• Likes received 589
  • Date joined 19 Jul '16
  • Last seen 15 Nov '20

Private Message

Duke 5559 13285
  • 19 Apr '18
 Jax — Community Manager

Hi everyone!

Most of you already know me, but my name's Jax! I've been following Mordhau since before it was called Mordhau, and throughout the years I've been helping out Triternion by spreading all the info I can possibly find about this wonderful game. I've been doing this for quite a while already, so the devs have decided to bring me into the fold as part of the team - as the community manager.

I'm not here to replace the developers from communicating directly with you all - I know that I myself have greatly appreciated them being able and willing to hop on here to answer our questions or address feedback. Instead of replacing them, my goal is to supplement; they're busy working on the game, so I'll be helping to push out some new details when they're ready, read nearly everything you all say, so on and so forth. If you have any questions, complaints, concerns, etc. feel free to tell me (it's my job)! With that being said, it's going to take me a little bit to adjust to the role, so please bear with me as I figure things out.

Two things to wrap up this post:

I want to thank Triternion - Mordhau is truly a special game and I'm honored to be given the opportunity to help in some small way. Not only are you making a stellar game, but you're awesome people. I have nothing but trust and faith in the direction you all are headed. Most importantly, I want to thank you all, the community. Mordhau isn't even out yet and yet here are some awesome people I've met, quite a few of which I consider good friends now. I don't think I would have stuck around for like 3 years if it wasn't for the countless laughs, discussions, excessively long posts, and good times I've had with you all. I'm happy to be a part of this community and I look forward to many more years to come.

168 1700
  • 1
  • 21 Mar '18
 elwebbaro — Art

It's been a while! In fact more than two months.

A lot has happened in this draught of updates and there were various reasons why we couldn't release some of the new features right away in smaller patches.
Mordhau is a game that consists of many different small systems and they all need to run in sync like a well oiled machine. If just one of its "gears" changes a little bit, all of the others have to be tweaked as well, resulting in a lot of headaches for us.
Couple that with some deeper refactoring of some old code, this can become a lenghty but very needed process.

That said we're very happy with the current state of the melee combat, and thus will finally shift more of our focus towards content creation. Granted we will still tweak things here and there as needed, especially since there's been a lot of drastic changes in this patch.

We've also heard your pleas for more transparency and will try to adhere to it, thus we're releasing a small roadmap to give you a rough idea on where the game is headed in the next few weeks and months until beta and release. We'll also shift more of our communication back to the forums so all info can be gathered and archived in one place instead of having to catch glimpses and little tidbits on Discord or Reddit.

To sum things up, here's a list of the biggest changes and improvements in Patch #14:

  • Upgraded the engine, bringing a vast array of improvements in visual quality as well as optimization and significantly improved load times.

  • Fixed long running and infuriating bugs like getting locked out of spawning, or crashes caused by alt-tabbing during loading screens.

  • Polished a lot of animations and visual effects.

  • Tweaked mechanics, balance and timings to create a more unique feel to our arsenal as well as more defined roles.

  • Reworked lighting and post processing to ensure better readability while retaining a high dynamic range and fidelity.

  • Netcode improvements to deliver a smoother experience on a wider ping range than before.

  • A lot of groundwork for the main gamemode Frontline, as well as ranged weaponry, support equipment and vehicles.

  • Some new weapons and gear, who would've thought?

Screenshots of some of the new gear and an alternate male head:

Here's the roadmap (click to zoom in):

View the detailed changelogs.

988 6974
  • 11 Sep '17
 marox — Project Lead

It's almost here folks, and yes, that's 2017, we're not delaying it by another year. We will unlock Steam keys tomorrow by the specified time, which will then appear in your forum account, and you'll then be able to activate them on Steam. If you haven't activated your purchase on our forums yet, go ahead and do that (we've sent out emails with the activation link some time ago!)

We can't wait to have you guys get your hands on what we've been working on (and what you've been waiting) for so long. See you guys tomorrow!

PS: regarding the recent outbursts on the forums.

The situation on the forums has been, well, rather tense the past few days. We made some decisions that clearly riled parts of the community up. If we were to do it again, we'd have handled it differently for sure. We've been working day and night to make sure everything in the alpha is working correctly, and that it has as much content as we can reasonably put into it at this point.

