can release new content without excessive delays. Expect iterative patches coming in the very near future that will build upon what’s currently available, and stay tuned for even more content and features soon, such as new maps, modding support, more gameplay adjustments and improvements for weapons, shields and archers, the new Invasion game mode, ranked 3v3 mode and more!

If you’d like to read all the changes for this update, check out our changelog:

As said above, we've decided to break up the content and features we’ve been working on for the past few months into smaller, progressive updates that will gradually build upon the base game. This will allow us to release specific things when they are ready, instead of holding up progress until all of these features are complete. We expect to have a much quicker turnaround between our latest update and the next; while we don’t have a specific timeline, a reasonable estimate would be a matter of weeks between these updates.

You can look forward to (in no particular order):


Feitoria and Castello are nearing completion, and should be ready very soon! To provide a bit of insight, these two maps are in different stages of completion, with Feitoria being closer to a release. Expect these maps to come along with other updates, but it’s likely that they will come in different patches.


The Invasion game mode is an asymmetrical attack-defend mode with a heavier emphasis on teamwork, objective interaction and a more focused experience than what you’d find in Frontline. Progress has been great on this mode, and at the moment we’re currently play-testing it on Camp, so we can further refine the mode before adding it to other maps. We plan on polishing this up in the coming weeks, and implementing the mode on all maps that currently have Frontline enabled.


With our latest update, we’ve launched 1v1 duels in a “beta” state to further refine our matchmaking, Elo system and to gauge interest in the game mode. Once we’re satisfied with the state of duels, we’ll be expanding this mode to include ranked 3v3’s as well. It’s important that we ensure duels play well first, and make sure that the gameplay and “meta” is in a good state before opening up the team variant.

Mod Support

While making a Software Development Kit (SDK/mod tools) is a big priority for us, it’s also a major undertaking that will require quite a lot of development resources, and ultimately quite a bit of time as well. To help support our wonderful modding scene, we’re currently in the process of implementing mod auto-download features - server owners can simply select what mods they want, and players only need to join the server to download these mods!

These are just the main areas we’re currently addressing, but more progress will be coming in the future as well. Thank you for your patience, and we’ll see you on the battlefield!

Duke 5550 13280
  • 18 Aug '19
 Jax — Community Manager

At the moment we're doing heavy bugfixing for ranked and a lot of the new tweaks that are incoming.
The way it's looking is that we're most likely going to drop an update with ranked, gameplay/general improvements and quality of life features first (also probably a bit of a rebalance to xroads), and then release another update relatively soon afterwards with the new maps and anything we didn't get sorted for the first one.

Our reasoning for potentially doing it this way is that there's no good reason to hold up Ranked and general improvements for the maps. As for the maps, there's been more of the same, a lot of optimization work and now we're also setting up gameplay logic (like frontline objectives, spawn points for game modes, different playable areas for each, I'm pretty sure Horde/BR setup as well). A point to note is that Feitoria needs a lot of work for optimization, since it's such a big and visually dense map with interiors and stuff - that's not to say the map will run badly, but that it needs a lot of optimization work so it doesn't run badly. This optimization work is time consuming, but it can't really be 'sped up' by throwing the whole art team at the problem; it just takes time.

As for the SDK and Invasion, these are long term goals we want to start working on ASAP. We're focusing on the short-term stuff (maps and ranked, etc.) because we realize there is a lack of content currently, and we want to fix that before starting work on the big things that will take up the bulk of our manpower. Mod tools will be awesome as they let the community make the content they want, but if it takes us a few months or more to get an SDK working it doesn't make sense to drop everything else and work on that, while the base game is sorely lacking in content. Invasion is something that is currently in the 'on-paper' design phase, and while it will be a big task to make, it shouldn't take forever, as we're most likely using existing maps for it.

168 1700
  • 8 May '19
 elwebbaro — Art

Patch #04 Changelog: 08/05/2019

With this patch, we are rolling out the gold compensation for our rocky launch. It comes in the form of 10K gold, and you can choose to accept or decline it when you launch the game. We have no way to know who was affected, so it is extended to all current players. This is a one time thing. If you decline it, it's gone. You will be able to claim this compensation until (including) Sunday UTC.


  • Matchmaking improvements
  • Joining a server will now reserve a slot in advance, fixing the issue of being booted after loading.
    Server owners will have to make sure that the beacon port (15000) is reachable; it can be overridden on the command line with BeaconPort=<port>

Maps & Gamemodes

  • Fixed players being able to get out of bounds on Mountain Peak
  • Fixed some icicles not dropping on Mountain Peak
  • Weapons/projectiles no longer collide with bounds on certain maps

Visuals & Misc.

  • Fixed spectators being kicked for AFK even when moving
  • Fixed fire kills not being tracked
  • Fixed pyromaniac achievement not working
  • Fixed Whack A Mole achievement
  • Fixed couched head kills not being tracked
  • Potential fix for a rare(?) crash (could also crash the server)
  • Added m.ThirdPersonDeathCamera by default it is disabled, added it to settings as well. Does what it says, forces 3p camera on death. Can help for people who get motion sick.


