• Likes received 904
  • Date joined 25 Oct '15
  • Last seen 30 Aug '19

Private Message

988 6974
  • 1
  • 12 Mar '19
 marox — Project Lead

Attention all backers!

NOTE: This is a closed test for Kickstarter backers only. Access to the game is otherwise not possible at the moment, but release is coming soon!

As we approach towards having everything ready for release, we need your help to do some stress testing and identifying any show-stopping issues. Starting on March 15th (Friday) at 5 PM CET (Central European Time), until (including) March 17th (Sunday), we will be running organized tests on the pre-release build, where you'll get a taste of what we've been working on.

This time around, we really need to hit high player counts, so we are going to be limiting the servers to guide the testing phase. We will be doing themed tests each day to focus the population, starting with Friday - Frontline on Camp, Saturday - Battle Royale on Grad, and ending with Sunday - Horde on Taiga. Outside of these dates, the new modes will not be available to play. We are doing this to ensure that all those who wish to try them out show up on the days mentioned, ensuring a high peak. During the testing we will have servers in EU, US, AUS and SA.

After the weekend testing period, we will be rolling back the game to the current test build which will remain up until closer to release. Assuming there are no major issues, we will then proceed with our preparations for release and will announce an exact date shortly after. Good times are coming.

(Sneak peak below of the new armory poses :))


Knight 3313 6811
  • 18 Feb '19

@Mittsies said:
Just placed into my favourites.
That said, I just watched the video and hated the fact that tomatoes are actively RDMed in toxic VQ servers. So basically the consequence will be that instead of actually getting to play the game and have fun we will have the players swinging carelessly into tomatoes all the time. Because who cares, right?
Unfortunately I'll probably skip buying the game just for that.

tomatma patchie fix.png

988 6974
  • 30 Jan '19
 marox — Project Lead

Mordhau's store page is now listed on Steam!
We've been hard at work wrapping things up for release the past several months, fixing any outstanding bugs and adding the necessary polish and content where needed. This work will continue leading up to release in Q2 2019, which we estimate we will hit somewhere in April (early if all goes to plan). A glance over the Steam page should give you a hint of what to expect on release, but I will elaborate a little more here. We'll be releasing with 3 new modes that we expect to be the main attraction.

Frontline: a flag-capturing conquest-like mode played on large maps with horses, siege engines and chaos all-around. Goal is to capture the enemy's flags in linear order while defending your own, and culminates with an objective to complete in the enemy's base.

Battle Royale: start out with fists on one of our maps, haunted by a circle constantly creeping ever closer. Find loot & armor in chests (or on other players) to deck yourself out and manage your health with scavenged bandages instead of regeneration.

Horde: coop mode to play with friends against waves of AI, where you can purchase equipment & armor in your base obtained from clearing out the more and more difficult waves.

And of course, all the modes we have so far: Deathmatch, Team Deathmatch & the round-based single-life Skirmish mode. We've been working on polishing plenty of stuff such as the AI, the UI, adding unlocks and achievements, tracking skill based on kills/deaths to be able to put players into appropriate servers, improving performance, etc. We also now have a fun tutorial for new players that they can play through to familiarize themselves with the game. Throughout all this time work continued on map work, which led to various reworks and expansions of current maps like Grad and Camp and the introduction of Taiga. We have some maps still in the pipeline and close to completion, but we won't hold the release back if those are not finished, meaning they might come shortly after release.

Finally, there's some things that didn't make it for various reasons and we decided are not worth holding back a release for. Among the Kickstarter stretch goals that won't make it on release are ranked competitive 1v1 matchmaking and the SDK. We will focus on these post-launch. Another feature that won't be there are female characters, as we simply didn't have time to do these justice, so we will be looking at the introduction of the gender option after release.

There's also some Kickstarter rewards we need to wrap up, and we will be sorting these out before release as we go.

We'll be keeping in touch!

Knight 33 119
  • 27 Jan '19

I love just being able to be absolutely invincible in all situations because of FTP and CFTP, wait nvm im not and ur just fucking wrong lmao

Knight 33 119
  • 25 Jan '19

Here comes another post from Captain Retard, just typical crass behavior from everyone involved.

Knight 14 90
  • 25 Jan '19

I've just about had enough of the arrogance of Giru Giru. This child comes into our forum after belittling and humiliating and upsetting backers who are simply trying to enjoy the game and make it fun for everyone to play. It is high time some justice was brought to the forums and the game. BAN GIRU GIRU!

239 289
  • 25 Jan '19

Well, you appear to be rather upset

If i had to explain the games mechanics to aggressive, arrogant people like you, i wouldn't be able to pay my bills and go to work because i would be here explaining to you the games fundamentals, which you don't quite seem to understand

I suggest you stop with your arrogance, I have thousands of hours balancing melee slasher, and i am very good at the game, therefore i know more than you

I have no respect for you. If you can't help but talk down to all those around you, you have a mental issue.

239 289
  • 2
  • 25 Jan '19

Nobody agrees with this apart from and your little frise autism circle, it's the same people whining for years. At this rate the Devs will shut off from the forums entirely

"Projecting and throwing insults at me is a very desperate and vain attempt at winning a debate"

I literally just joined the forum this year. I don't see how making logical suggestions is autistic or "whining". You honestly just come off as a little kid who thinks he is the best at everything but is in-fact totally disconnected from reality. No idea why the devs would listen to someone like this. Might explain a lot about what is wrong with this fucking game imo.

