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  • Last seen 21 Sep '20

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Duke 5562 13285
  • 14
  • 21 Sep '20
 Jax — Community Manager


Check out our new merch at!

Update 19 is finally here!

With this update we’re releasing Ranked Teamfight - work your way up the leaderboards in a fast paced 3v3 mode! Face off against similarly skilled opponents with your friends, or queue in solo if you prefer.

Alongside the new mode, we’re releasing two new smaller-scale maps Arena and Truce, which will be the maps used in both Teamfight and Duel, and will also be available in the Deathmatch, Team Deathmatch and Skirmish modes. Also in this patch, there is a new mode replacing Battle Royale, Brawl - hop into quick, face paced matches with smaller player counts.

See the full list of changes below on Steam, and enjoy!

Duke 5562 13285
  • 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!

King 2430 3418

we still waiting on the first goal to be finished

Count 258 282

Sadly Ranked system is really not going to get players back that are leaving in droves. It really only appeals to the dueler boys and the hard core fans. What is missing is content content content. SDK along with a mapping contest to add the top 5 winners to official servers would instantly increase content for free and actually get players playing again. Currently they are getting bored with the same maps, same modes and the same broken issues.

Server hosts are also annoyed by the limited resources, access, control, options and knowledge base for tweaking or personalizing and managing their servers since there is no RCON or admin tools.MordStats.jpg

Duke 5562 13285
  • 19 Jul '19
 Jax — Community Manager



In this post I’ll be discussing some plans for the future of Mordhau, and what the team has been working on recently. Please note that most, if not all features and content covered are in varying stages of completion; everything is Work-In-Progress and may change prior to its release or be canceled. As for timelines and estimated release of these things, we focus more on ensuring they are up to our standards as opposed to setting hard deadlines, so things will come when they’re ready.


Content / Maps

Our main priority post-release has focused around bringing in additional content to help keep the game feeling fresh - while a handful of weapons, cosmetics, and the map Crossroads were added, our artists have been hard at work on fully-fledged maps that will be playable in all game modes.

Feitoria is a sprawling town and accompanying village that will alternate between crowded streets, chokepoints, and more open areas and will have an emphasis on verticality and interiors as well. Currently, progress is going well on Feitoria, and our level designer is working on optimization, interior/background polish, and configuring the map for game modes.

Castello on the other hand, is a southern-European/ Mediterranean inspired castle keep and walled courtyards. It will have a similar feel to Grad, but with a more involved castle section, including portcullis control and close-quarters fighting. At the moment, Casello has begun its final art pass, along with some fine-tuning of the lighting and post-process effects.

Existing maps aren’t being forgotten, however - while we’re prioritizing new maps over spending all of our time tweaking the existing ones, we’re aware of balance and gameplay issues on existing maps, especially Crossroads, and will be improving them.


Game Modes

Recently, we have been hard at work on implementing ranked modes into Mordhau, as we feel it is a perfect fit for the high-skill gameplay that Mordhau brings to the table. You will earn a distinct rank - here’s a quick preview of them:


In addition to Ranked, we’re also working on a 64-player attack/defend mode which will capture the feeling of a medieval battle, with sieging and progressive objectives. We’re calling this mode “Invasion” in-house, and we’re in the process of designing the mode. It’s important that we’re able to retroactively add this mode to existing maps, as our levels are designed to be usable in all game modes when possible. This mode will not come next patch, but in the future.

We’ve been listening to your feedback, and we’re aware that Frontline is a bit of a polarizing topic - some people love it, others hate it. We’ve been looking into ways to reduce stalemates and make Frontline have more of a back-and-forth “tug of war” feel to it, and increase the player’s feel of involvement with the objectives. Nothing on this front is set in stone, but we’re looking into ways to improve the game mode nonetheless.

Balance & Gameplay Improvements

We’ve been listening to your feedback on game balance and frustrations with the game, and we’ve identified some areas that need a bit of work in this regard. Horses feel a bit too powerful and unfun to fight against and we’re looking into ways to make horses fairer to fight against, adding more risk to the horse riders while keeping them deadly and powerful. These potential changes include things like momentum damage against the rider, a smaller and more accurate horse flinch hitbox, fixing the desynced horse hitboxes causing players to hit through them and making horses more fragile against bigger groups of infantry, and more.

Fire bombs can also be frustrating at the moment, and we’re working on ways to fix these as well. We’re currently re-working the way fire damage is applied - it will start out much less damaging and faster, and standing in the fire will cause the damage to ramp up, making it behave more like one would expect from a fire. This will make the fire bombs less punishing when players only “touch” the fire shortly. In addition to this, the fire will be louder in volume and generally more noticeable. Players will still have to respect the fire as an area denial, but situational awareness will be increased and avoiding them will be much easier.