  • Increased volume of human footsteps and horse galloping, increasing sound awareness
  • Catapult & Ballista firing sounds can now be heard from further away, increasing awareness
  • Fixed horn on camp being too loud at certain times
  • Increased volume of low stamina breathing and made it more even across voice sets, making it easier to notice in fights
  • Lute is now louder


  • Added friend UI marker - can be toggled with H, in the options or m.friendlymarker console command. Has 3 states (friends & party, all teammates and off).
  • Frontline spawn screen now shows friends and party members as orange dots
  • Added “Show Killed By” toggle in the options or m.ShowKilledBy, can be used to turn off the killed by panel
  • Tutorial reward message on main menu now hidden when it is completed
168 1700
  • 2
  • 6 May '19
 elwebbaro — Art

It's been one hell of a ride thus far, and it's only been 7 days. None of us would've expected this reception in our wildest dreams.
As of today MORDHAU has sold just shy of 500.000 copies and we have reached a peak of 60.000 concurrent players yesterday. These are just mindblowing numbers to us, and we still haven't fully realized that MORDHAU is currently among the top played games on Steam.

Unfortunately the launch wasn't as smooth as we had hoped. Server performance was abysmal and reward drops such as Gold and XP, as well as unlocks were not functioning properly. We are still in the process of seting up new servers in regions that need them and as a result the Matchmaking can still be spotty. There's also some other Matchmaking related bugs that prevent parties from joining the same game, or BR lobbies to populate very slowly, but we're on top of that. All things considered, the majority of launch issues have been resolved. As for compensation of the lost Gold and XP. We have not forgotten about it and will be shipping it via the next patch.

Right now we are addressing some of the more frequent and critical issues, like the "Ghost Bug" among others, as well as some map exploits. These past few days had been very hectic for us, but things are starting to somewhat get back in order.

Looking ahead for future updates, we've got a couple new maps in mid-production: Castello and Feitoria. Here's a few impressions on the latter.

On top of that we will start looking into Ranked/Competitive modes, starting with duels. However we cannot give an exact timeframe on when you can expect these updates to be rolled out yet. We are terrible when it comes to estimating things, I'm sure our alpha players can attest to that.

Additionally we will keep adding new armor pieces and weapon skins here and there, as well as some new character customization options.
Goals further down the line would be to release Modding Tools, as a lot of you seem to be very eager to create some custom content.

We've got lots of ideas for improvements to the maps and gamemodes. There's also been some amazing feedback and suggestions coming from you guys. When it comes to balancing and tweaking of mechanics, we are pretty happy with how things are looking right now, but we will start tweaking some things soon.

In closing we'll take this opportunity to give some shout-outs.

Thank you

  • to all the Kickstarter backers and alpha testers. Without your constant feedback, suggestions and nitpicking the game would not be where it is now.
  • to G-Portal/zeuz and their amazing support. You guys were super helpful and assisted us a bunch to keep up with our launch woes.
  • to all community server hosts. You really saved our asses to provide servers for all these players while we were struggling to spin up our own.
  • to our promotional launch re-stream: You guys knocked it out of the park and delivered some sweet first impressions right on the storefront.
  • to all the content creators out there creating videos and streaming. MORDHAU spread like a wildfire, which wouldn't have been possible without you.
Duchess 806 3550
  • 26 Apr '19

Frise I can only assume you are a GARBAGE player if you think this. You're lucky you live in SA where nobody can expose you

6 29
  • 27 Apr '19

Thank you! That's what I was looking for. Glad they're still looking into it. The toggle option seems like a great way to please both kinds of players.

3 11
  • 27 Apr '19

Joined these forums in 2016 to show some love after their first teaser. Now I am here 2 days before release :) Never thought this day would come!

Thanks @devs for your dedication to this game <3

Baron 19 31
  • 20 Apr '19

Cannot wait! I'm excited. Made a new video to get us all hyped! Enjoy :)

7 11
  • 20 Apr '19

@Dreamer19 said:
Hey there!

Does anybody know the price of the game?

By the way, i guess that we cannot prepurchase to play sooner,right?


30$ with 10% discount on release, nope can't prepurchase

Knight 2608 6921
  • 3 Apr '19

So I made this emblem but I don't have a KS tier high enough so I'm leaving it here for someone to volunteer and add it as their own. I'm assuming it would be in good demand

arker DED 3.png
arker DED 6.png
arker DED 4.png
arker DED 5.png
(I personally think the the first 1 would work in the game best)


ofc feedback is welcome

Duchess 806 3550
  • 1
  • 19 Apr '19

why would you set yourself up to be so wrong with only 10 days to go

Game will sell big

1088 6148
  • 19 Apr '19
 crushed — Art

@Peacerer said:
Talking about competive scene? First make friendly dmg mirrored! Make team dmg reflective

This will never happen in this game, ever. One of the worst suggestions

Mercenary 2193 3914
  • 19 Apr '19


dont mind me, just milkin'

9 2
  • 19 Apr '19

Played chiv today. I left because these ballerina's spining around. I was never so hyped for a Monday.

Baron 36 345
  • 19 Apr '19

@EruTheTeapot said:
Surrender Emote opportunity missed at the end of clip.. 0/10 bAD gAeM, nO DObL K.o 2

We filmed it using that emote but it didn't come in fast enough for the take that made the final cut. The other takes didn't have as good timing/camera work.

Another little bit of trivia is that every time we reset that Taiga eveningstar part for another take, Crush just seemed to love to take a victory lap around the entire map causing all sorts of shenanigans. So while everyone might think the game has been delayed for silly reasons such as 'optimisations', 'balance' and 'content', the real reason is because Crush just loves his Mordhau cardio.