And many, many other games. Why do you try and play a game like Mordhau, which is tailored for high skill.and brutal gameplay, when all you're going to do is write HUGE posts about nothing ? This game is about getting good and improving, not crying and making tantrums on the forums

"Projecting and throwing insults at me is a very desperate and vain attempt at winning a debate"

The thread is about making the game look, feel, and play better. Look at this paragraph YOU wrote though, and like almost every other one. You insult BACKERS at every turn. You just 'declare' shit with piss-poor reasoning. When you're called out you just say "well I am the best so doesn't matter kids", usually pepper in a few more insults in a desperate and vain attempt at winning the debate.

Seeing as you're attempting to derail after being disproved, just to clarify:

You already have many, many ways to punish a miss. The only potential justifiable reason to add lockout in a game based around freedom because CFTP is instant it can look weird - but the downsides of adding ur silly little idea vastly outweigh that and it doesn't take a massive post with 99% irrelevancy to address that either

Projecting and throwing insults at me is a very desperate and vain attempt at winning a debate

You haven't actually pointed out any downsides that have been proven through testing though. It's literally all clairvoyant declarations we don't agree with. And the up-sides are so obvious, you've failed to show how they are out-weighed, you're just saying they are.

Why do the devs listen to you? How do you even masturbnate at night knowing whos cock you're touching?

Duchess 806 3550
  • 23 Jan '19

but you did punish him, he took a huge stam loss

Now the frequent inability to punish disarm is a big problem imo but I believe this is being addressed next build

Duke 5562 13285
  • 5
  • 8 Nov '18
 Jax — Community Manager


This thread will be used to give periodic updates on the development of MORDHAU as we near closer to release, and show off some of our newest additions and features to the game. Keep in mind that much of what you may see is in varying stages of completion, and these work-in-progress features may be changed during development.

First off, we've been working on the back-end of Frontline, and one of the features that will help to add to the chaos and immersion of this mode is the Toolbox, which allows you to place dynamic fortifications around the battlefield. Currently, you can choose between three different items; the archer barricade, stakes, and a miniaturized ballista. These can be placed nearly anywhere, but use up the toolbox's ammo, which you can replenish at a supply crate.

The archer cover allows you to barricade areas off, to shoot out of the arrow slits. Meanwhile, the stakes cause damage to players running into them, and at certain speeds will be lethal.

All of the new items can be destroyed, but in some cases you can bypass them altogether with our newest feature - climbing! You can climb most objects in the world, but it's risky - taking damage means you will be ragdolled and fall to the ground.

Some other utility items are coming soon as well, in the form of healing items. Bandages let you quickly regen some HP, keeping you in the fight for longer. If you're more focused on teamplay, a deploying the Medic Bag will allow other players to heal from it.

Lastly, a nice quality-of-life improvement is the new pickup system; tapping E will pick up an item, but by holding it you're able to directly swap items instead.

Wrapping up, most of our development efforts are focused on map creation, and we've got a few new screenshots of Taiga to show off. Enjoy!


301 875
  • 15 Sep '18

Maybe rewatch the first video and not cherry pick a single fight. Rick just backpedaled all the reverses and mostly got hit cause shit animation. Real fun to watch. Stouty did a whole bunch of dumb looking shit and got punished. Then check out the footwork that happens when Rick falls for a feint, or the early parries and then footwork to give time to catch the follow-up. The drags were the least interesting shit in that video.

Duchess 806 3550
  • 12 Sep '18

@Frise said:
lol ok giru show a feint reading montage to anyone that doesn't know about mordhau or chivalry and ask them how impressive it looks

anyone can get hype watching this, even more so when you understand the game like with any spectator (e)sport. This genre is much easier to understand than say DOTA

Knight 253 546
  • 5 Mar '18

The fights look alright, the issue is that most of the time is spent looking off-target (down at the ground or slightly to your target's side for corresponding accelerated and delayed strikes). It's a weird issue with real time strikes wanting to either be accelerated or delayed, but no real reason to try and keep your target centered. I'm not sure there is a way to make the high level meta revolve around a centered strike with the current system of timing based strikes. If it was more about angles it would make more sense for that so you can better see your targets swing angle & animations but then the attacker would still want to hide windups with torso rotation as much as they can.
I think this kind of gameplay is a resulting flaw of real time strike systems and torso rotations. Without significant changes to the base game the top end of gameplay is going to result in a lot of camera motion off-target as that is how you control your strike and when it will connect.

Overall a good video though, music is nice and the gameplay is high skill.

Knight 240 388
  • 7 Feb '18

lmao the bitter winter war of egos wages on

Count 671 1131
  • 5 Feb '18

Giru is right. Dragging is supposed to counter chambers and you're not supposed to chamber every attack or else it should be very difficult.

That said, the blending and transitions are being changed and will make it easier to read windup>release transitions. Then we can see how chambers and everything else are affected.

How much do you expect animation changes to make it easier to react to accels, though? It will always be challenging to react to certain strikes in a free form swing manipulation game. I don't see any way to prevent that without adding lock-on and canned animations and swing directions.

Knight 240 388
  • 5 Feb '18

Honestly though how can you not differentiate between the two to the point of it being a consistent issue?

If you'd like, I can put a good word in with Marox and we can reduce combat speed by 50%.

Mercenary 225 567
  • 5 Feb '18

Ever considered getting good before spewing noobish nonsense?

Knight 101 371
Knight 33 119
  • 5 Feb '18

This thread doesn't need to exist, drags and accels were a thing in chivalry, to an even more extreme degree and top level players parried them and read them just fine, to the point where if feints weren't involved duels could go on for 10 mins straight.

Drags and accels in Mordhau are more finely tuned, have better animations and are less extreme then they were in chivalry. It really is just a "git gud" type of deal, it might not be what you want to hear but seriously just get better at the game, top level people that I have fought in mordhau easily deal with footdrags and "instant" ripostes etc.

Knight 240 388
  • 5 Feb '18

mrw I see a thread starting with "is not actually possible due to"

Real talk just learn how to read windup and anims shitta