At higher levels of play, especially in duels, we noticed that the buckler can be overly powerful. We’re looking into removing the 30 stamina gained when the buckler is disarmed, but increasing the usefulness of the buckler when it comes to stamina costs when blocking weapons. We’re also looking into making swing manipulation look better overall without compromising the skill of the game, and adjusting a few weapons turn caps which are a bit too extreme at the moment (For example, Spear in short grip), making the game a bit more grounded. There will be many more adjustments and improvements, including Javelins among other things, to help fine-tune the already amazing combat.


Quality-of-Life / Miscellaneous Improvements

As we’ve discussed in our statement recently, we’re taking toxicity and racism seriously. At the moment we are discussing and experimenting with ways to add more tools to the game to help curb unwanted behavior. One area of focus is on preventing griefing and vote-kick abuse; we’re interested in adding more information to vote selection screen, such as the player in question’s team kill amount and team damage ratio, as well as a reason for the kick. We’d like to add an easier user interface for starting vote kicks, as the current method via the console is functional, but not exactly the easiest or most polished method we could implement.

A client-side chat filter is also in the works; while muting players removes anything they’ve said, you can only do that after they’ve said it. We plan on adding a filter that will automatically remove inappropriate or offensive messages before you have to see them, which will help to curb toxicity quite a bit.

In terms of griefing, we’re looking into ways to easily identify placed structures and their team/owner, so it’s more apparent to see if a teammate is intentionally placing structures to disrupt gameplay, and who exactly is the one doing it. We’re also looking into other ways to prevent griefing with toolboxes and firepots, to prevent players having to rely on votekick to deal with them in the first place.

While the majority of progression/gold issues have been fixed, there are a few persistent bugs remaining with our backend system. We’re looking to switch to a more reliable backend system that will handle player inventory, purchasing items, and player progression to resolve these issues for good. Additionally, we’re looking into server improvements to help reduce ping and latency problems.


Mod Tools / SDK

We are also well aware of the high demand for modding tools, and it is not something we are ignoring. At the moment, development is focused more around our short-term goals of increasing the amount of content that the base game provides and we’ll look into an SDK and mod support in the future.

Count 92 260
  • 1
  • 13 Sep '17

Hey all, just wanted to make everyone aware of some console commands I found useful.

  • Stat FPS - Shows the FPS counter
  • Slomo x - Chuck a number after this one, it will change the speed of the game. (Slomo 2 for double speed, slomo .5 for half speed). Useful for practicing chambers/drags against bots, but obviously it won't work in multiplayer.
  • PlayersOnly - Freezes all the bots, but lets you keep walking around. This one is a toggle, so enter it again to unfreeze everyone. Again, singleplayer only.
  • ChangeSize x - Another singleplayer only command for obvious reasons, this one changes the size of your character. Yes, you can set it to 100, but I wouldn't recommend it. Also goes both ways, so ChangeSize .5 will put you at half height.

These only the basic ones that I found when messing around there are plenty more, feel free to post anything else that you found useful/interesting.
P.S: I couldn't get godmode, ghost, or fly to work, so if anyone does manage to figure out how, then please do tell (I could just be stupid).

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.
Knight 281 726
  • 27 Apr '19

I hope there will be swords in this game

Duke 754 1201
  • 2 May '19

I know your whole team is stressed out now, big release and problems like this arise. We outsiders dont know how hard this actually was to fix since this is most likely a quite intricate netcode problem. But you pushed through and fixed it.
I know alot of people are disappointed and i am too, but for me, this small incident does not shake the sturdy foundation this game has made for me. Such details, gameplay, trustworthy and open devs. A truly magnificient game.
All of you are worth your weight in gold.
Many of those who quit due to these problems would probably have quit regardless since this game was either too hard for them, or not really their type of game. The true fans will play this regardless and i bet my life on it that none of the kickstarter alpha, beta players have quit the game because of this incident with the gold and xp. We see the value of this game. And i hope you devs dont loose your feeling of value either. It can be easy to be disheartened when facing such problems and mass critiques.
But i know you will survive it, i trust you.
Congratulations on the massive success which is well deserved.
(Ps most game launches i've been part of has been much much worse than this. It's just in the nature of launches.)

-Duke Stumpy

Knight 1269 3811
  • 30 Apr '19

Also, knight having Flesh Wound is confusing a lot of new players, and it becomes so annoying after playing for an hour.

Knight 1269 3811
  • 29 Apr '19

PLEASE. Having the lute be accessible from the beginning will make it lose its beauty really quickly. Also restrict lute to level 40.

Also why the hell does raider have 4 throwing axes and not a secondary weapon?