If you've been following us for a while, you know we tend to obsess over details and nothing is ever good enough. This remains true even for an alpha, and will remain true in the future. It's simply how we operate as a team. Unfortunately, everything has its downsides, and it sometimes costs us foresight when it comes to other aspects, like keeping you informed of our on-the-spot decisions, or being able to stay true to deadlines. That said, we think you'll love it. And ultimately, that's really why I think we're all here. Thanks for your patience and support, we'd never have made it without you.

Knight 108 366
1090 6149
  • 1 Sep '17
 crushed — Art

@LemonTroutsky said:
I think the most likely scenario is that there's some major flaws with the core mechanics of the game and all they've got is something the devs can make pretty demos with... but once it gets into the hands of actual players, they know it's going to be literally nothing but exploits and cheese spam.

You couldn't be more wrong. We are excited to give the game to the players, it just needs a little bit more time before its ready.

Knight 1388 3163
  • 1
  • 28 Aug '17

Mark September 14th on your calendars boys.
It's the date of the next delay.

988 6974
  • 28 Aug '17
 marox — Project Lead

With September just around the corner, we unfortunately have to announce a short delay in getting the alpha out to you all. This one's not going to be long, it's one to a maximum of two weeks into September. We simply couldn't get everything done in time to hit August. These weeks before launch are incredibly hectic and sometimes there's just not enough hours in a day (or week, or month). Given that there's over 3000 of you (both scary and exciting), we want to make sure things work properly.

At Alpha launch, you'll be able to play on these 4 maps: Camp, Grad, Pit and Ruins. There are more maps that will be added during the Alpha period, but these were our most polished, so we decided to include them first. Check them out below:

More weapons and armors are being added to the game constantly, check out these two-handed maces that you'll be able to wield soon:


Stay tuned, won't be long now!

988 6974
  • 1
  • 31 Jul '17
 marox — Project Lead

August is fast approaching and with it, the alpha testing for Mordhau is getting ever closer. In this month's update, we'll show off some recent additions to the gear, as well as an idea of what to expect from the alpha, and when to expect it.

Check out the album of this update's in-game shots here!

An alternate skin set for the greatsword that is themed on the Scottish claymore has been added. More armor pieces, including gloves, pauldrons, and a set of lamellar armor has made its way into the game. With each added piece, the combinations possible become more and more varied. We have over 150 different pieces of wearable gear in the game already!

The alpha will begin with a focus purely on smaller scale melee combat, with modes such as Deathmatch, Team Deathmatch and Last Team Standing, and will also include expansive character customization. As the alpha goes on over the following months, we will start including more content such as ranged combat, vehicles (including horses) and bigger modes. We decided this was the way to go for several reasons, one being that it focuses players on testing what we feel we can use feedback on. The second being that it allows us to polish up remaining content before it is added for testing.

So, when? We're aiming for end of August, if all goes according to plan. Sometimes delays are inevitable because things can break spectacularly at the last minute, but hopefully that won't be the case. We'll keep you updated should the situation change.


988 6974
  • 3 Apr '17
 marox — Project Lead

Thanks to our backers, we've managed to raise $230K, and are over 285% funded. Our campaign is now nearing its end, with 3 days remaining, but we still have one mean final push to go -- if you haven't backed us yet, go check out our campaign @ Kickstarter!

With this update, we're going to recap what's been happening during our campaign. It's been one hell of an experience. We've done several interviews talking about the game which you can check out right here:

Towards the end of the campaign, we've also released a raw melee combat footage video.

We've also compiled the final versions of the Kickstarter-exclusive cosmetic items. By backing our Kickstarter at the tiers that unlock these items, you can gain access to them in the final game.




Baron 1226 1617
  • 22 Jul '17

@Sir Zombie said:

@Runagate said:

@P0P218 said:
wonder how many different things you can stick on your helmet. horses, dragons, flowers, feathers.
there is alot of decorative possibilities to look charming while having a gloryfied bucket on your head :D

Are you saying you wouldn't always take the plumes? Are you gay?