Knight 26 83
  • 2
  • 2 Feb '18

Distinguishing a drag from an acceleration is not actually possible due to the timing overlap in which you can be hit from an accel and a drag respectively.

E.G. if you attempt a read for a drag, the point at which you have to wait to effectively read the drag is overlapped by the timing in which you can be hit from an accel, meaning that you have to wait past the point of being able to be hit before you can actually parry and chamber consistently for the longer kinds of drags.

You may be able to guesswork your way into reading a drag from an accel by the position of their torso but the turn cap on all weapons makes turning from an accel to a drag and vice versa too easy to do, resulting in an inconsistent form of reading. This concept is most noticeable by mixing between looking into accels in windup and doing the same but dragging after you have done the accel movement.

Wait until you can parry a chamber or drag, be hit by an accel, parry early for the accel and you get hit by a drag because they can interchange them after you have accommodated for the timing of the weapon.

I presume that with the animation update, it wouldn't fix this issue but would rather mask it with more noticeable and snappier movements, but the timing goes untouched meaning that the issue will still be present.

The issue could be solved with more turn cap (Not ideal, but may be a necessary evil) in the release state of attacks or making release state of an attack slower so it doesn't come down as fast which will make up for the overlap in which a drag can be distinguished from an accel.

This is my take on the turn cap and timings of weapons in Mordhau, I am open to anyone who would be willing to present arguments against mine but I haven't come to see any as of yet.

Defense -
Attack -
Video -
Instant attack -
Instant attack #2 -

Knight 685 1855
  • 19 Apr '19

Well gentlemen, this has been a pleasure spending 1.5 years with the same few players. Good bye fellow alpha boys, may we meet again amongs the tides of the release crowd.

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!


Conscript 4564 6302
  • 14 Sep '18

Hey Monsteri, what you think about what I said, that maybe if the edge of the sword followed the tracer path, drags would be more visible?

Honestly, for me drags are fucking fun as fuck. I love drags, the concept is amazing but the execution is not quite there yet I'd say. Also, about this point you made:

"At this point in development cycle any broader redesigns of combat systems are unlikely"

I think they can release the game without it being mechanically "complete". Or better yet, releasing the game doesn't mean that the mechanics and all are complete.

Point being, the devs could close mechanics development for now to focuss on the bulk of the game, and once released, they can revisit the combat system. In fact, I think it would be a HUGE mistake to not revisit the combat system from time to time, don't pull a TB on us triternion lol.

I feel like with time, devs will end up developing better methods of visualising drags. It is up to triternion tbh, and their final vision of this product.

I don't think it matters if the game is released with not all the mechanics as the devs want. See Stelaris for instance, the game released ages ago, but the devs still are pushing in new patches that completely changes the gameplay in crucial aspects. For one side, this gives the impression that people bought a unfinished product, on the other hand, the product you bought some time ago is getting actual value (that is, gameplay changes) as time goes on.

I like this model, of having the game development open for a real long time after release.

Conscript 4564 6302
  • 4
  • 12 Sep '18

@wizardish said:

  • This thread focuses on the new player experience from what I've gathered. In that sense, (and knowing matchmaking will exist) why don't we focus on what noob vs noob fights will look like rather than some comp guy deleting some new player? In CS it certainly doesn't feel good when someone much better than you peeks a corner and insta one taps you. Noob vs noob situations look a lot different - usually both noobs spraying at each other and missing a significant amount of shots before one of them comes out on top. Sometimes they'll get a nice headshot or a perfect spray. I imagine a similar parallel in Mordhau.

They spam LMB. Sometimes they panic parry too lol. We are talking real, effective noobs right, chiv free weekend tier, the person's literal first experience

Noob X noob is by far the most hilarious thing to ever happen to this kind of game, I love playing with noobs lmao sometimes they are so fucking unpredictable, it is very educative to get hit by a noob tbh, shows glaring flaws in your playstile.

In a noob X noob scenario I think the game is actually quite fun, obviously this is theorycraft on my part as I am not a new player and I have not played this game with noobs, but seeing the mechanics and how they interact, I'd say that noobs might actually have a great time going against each other and discovering the game by themselves. One of them might find that feints are a powerful tool, while the other ends up focussing on using chambers because he discovers that chambers, or the mentality of attacking as a reaction might also be a real useful tool. The LMB spam might result in a lot of clashes too, which are very fun and absolutely "epic", no other game has nothing like this.

Honstly, I think that the most obscure mechanic thinking from a noob perspective still is dragging. No other game aside from chiv has this accelerate your attack thingy, most people expect "solid" timing on attacks, like Dark Souls or whatever.