Having anything on your head except your hair is gay

I see...
zombie hat.jpg

Duke 986 1381
  • 12 Jul '17

Kinda hoping the devs add one just to spite faffy tbh

Baron 1226 1617
  • 13 Jul '17

@Plebican said:

frog helmet

988 6974
  • 1
  • 30 Jun '17
 marox — Project Lead

This month's update contains shots of some juicy new gear!
imgur album

First one of the bunch is the bill polearm category, made out of 2 parts with 3 choices for each (head and handle).


Our first alternate skin for a weapon category is the norse sword skin for the arming sword. A skin is simply an alternate set of parts for a weapon category. Alternate skins have no gameplay effect, and are just for looks. The parts can't be mixed with other skins, allowing us to restrict the combinations to something tasteful, i.e. the end result still looking like a viking sword.


More armors are making their way into the game, including a fancy, flashy landsknecht set. This outfit offers light protection, but good mobility.


And of course, more helmets, because there's never enough of those!


A knight sporting one of the new helmets, the bill, a brand new brigandine & a pair of new shoulderpads:


A new breastplate worn with other gear.


Until next month :)


988 6974
  • 30 May '17
 marox — Project Lead

We've been busy! Work is progressing towards our Alpha milestone, which means getting critical bugs sorted out, putting UI in place, and deciding which content will make the initial cut. Along with this, we're also taking care of some optimization to make sure we get rid of any nasty framerate spikes during gameplay and that we're able to hit stable framerates in battles of various sizes. Being a melee game with a reliance on timing, the input has to be really tight, and there's not much room for framerate dips. Being a graphically intensive game on top of this can make things quite challenging.

We leverage level of detail (LOD) functionality heavily to this end. The simplest of its kind is a reduction in polygons as characters move further away from the screen, like in the example below.

1 (2).jpg

This reduces some load on the GPU, but doesn't do much when the CPU is struggling, so we have to resort to many other tricks. For example, a big culprit are our characters because they are comprised of many different parts, each part requiring their own texture. If you add up all the gloves, arms, shoulders, chests, helmets, coifs, skirts, legs and boots that a character can wear at any time, you end up with a staggering number of parts. These make each character truly unique, but are also quite expensive for the CPU when it has to tell the GPU to draw them. To alleviate this, when characters are far away and when this sleight of hand is not noticeable, we switch to a different construction that is very efficient for the CPU to pass around, and it looks a bit like this:

2 (2).jpg

We're also adding other optimizations on the CPU side of things, and letting players really lower the CPU load. One drastic measure we're taking is that we allow CPU code to run at a lower FPS for content that is further away from the player. This is typically done in games for animation, which ranks among the most expensive, but we generalize this approach and use it across the board. When this setting is cranked to extreme levels, it can have the effect of watching something in the distance in stop motion, but it can help lower-end rigs run the game at a reasonable framerate, and it does wonders for when you have lots of characters on the screen fighting.

However, work continues on other aspects of the game, too. More and more wearable items are being added to the game, check out the character below and see if you can spot some never-before seen gear!

3 (2).jpg

And last, but not least, more map environments. We're trying to make some new, pleasant environments for you to murder each other in. Here's a shot of some more recent work, it's one of the larger maps containing among other things, a fort and a mine. Take a look!

4 (2).jpg

988 6974
  • 7 Apr '17
 marox — Project Lead

Wow! You guys absolutely smashed it! What a finish, with nearly $300K raised of the initial $80K goal. We're blown away by the support you've shown us, and we can't wait to get the game out to you all.

Thank you !

Conscript 156 287
Knight 105 275
  • 6 Apr '17
 Ser Arthur Dayne

Wow finally a development team that listens to the people, that's all I need to know that this game will be good its because of the time you take to listen to peoples opinions and make the game better not off of personal greed. I cant wait to be seeing everyone one of you guys in the alpha, beta and main game. Keep up the good work project "Slasher"

180 1153
  • 3 Apr '17
 Grator — Art

@DerFurst said:
Question: Will we be able to tint the armor color of the kickstarter gloves or helmet? It'd be ballin' to have blackened metal gloves with red velvet and gold trim for example. Right now I get the feeling that you can't.

You actually can.

1090 6149
  • 29 Mar '17
 crushed — Art

@Garou said:
the mind games happening during the fight at 3:18 was one of my favorites.

That was actually a fight against a bot