I think that clashing, by far, is the best looking and the most epic aspect of mordhau's fighting system. It is really fun, I don't care if it is unbalanced or if it fucks with teamplay, they are something fun as fuck, specially when you first start playing the game. They can be used to show off the game etc, it is a very "natural" mechanic. I really wish this particular area of the game was more explored, but I also don't know what to suggest about it, other then idk, make easier to force clashes, like a defensive manuever. Someone overheads you, you slash his attack out of the way and combo into something etc, but this might play real shit, so idk really. Or maybe this is already even possible and I'm not aware of it because I only use slow weapons

Clashes are cool

Duke 5562 13285
  • 1
  • 16 Sep '18
 Jax — Community Manager

Hi everyone! It's been a while, but today we've just released our fourth dev blog, the Road to Release! In this blog we showcase some of the improvements and additions made to MORDHAU in the past few months during closed alpha testing. Speaking of testing, things have taken a little longer than planned and while we've had to push full release to early 2019, we've decided to activate keys for Early Bird and Release-tier Kickstarter backers, as well as Gumroad pre-orders! Check your emails registered with Kickstarter/Gumroad for more information, and enjoy the video!

Please note: currently, we have no plans for further access to closed testing - we ask that you patiently wait for full release in early 2019. Thank you for your understanding. For more information on this, check here

Knight 685 1855
  • 7
  • 30 May '18


In the current alpha build of mordhau, there is no way to manage your loadouts. They are sorted in the order you created them, and that's it. The only way you may do it is by manually modifying a .ini file, which is less than ideal.

This is why I created the Mordhau Loadout Manager!

What's the Mordhau Loadout Manager ?

It's a little software that I created which allows you to order, archive, backup and share your Mordhau loadouts !

Here's how it looks :


Most of the functionalities are now accessible through right clicking.

The interface is pretty self explanatory, on the left you see the list of the loadouts that are currently accessible in game, and on the right the list of the loadouts that are archived, meaning that they won't be accessible in game to avoid clogging the loadout selection menu without deleting them.

Main features

Ordering loadouts

The Mordhau Loadout Manager lets you order your loadouts at will with a fancy drag and drop interface. I've even added a button to sort them alphabetically if you're too lazy to do it yourself.

Loadout archiving

You may save certain loadouts in a separate file to clean up your game's loadout selection menu without losing them. For instance in my example, I've archived my "fun" loadouts as I plan to play to go duelling and thus I need my regular loadouts ready. I can easily boot up the software again and add them back to the game later on.

Loadout sharing (experimental)

After selecting a loadout and pressing the Copy Share Code button, a share code will be generated and appear in the text area below. You can copy this code to share it, anyone pasting this code back in the Mordhau Loadout Manager and pressing the Import From Share Code button will get your loadout ! This feature is experimental as the share code is still huge (still smaller than the loadout code itself). Here's what a share code looks like currently :

It's shorter than the actual loadout code, but still pretty awful looking. I will see how I can improve this feature in the future.

Loadout Backups

By using the backups buttons on the center, you can manage backups of your Game.ini file containing all your loadouts.


It is currently uploaded on my google drive, I will post the share links to the different versions here :

Up-to-date version :

Mordhau Loadout Manager V1.5

The interface have been reworked, most of the buttons have been replaced with a right click menu.
You will also be notified if there is a more recent version avaliable.

Additional Notes

Please Make a Manual Backup

While the current version have been extensively tested and should be fine, I recommend saving your Game.ini file somewhere else before you start using Mordhau Loadout Manager. It can be found at C:\Users[username]\AppData\Local\Mordhau\Saved\Config\WindowsClient. You never know...

Steam Cloud Conflicts

Note that the steam cloud isn't too happy about the game's files changing. If the steam cloud report a conflict, always select "upload to the steam cloud".

Bug reports and suggestions

Don't hesitate to report bugs in this thread, I will make sure to take a look at them.
I'm also open to suggestions. What kind of features would you like to see in Mordhau Loadout Manager ?

Special thanks

To triternion. You guys are doing a hell of a job and we love it !

Duke 5562 13285
  • 6 May '18
 Jax — Community Manager

No plans currently for an open beta, sorry.
We're releasing the game this year, Q3-Q4 is a safe bet.

2428 4937
  • 5 May '18

I do agree, graphical fidelity wise the maps, especially the new one look amazing.
Gameplay wise however it sucks siberian penis. The worst offender are horses, who though horses are a good idea with this map? It's way too small, and the way horses are currently set up (with which I mean they control like steaming shit), you get stuck on every fucking pebble on the ground. I'd really suggest the devs looking at how Mortal Online handled horses. It's very similar to Mordhau with the difference that it controls well. And even without horses, idk man, there is just too many tight spaces I guess. Your weapon gets stuck every fucking where and you often can't help out teammates because everything is so tight, it's almost worse than grad interior lol.